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Unless I'm very much mistaken, it was a solo effort by @Grey Roger himself.Great job to everyone that worked on this storyline!
And it then enables Changing Relations?Peace between Spain and France is nothing to do with the storyline. After "Imperial Escort", the game switches to FreePlay - the story is over so you're free to continue as if you had chosen "FreePlay" as the storyline. International relations can change randomly.
Real Planet of the Apes stuff!The story was first written in 2016, which in the Chinese zodiac was the Year of the Monkey, which is why this Easter egg was added. Originally you couldn't get rid of the monkey at all. However, perhaps you've heard of the old adventure game "Secret of Monkey Island". It turns out that there is a real Monkey Island. It's a small island next to Puerto Rico whose only permanent inhabitants are a group of monkeys and whose only human inhabitants are researchers who go there to study them. It's actually to the east of Puerto Rico but the game has nothing there. It does, however, have the Satanists' island to the south. And so that becomes Monkey Island for the purposes of the Easter egg.
It was your idea originally, though in "Hornblower", not "Ardent". There's a line in "quest_reactions.c", case "assigned_to_atropos5":And it then enables Changing Relations?
Clever!
AddStorylineVar(FindCurrentStoryline(), "CHANGING_RELATIONS", "1"); // PB: Enable changing nation relations
It's a madhouse. A madhouse!Real Planet of the Apes stuff!
(Sorry... my colleague recently made me watch all those movies, so anything "monkey" gets " aped" by me now.)
Oops; it seems I accidentallhy called myself clever then.It was your idea originally, though in "Hornblower", not "Ardent". There's a line in "quest_reactions.c", case "assigned_to_atropos5":I copied both the idea and the line. "Ardent" then disables it during the "Imperial Escort" extension and re-enables it once more when that ends.Code:AddStorylineVar(FindCurrentStoryline(), "CHANGING_RELATIONS", "1"); // PB: Enable changing nation relations
Sure is!!t's a madhouse. A madhouse!
I haven't in a long time, so I didn't remember that...Pretend you're playing "Tales of a Sea Hawk".
And this is exactly where I ran into invisible walls, because for some reason, it doesn't reload to the next location automatically. But all I had to do was hit space or F3.At some point you go a little way down a corridor and automatically transfer to another part of the labyrinth
You can moor at Bahia de Moa. In that case, when the time comes to run, you'll tell Lucia to run for the town exit, not the ship. (You don't want to moor at the other beach within walking distance of Santiago, which is Playa de Sierra Maestra. That is where you stole the Siroco and it's in range of the fort. )Something else (by the Kinks)
When I choose to do the "wedding ring shopping" ruse with the guard that follows me around, then the only option is to have my ship in the port, right? But I came from the beach, thinking the fort will probably recognise my ship - considering it's called "Siroco" and has previously been stolen by me right in front of the fort's eyes.