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A Pirate Podcast with Interviews
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Confirmed. Probably this code isn't working for Pirates:So the pirate nation is broken, we will have to look into this.
ch.HeroParam.ToCityId = FindAlliedColonyForNation(sti(ch.nation), true); // JA: Nation-Dependent Start Location
// JA: Nation-Dependent Start Location -->
if(sti(ch.nation) == PIRATE) ch.HeroParam.ToCityId = FindAlliedColonyForNation(sti(ch.nation), true);
else ch.HeroParam.ToCityId = "Pirates";
// JA: Nation-Dependent Start Location <--
What update is that? I haven't uploaded anything recently; not AFTER you posted your patches anyway.Thanks Pieter, downloading your update now so i can get the changes you had made to the rpg utilities file. Looks like the patch will have to be updated again.![]()
Instead of re-doing 1.1, just make a new patch, 1.2.
What update is that? I haven't uploaded anything recently; not AFTER you posted your patches anyway.Thanks Pieter, downloading your update now so i can get the changes you had made to the rpg utilities file. Looks like the patch will have to be updated again.![]()
You could try the code I posted rather than reverting to my old code; that way, at least we keep Jonathan's code in use as much as possible.
Instead of re-doing 1.1, just make a new patch, 1.2.
Ok, i will use GOF 1.1 as the base and add all new updates over that so when its released anyone new to GOF doesn't need to download GOF and then 2 patches.
What update is that? I haven't uploaded anything recently; not AFTER you posted your patches anyway.Thanks Pieter, downloading your update now so i can get the changes you had made to the rpg utilities file. Looks like the patch will have to be updated again.![]()
You could try the code I posted rather than reverting to my old code; that way, at least we keep Jonathan's code in use as much as possible.
Moree bas new's, that code you posted didn't work Pieter. I have now got the code from the patch update you released a while back and see if that fixes it. If it doesn't then we are back to the drawing board.
Ok more plodding around and it was Jonathan's code after all, i have reverted back to the one that sets all nations to start at their main ports and that works for the pirates now as well.![]()
Ok more plodding around and it was Jonathan's code after all, i have reverted back to the one that sets all nations to start at their main ports and that works for the pirates now as well.![]()
Can you post that code and where to put it ? Pretty please with a wench on top?
Ok more plodding around and it was Jonathan's code after all, i have reverted back to the one that sets all nations to start at their main ports and that works for the pirates now as well.![]()
Can you post that code and where to put it ? Pretty please with a wench on top?
No sorry, i like to like more than one wench on top, if their was 3 then i will.![]()
See bellow, add file to Program\characters and when asked to overwrite say yes. Done and done.![]()
Good news guy's i have got the nations starting locations to work, now each nation will start in random towns of their chosen nation and pirates will start in Bermuda.![]()
You didn't give me my 3 wenches, damn you. :slap:
You didn't give me my 3 wenches, damn you. :slap:
Oh, sorry.....I was having a joygasm about your patch. I'll send three over a day for three months. :b:
You didn't give me my 3 wenches, damn you. :slap:
Oh, sorry.....I was having a joygasm about your patch. I'll send three over a day for three months. :b:
Woohoo.
Now back to bug hunting/fixing. Hope you have fun playing as the pirates bud.![]()