New fixes included in the latest Beta 3 update:
http://www.piratesahoy.net/threads/build-14-beta-3-progress.20686/
BARBADOS - Bridgetown - I think this is just a missing Governor - Fort Commander to talk to.
After 2nd town fight in Suburb - think you are supposed to be transported to Governor / Fort / Prison Commander - but are just stuck in the same part of town ( get same location loading screen & are just moved to one of the gates - your officers now appear & the missing texture on the ground is there now there so I assume you have been transported to the normal model for this location instead of the Capture Colonies Model ) - you can fast travel to store/church/tavern etc but cannot leave buildings once inside them except by fast travel to another building.
I added two citizens in the suburb location for Bridgetown and Speightstown so that you have a locator to load to.
This seems to have fixed the reload so you get to talk to the fake fort commander and continue play like you should.
ARUBA - Oranjestad - As Barbados I think this is just missing governor to talk to.
Sank all ships - Fight in Port - Transported to Town - can't move ( used A-D keys to move sideways slightly which fixed this ) - in town no one to talk to the Governor is in townhall (locked) can get inside only with Fast travel. Talk to Governor & he only has ordinary dialog - no Capture Colonies Dialog.
Couldn't confirm this one; managed to capture the town just fine.
HISPANIOLA - Buccaneer Camp - Boca de Hubon
Made the missing locator file for this (shore08_lb.gm) - but still could not get it to let me land Troops. - I think the Boca de Hubon beach may not be recognised as the port of the Buccaneer Camp (perhaps the camp is just a Quest Location and not meant to be captured in Capture Colonies)
I was able to land just fine, but had the Bridgetown issue once I got into the Camp itself. Fixed by adding two "citizens". They don't say anything useful; they're just needed to give the player somewhere to load to.
ST MARTIN - Marigot
I am still unable to destroy Fort - no hits shown or registered? - sinking all the French Ships does not seem to work either.
Confirmed. I suspect something is weird with the island GM file. I hope Armada can have a look at this one.
Capturing Colonies for Player - Interface Problems
You cannot capture any colony without a FORT for yourself - the interface to assign the Officers to Governor & Fort Commandant does not appear if you choose this option in the dialog with the Pirate Chief /Governor - see error logs attached to
Post # 84 above. ( You can still give it to another nation or ransom it ok. )
The interface to assign an Officer to be the Governor & Fort Commandant is unstable and it is difficult to get the officer you want allocated (I am not sure if they have to have a certain level of skills e.g. Leadership or cannons - this might have affected it in my game). Also I once almost allocated the Governor I was talking to as the new Fort Commandant.
- Would he have fired on me as I sailed out of the port.
:
Officers allocated as Fort Commandant will leave your passenger List. Officers allocated as Governor stay on your Passenger list and can be allocated to additional towns - they only leave the passenger list if you allocate them as a Fort Commandant. (I have currently got one governor running three towns on different islands & two governors being Fort Commandants in towns on other islands and two governors who are still Passengers).
As far as I can tell, this now behaves itself quite fine. Shame I was unable to allow reassigning of your governor and fort commander later on, but that proved to be too complicated.
Returning to Towns you have Captured for Yourself.
This is bugged - you can go into a town you have captured from the jungle ok. If however you try to land at the Port then sometimes you will be transported to the Port ok and sometimes you will be transported into the Fort - there you will be attacked by masked men ( your people manning the Fort ) there is no way out, so you die. (see attached error logs for Martinique)
As far as I understand this, this should no longer happen now that the fort commander is of PERSONAL_NATION and the "visit fort" code has been disabled.
If it does still happen, let me know.
Money Received For Ransom of Colony
- The amount you receive is twice the amount in the dialog
- If you decide to take over the colony for another country - the colony is taken over & you also get the amount of money for the ransom (actual amount stated in dialog ) - not sure if this is correct or a bug.
- If you take the colony for yourself you don't get any money - you do get the daily amount of money from the Taxes ok.
You're absolutely right. Worse still, you didn't even get twice the mentioned amount, but twice a
different amount.
I fixed that so you get what it says and you only get it once. Will you believe the line that adds money was literally there twice. Uh?
Also, you now do NOT get money when giving the colony to another town or keeping it for yourself; ONLY if you ransom it.
If you ransom it, the town will not be normally functional for a while and the fort will remain destroyed for a while.
I'd be quite interested to know if this ever returns to normal!
No Crew at Certain Locations
This might still be a problem with Locators - not enough of them or Strange shape ( I have been playing with Visible locators and some of the loc ones are not the usual semi-sphere but long thin ellipses. So those locations might need more work.
- I don't know if the Mod takes into account my total crew (ship or fleet) against the Town Population when calculating the 4 crew vs 3 defenders, that could affect things. But for me the crew are always missing in the same places.
Confirmed. Turns out this was because the game thought you already
had enough characters in the location, because all BuildingSet characters were counted too. This has been fixed.
19. TURKS - Grand Turk - OK ( texture outside Town Hall forgot to mention this in previous post same as Port Royale & Havana - see attached)
Which locations still have this effect? Anyone care to try and address this? It's just a GM file problem as Jack Rackham says.