Sail-To indeed would show if they are around and will make an arrow show up above the target ship too.
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This is a new thing. The battle is there......somewhere. If one is lucky the ships are in sight but usually I do not know where they are and can not see them.
Hmm a thought. I wonder if "sail to" would show where they are?
Aye, but most of the times battling fleets and or regular fleet(s) are not present after dropping out of world map. When did this start again? I think its when the weather(storm thingy's) or ship encounter thing was adjusted for the iron man and realistic mode. W/c is now kinda sucks 'cause its killing the arcade experience.Sail-To indeed would show if they are around and will make an arrow show up above the target ship too.
Battling fleets? Its like an on going sea battle.whats the difference again between normal fleets and batteling fleets?
You mean warships or merchants?
Oh indeed. I removed the waiting/recharge time of the Kraken attack.The kraken error is very strange .... maybe this is the cause for the problems ... could you upload your nk.c also? I got the feeling yours is different then mine cause the line they say an error is looks very strange to have an error.
if(CheckAttribute(pchar, "KrakenAttack")) PostEvent("EnableKraken", 5*60*1000);
if(CheckAttribute(pchar, "KrakenAttack")) DeleteAttribute(pchar, "KrakenAttack");
I say I'm 90% sure. Don't remember if it were back then with the testing period before it was released that it has no problems with the ship encounter thing.Do you know for sure it did work right with 3.0?
case AITASK_MOVE:
Trace("Attak Move");
Trace("Check task "+rGroup.Type);
if (CheckAttribute(rGroup, "Task.Target.Pos"))
{
Trace("coords present");
Group_SetTaskMove(sGroupID, stf(rGroup.Task.Target.Pos.x), stf(rGroup.Task.Target.Pos.z));
}
else
{
Trace("coords missing");
x = 10000.0 * sin(stf(rGroup.Pos.ay));
z = 10000.0 * cos(stf(rGroup.Pos.ay));
Group_SetTaskMove(sGroupID, x, z);
}
break;