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You have a savegame?I attacked the fort at Spreightstown. And when I put my glass on it showed 0 men and 0 cAnnons even though it was firing right along.
@Jason: Still awaiting a savegame.You have a savegame?
Experience points, you mean?Also during the attack I am getting no log entries about the elimination of the forts cannon@1000pts per canon.
iCrew = makeint(CalculateTownFortCrewQuantity(rFortCharacter) * (1.0 - (MakeFloat(iNumDamagedCannons) / MakeFloat(2 * iNumAllCannons)))) + rand(10) - 5;
if (iCrew < sti(rFortCharacter.Ship.Crew.Quantity)) rFortCharacter.Ship.Crew.Quantity = iCrew;
if (sti(rFortCharacter.Ship.Crew.Quantity) < 10) rFortCharacter.Ship.Crew.Quantity = 10;
//if (iBallCharacterIndex == GetMainCharacterIndex()) Log_SetStringToLog(rFortCharacter.Ship.Name + " " + LanguageConvertString(iSeaSectionLang, "Fort_cannon"));
iExp = MakeInt(1000 / iCompanionQuantity);
if(AUTO_SKILL_SYSTEM)
AddCharacterExpChar(rBallCharacter, "Cannons", iExp);
else
AddCharacterExp(rBallCharacter, iExp);
I know some spyglasses simply don't show the number of crew.
But I can't remember if they then show '0' or nothing at all.
Experience points, you mean?
Do you, @Hylie Pistof or anyone else care about getting that functionality back?Also during the attack I am getting no log entries about the elimination of the forts cannon@1000pts per canon.
Does the fix go in program or somewhere else?
Extract attached to PROGRAM\BATTLE_INTERFACE to fix this problem.
Doing nothing is easiest. But linking it to the Logs Toggle takes about a minute as well.I don't really care that much about the listing of the points. What ever is easier.