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Confirmed. Probably this code isn't working for Pirates:So the pirate nation is broken, we will have to look into this.
ch.HeroParam.ToCityId = FindAlliedColonyForNation(sti(ch.nation), true); // JA: Nation-Dependent Start Location
// JA: Nation-Dependent Start Location -->
if(sti(ch.nation) == PIRATE) ch.HeroParam.ToCityId = FindAlliedColonyForNation(sti(ch.nation), true);
else ch.HeroParam.ToCityId = "Pirates";
// JA: Nation-Dependent Start Location <--
What update is that? I haven't uploaded anything recently; not AFTER you posted your patches anyway.Thanks Pieter, downloading your update now so i can get the changes you had made to the rpg utilities file. Looks like the patch will have to be updated again.
Instead of re-doing 1.1, just make a new patch, 1.2.
What update is that? I haven't uploaded anything recently; not AFTER you posted your patches anyway.Thanks Pieter, downloading your update now so i can get the changes you had made to the rpg utilities file. Looks like the patch will have to be updated again.
You could try the code I posted rather than reverting to my old code; that way, at least we keep Jonathan's code in use as much as possible.
Instead of re-doing 1.1, just make a new patch, 1.2.
Ok, i will use GOF 1.1 as the base and add all new updates over that so when its released anyone new to GOF doesn't need to download GOF and then 2 patches.
What update is that? I haven't uploaded anything recently; not AFTER you posted your patches anyway.Thanks Pieter, downloading your update now so i can get the changes you had made to the rpg utilities file. Looks like the patch will have to be updated again.
You could try the code I posted rather than reverting to my old code; that way, at least we keep Jonathan's code in use as much as possible.
Moree bas new's, that code you posted didn't work Pieter. I have now got the code from the patch update you released a while back and see if that fixes it. If it doesn't then we are back to the drawing board.
Ok more plodding around and it was Jonathan's code after all, i have reverted back to the one that sets all nations to start at their main ports and that works for the pirates now as well.
Ok more plodding around and it was Jonathan's code after all, i have reverted back to the one that sets all nations to start at their main ports and that works for the pirates now as well.
Can you post that code and where to put it ? Pretty please with a wench on top?
Ok more plodding around and it was Jonathan's code after all, i have reverted back to the one that sets all nations to start at their main ports and that works for the pirates now as well.
Can you post that code and where to put it ? Pretty please with a wench on top?
No sorry, i like to like more than one wench on top, if their was 3 then i will.
See bellow, add file to Program\characters and when asked to overwrite say yes. Done and done.
Good news guy's i have got the nations starting locations to work, now each nation will start in random towns of their chosen nation and pirates will start in Bermuda.
You didn't give me my 3 wenches, damn you. :slap :
You didn't give me my 3 wenches, damn you. :slap :
Oh, sorry.....I was having a joygasm about your patch. I'll send three over a day for three months. :b:
You didn't give me my 3 wenches, damn you. :slap :
Oh, sorry.....I was having a joygasm about your patch. I'll send three over a day for three months. :b:
Woohoo.
Now back to bug hunting/fixing. Hope you have fun playing as the pirates bud.