There doesnt seem to be a flag over the fort.
running build 14 beta 4.1 wip
----------------------------------------
Build 14 Beta 4.1 WIP: 13 April 2017
Savegame Compatibility: 14.937
----------------------------------------
Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 96 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 798
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 927 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1101
InitSounds (English): created 19 entries.
InitMusic: created 96 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ShowProfile: orig btnidx=1
ShowProfile: prop btnidx=1
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Greenford_shipyard (index=120)
ItemLogic: On load location Greenford_shipyard
ItemLogic: found 0 buttons
trying to spawn item: medical2 with rarity=0.16052 itemProb=0.42
trying to spawn item: powderbarrel with rarity=0.29327 itemProb=4.2e-002
trying to spawn item: potion4 with rarity=0.30487 itemProb=0.21
trying to spawn item: potion2 with rarity=0.75946 itemProb=7.e-002
trying to spawn item: potion4 with rarity=0.93381 itemProb=0.21
trying to spawn item: skillbook3 with rarity=0.13293 itemProb=7.e-002
trying to spawn item: 100gp with rarity=0.67371 itemProb=0.42
trying to spawn item: medical1 with rarity=0.48373 itemProb=1.12
trying to spawn item: smugglingbook2 with rarity=0.10474 itemProb=1.4e-002
trying to spawn item: medical1 with rarity=0.18817 itemProb=1.12
trying to spawn item: medical2 with rarity=0.39606 itemProb=0.42
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 120
reload_island_index = -1
reload_location_index = 121
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Store
ItemLogic: found 0 buttons
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
TRADING: Greenford_Store: Bought 150 Ration for 6625
IT dropped low quality weapon (blade12+1) in favor of higher quality (blade12+2)
IT dropped low quality weapon (bladeC33+1) in favor of higher quality (bladeC33+2)
IT traded with trader 1 times
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 121
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Equip Character Iustus Magallanes with bladeC35-1 his nation: 3 blade nation=
Officer's twin found!!!
Equip Character Cole Parlabean with bladeC30+1 his nation: 3 blade nation=
Equip Character Aelwiin Hugesson with blade35+1 his nation: 3 blade nation=
Equip Character Emílio Dano with blade27+2 his nation: 3 blade nation=
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque2
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Greenford_shipyard (index=120)
ItemLogic: On load location Greenford_shipyard
ItemLogic: found 0 buttons
trying to spawn item: indian16 with rarity=0.88919 itemProb=7.e-002
trying to spawn item: mineral9 with rarity=0.3447 itemProb=0.14
trying to spawn item: skillbook3 with rarity=3.3234e-002 itemProb=7.e-002
trying to spawn item: 250gp with rarity=0.38492 itemProb=0.28
trying to spawn item: medical1 with rarity=0.51791 itemProb=1.12
trying to spawn item: medical1 with rarity=0.95398 itemProb=1.12
trying to spawn item: medical1 with rarity=0.30518 itemProb=1.12
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 120
reload_island_index = -1
reload_location_index = 121
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Store
ItemLogic: found 0 buttons
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
TRADING: Greenford_Store: Bought 40 Rum for 3031
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 121
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Equip Character Richard Labourdette with blade27+2 his nation: 3 blade nation=
Equip Character Gareth Underhill with blade38+1 his nation: 3 blade nation=
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 122
reload_island_index = -1
reload_location_index = 123
Start reload
Quest name sleep_in_tavern FOUND in CommonQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: potion1 with rarity=0.95242 itemProb=0.21
trying to spawn item: 250gp with rarity=1.178e-002 itemProb=0.28
trying to spawn item: potion3 with rarity=0.21603 itemProb=0.56
trying to spawn item: potionrum with rarity=5.8441e-002 itemProb=0.14
trying to spawn item: 500gp with rarity=0.27386 itemProb=0.14
trying to spawn item: medical1 with rarity=0.11279 itemProb=1.12
Quest name Story_WaitInGreenfordEnd FOUND in QuestComplete
Quest name restore_hp FOUND in CommonQuestComplete
SETTING MUSIC: music_house
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 123
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Template <runto> -> path not found chr.id = Treas_Crewmember_8
Template <runto> -> teleport chr.id = Treas_Crewmember_8 to <reload : reload3>
Template <runto> -> path not found chr.id = Treas_Crewmember_9
Template <runto> -> teleport chr.id = Treas_Crewmember_9 to <reload : reload2>
Template <runto> -> path not found chr.id = Treas_Crewmember_10
Template <runto> -> teleport chr.id = Treas_Crewmember_10 to <reload : reload1>
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
Quest name Story_DanielleStartsTalkAboutResearcher_1 FOUND in QuestComplete
Quest name Story_DanielleStartsTalkAboutResearcher_2 FOUND in QuestComplete
Quest name player_back FOUND in CommonQuestComplete
Quest name danielle_BeforeEnglishSiege_exit FOUND in QuestComplete
Template <follow> -> timeout chr.id = Blaze_Crewmember_01
Template <follow> -> teleport chr.id = Blaze_Crewmember_01 to pos(0.26697, 1.e-004, 3.2835)
Quest name player_back FOUND in CommonQuestComplete
Quest name Story_DanielleOffersToBecomeFortCommander FOUND in QuestComplete
Quest name danielle_RepelEnglishAssault_exit FOUND in QuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 252, theDay = 276
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 22
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = Ketch
Equip Character Jorge Salazar with blade27 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brig2
Equip Character Dirric Engelsman with bladeC30+2 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Portugal, Type = war, Loop = 0, Ship ID = Barque4_47
Equip Character Timóteo Vieira with bladeC11+2 his nation: 5 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Portugal, Type = war, Loop = 0, Ship ID = Brigantina1
Equip Character Vicente Meirelles with bladeC30+2 his nation: 5 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = war, Loop = 0, Ship ID = NL_Neptunus
Equip Character Pons Gravier with bladeC30 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = war, Loop = 0, Ship ID = BrigRoyal
Equip Character Hanssen Wizzelpenning with bladeC26+2 his nation: -1 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_storm
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Greenford_shipyard (index=120)
ItemLogic: On load location Greenford_shipyard
ItemLogic: found 0 buttons
trying to spawn item: medical2 with rarity=1.004e-002 itemProb=0.42
trying to spawn item: goldarmor with rarity=0.47067 itemProb=1.4e-002
trying to spawn item: 500gp with rarity=0.77341 itemProb=0.14
trying to spawn item: pistolstink with rarity=0.53888 itemProb=0.35
trying to spawn item: medical1 with rarity=0.29141 itemProb=1.12
trying to spawn item: potion2 with rarity=0.45724 itemProb=7.e-002
trying to spawn item: pistolgrapes with rarity=0.65167 itemProb=0.84
trying to spawn item: medical1 with rarity=8.5541e-002 itemProb=1.12
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 120
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
no sex found
Equip Character Ambrósio Meireles with bladeC30+1 his nation: 3 blade nation=
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
IT dropped low quality weapon (blade28+1) in favor of higher quality (blade28+2)
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Barque4_47
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 122
reload_island_index = -1
reload_location_index = 123
Start reload
Quest name sleep_in_tavern FOUND in CommonQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: 100gp with rarity=0.35608 itemProb=0.42
trying to spawn item: medical1 with rarity=0.5585 itemProb=1.12
trying to spawn item: potion1 with rarity=0.94809 itemProb=0.21
trying to spawn item: 250gp with rarity=0.22137 itemProb=0.28
trying to spawn item: potionrum with rarity=0.82388 itemProb=0.14
trying to spawn item: 100gp with rarity=0.61292 itemProb=0.42
trying to spawn item: medical1 with rarity=0.68195 itemProb=1.12
Quest name Story_WaitInGreenfordEnd FOUND in QuestComplete
Quest name restore_hp FOUND in CommonQuestComplete
SETTING MUSIC: music_house
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 123
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Template <runto> -> path not found chr.id = Treas_Crewmember_8
Template <runto> -> teleport chr.id = Treas_Crewmember_8 to <reload : reload1>
Template <runto> -> path not found chr.id = Treas_Crewmember_9
Template <runto> -> teleport chr.id = Treas_Crewmember_9 to <reload : reload1>
Template <runto> -> path not found chr.id = Treas_Crewmember_10
Template <runto> -> teleport chr.id = Treas_Crewmember_10 to <reload : reload1>
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
Quest name Story_DanielleStartsTalkAboutResearcher_1 FOUND in QuestComplete
Quest name Story_DanielleStartsTalkAboutResearcher_2 FOUND in QuestComplete
Quest name player_back FOUND in CommonQuestComplete
Quest name danielle_BeforeEnglishSiege_exit FOUND in QuestComplete
Template <follow> -> timeout chr.id = Blaze_Crewmember_01
Template <follow> -> teleport chr.id = Blaze_Crewmember_01 to pos(1.0152, 1.e-004, 1.6853)
Quest name player_back FOUND in CommonQuestComplete
Quest name Story_DanielleOffersToBecomeFortCommander FOUND in QuestComplete
Quest name danielle_RepelEnglishAssault_exit FOUND in QuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 252, theDay = 276
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 19
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = PiratBrig50
Equip Character Mateho Orizaga with bladeC30+2 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = Barque4_47
Equip Character Honors Trasignies with bladeC2-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = Lugger4
Equip Character Huon Surin with bladeC6 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = SloopBermuda
Equip Character Goudriaan Steinmets with blade20-1 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = LuggerCT
Equip Character Nicodemo Conceição with blade13+2 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = Yacht1
Equip Character Cesar Candela with bladeC2-1 his nation: -1 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'Bridgetown Fort' has spotted us at 170.95 and will remember us as personal in Model_Frigate_sat with visibility=1157.5
FLAGS: The HMS 'Vengeance' turned hostile as they have recognized us
FLAGS: The HMS 'Desperate' turned hostile as they have recognized us
FLAGS: The HMS 'Black Prince' turned hostile as they have recognized us
FLAGS: The 'Bridgetown Fort' remembers us as personal
FLAGS: The 'Hoche' turned hostile as they have recognized us
FLAGS: The HMS 'Vengeance' turned hostile as they have recognized us
FLAGS: The HMS 'Desperate' turned hostile as they have recognized us
FLAGS: The HMS 'Black Prince' turned hostile as they have recognized us
FLAGS: The 'Bridgetown Fort' remembers us as personal
FLAGS: The 'Hoche' turned hostile as they have recognized us
FLAGS: The 'San Eugenio' turned hostile as they have recognized us
FLAGS: The HMS 'Vengeance' turned hostile as they have recognized us
FLAGS: The HMS 'Desperate' turned hostile as they have recognized us
FLAGS: The HMS 'Black Prince' turned hostile as they have recognized us
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
== Directsail called at 19:14
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
For character 1308 fall Mast name mast2 has index 2