<!--quoteo(post=309865:date=Mar 31 2009, 11:44 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 31 2009, 11:44 AM) <a href="index.php?act=findpost&pid=309865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing was changed in the food consumption code, so I am not sure why the consumption would suddenly have gone up. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
I wonder how the "escort quest destination choice" works. If it selects any random location, there is a slight chance that it selects the one you're at.
There should be added a check to ensure that whichever location is chosen, it must not be the present one.
And the price paid should depend on the distance; I imagine it should already do that and it might be working like that,
but your 800 000 value for transport to the same place suggests otherwise. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid="
" border="0" alt="mybad.gif" />
In the simplification of the ammomod, only you and your officers are limited by their ammunition.
Additionally, you can freely restock your ammo at the gunpowder storage in your ship's cargo hold.
Theoretically you could make infinite amounts of money by taking items from the powder storage and selling them at a merchant.
Logically, this doesn't make much sense; should we do something about this?
Perhaps have the amount of gunpowder items dependent on the amount of gunpowder goods aboard (I think it already works like that)
and add a new good for bullets that you can buy in bulk from the traders?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi Pieter,
re appetites it must have been some fluke. I had to reinstall and food usage seems to work OK now.
Regards, Oldtimer