<!--quoteo(post=174812:date=Dec 6 2006, 11:40 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 6 2006, 11:40 PM) [snapback]174812[/snapback]</div><div class='quotemain'><!--quotec-->
1. When picking up sailors at sea the Message: "your rank is incresed to" appered with no rank specified.
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Does that also occur in Build 13? Or in Build 14 Alpha without the fixes?
<!--quoteo(post=174812:date=Dec 6 2006, 11:40 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 6 2006, 11:40 PM) [snapback]174812[/snapback]</div><div class='quotemain'><!--quotec-->
2. There is no weapons locker in the cabins of ships being boarded.
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I think it was like that before the fixes as well. There is no weapons locker in the tutorial cabin either. Apparently there only ever is one if in your own cabin. This might have been intentional from Pirate_KK, but I personally think it would do no harm to re-enable them.
<!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
1. There was some missing/broken dialog with Malcom Hatchers tutorial if you started with the tiny boat.
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That is odd. That is one of the things I DID test in the Alpha and it worked just fine. Could you give an example? Perhaps I accidentally forgot to add the required changes to Malcolm's dialog.h file in the Alpha. It IS in my own version of the game though. I'll check when I get back home.
<!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
2. You couldn't get pirate hunting quests properly from some of the governors. Now fixed.
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These were changed, but I never tested them. Pirate_KK made it so that the pirate hunting quests can now have non-pirate enemies as well. Does this work?
<!--quoteo(post=174912:date=Dec 7 2006, 05:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 05:11 PM) [snapback]174912[/snapback]</div><div class='quotemain'><!--quotec-->
Ah, yes, it annoys me as well that the shiptraffic respawns. Currently I don't know if and when I will ever be able to change that (I am still busy bugfixing things in B13, didn't even know that Directsail was already in B14 <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="" border="0" alt="whistling.gif" /> )
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I added it to the Build 14 Alpha, yes. I asked if I could add it, but you didn't reply to that. So I added it, so it can be tested. If you don't want it in there, just say so and we can remove it or add a toggle. But I personall really like the idea and would very much like to see it tested and made working better.
<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
here's a wierd bug: try entering a store, using fast travel to go to your ship deck, (from which i couldn't enter the rest of my ship, nor could i do so with fast travel, but i did have a gunboat, so i think that that's intentional.) press enter/return, choose the back option, and see what happens! really, it's wierd. kinda disturbing really.
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What exactly happens then? You are supposed to be brought back to the store that way. And it indeed IS intentional that you can't enter the other decks of your ship if you have a gunboat, because there is no way the gunboat could actually HAVE these locations; it's much too small. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="" border="0" alt="whistling.gif" />
<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
also, the port icon doesn't show up in the fast travel menu.
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Depends on your location. In some locations the pot icon doesn't show up, in some locations it's the fort icon. When you go to another location, usually the icon IS there. It seems to depend on how many locations the go to location is. You don't usually seem to be able to fas travel from one side of town to the other. Bit weird really.
<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
small dialogue bug: malcom is now your captain who gives you a ship, a scenario which i like, but when you dismiss him, he still has the old dialogue, which doesn't fit right.
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This scenario was required, because you start the game in your captain's cabin, but if you start with a gunboat, that boat doesn't actually HAVE a captain's cabin, so Pirate_KK solved that by starting the game on Malcolm's ship instead. But he only did that fo that one scene. He didn't change much else for this. It's not really important either, I think. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
1. When picking up sailors at sea the Message: "your rank is incresed to" appered with no rank specified.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Does that also occur in Build 13? Or in Build 14 Alpha without the fixes?
<!--quoteo(post=174812:date=Dec 6 2006, 11:40 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 6 2006, 11:40 PM) [snapback]174812[/snapback]</div><div class='quotemain'><!--quotec-->
2. There is no weapons locker in the cabins of ships being boarded.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it was like that before the fixes as well. There is no weapons locker in the tutorial cabin either. Apparently there only ever is one if in your own cabin. This might have been intentional from Pirate_KK, but I personally think it would do no harm to re-enable them.
<!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
1. There was some missing/broken dialog with Malcom Hatchers tutorial if you started with the tiny boat.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That is odd. That is one of the things I DID test in the Alpha and it worked just fine. Could you give an example? Perhaps I accidentally forgot to add the required changes to Malcolm's dialog.h file in the Alpha. It IS in my own version of the game though. I'll check when I get back home.
<!--quoteo(post=174857:date=Dec 7 2006, 10:11 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 7 2006, 10:11 AM) [snapback]174857[/snapback]</div><div class='quotemain'><!--quotec-->
2. You couldn't get pirate hunting quests properly from some of the governors. Now fixed.
<!--QuoteEnd--></div><!--QuoteEEnd-->
These were changed, but I never tested them. Pirate_KK made it so that the pirate hunting quests can now have non-pirate enemies as well. Does this work?
<!--quoteo(post=174912:date=Dec 7 2006, 05:11 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 7 2006, 05:11 PM) [snapback]174912[/snapback]</div><div class='quotemain'><!--quotec-->
Ah, yes, it annoys me as well that the shiptraffic respawns. Currently I don't know if and when I will ever be able to change that (I am still busy bugfixing things in B13, didn't even know that Directsail was already in B14 <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="" border="0" alt="whistling.gif" /> )
<!--QuoteEnd--></div><!--QuoteEEnd-->
I added it to the Build 14 Alpha, yes. I asked if I could add it, but you didn't reply to that. So I added it, so it can be tested. If you don't want it in there, just say so and we can remove it or add a toggle. But I personall really like the idea and would very much like to see it tested and made working better.
<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
here's a wierd bug: try entering a store, using fast travel to go to your ship deck, (from which i couldn't enter the rest of my ship, nor could i do so with fast travel, but i did have a gunboat, so i think that that's intentional.) press enter/return, choose the back option, and see what happens! really, it's wierd. kinda disturbing really.
<!--QuoteEnd--></div><!--QuoteEEnd-->
What exactly happens then? You are supposed to be brought back to the store that way. And it indeed IS intentional that you can't enter the other decks of your ship if you have a gunboat, because there is no way the gunboat could actually HAVE these locations; it's much too small. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="" border="0" alt="whistling.gif" />
<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
also, the port icon doesn't show up in the fast travel menu.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Depends on your location. In some locations the pot icon doesn't show up, in some locations it's the fort icon. When you go to another location, usually the icon IS there. It seems to depend on how many locations the go to location is. You don't usually seem to be able to fas travel from one side of town to the other. Bit weird really.
<!--quoteo(post=174922:date=Dec 7 2006, 06:06 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 06:06 PM) [snapback]174922[/snapback]</div><div class='quotemain'><!--quotec-->
small dialogue bug: malcom is now your captain who gives you a ship, a scenario which i like, but when you dismiss him, he still has the old dialogue, which doesn't fit right.
<!--QuoteEnd--></div><!--QuoteEEnd-->
This scenario was required, because you start the game in your captain's cabin, but if you start with a gunboat, that boat doesn't actually HAVE a captain's cabin, so Pirate_KK solved that by starting the game on Malcolm's ship instead. But he only did that fo that one scene. He didn't change much else for this. It's not really important either, I think. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />