Officers showing up okay for me, they occasionally disappear during town attacks, but it's always been like that.
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I suspect so. Will try with one of Hylie's savegames; see if they DO work there.I don't have any officers during ship boardings - would the use of the console affect this - i.e. the officers it gives you ( Mr Gibbs - Davy Jones etc) being special in some way?
The only vaguely related change I recently made should affect towns only:Also in one ship boarding - One of my crew was stuck ( see image ) - any changes to that decks boarding locators recently - or changes to the number of crew spawned during the boarding as that can cause this problem.
int startlocnum = LAi_numloginedcharacters;
if(IsTown) startlocnum = 1; // PB: So that BuildingSet characters are ignored - add GetOfficersQuantity(mchr) when we add officers to the attacks
int locnum = startlocnum; // "loc"+locnum to get boarding location
for(i = startlocnum; i < mlimit; i++)
I suspect so. Will try with one of Hylie's savegames; see if they DO work there.
Edit: Yep, officers on Hylie's savegame. In forts too. But NOT in towns yet.
I'll give that a shot as well....
I've seen that line during my town assaults too. I reckon various of the boarding locator files just need more locators added.LAi_CreateFantomCharacter -> can't teleportation character to <rld::loc5> <<<----------
The limit for forts and towns is 8 boarding characters in total. However, that doesn't necessarily mean 4-vs-4.
When I tested, I had the advantage and the game asked for 5-vs-3. That's why I figure 6 locators on both sides should be enough.
That allows for 6-vs-2, 2-vs-6 and anything inbetween. But you wouldn't have 12 characters at the same time; only 8.
Well, right now you don't GET those officers in town. And in the forts you don't get less crew for all the officers you do get.Just a thought about the number of locators - if the player has 3 officers with them - Colony Capture mod generates 4 crew - then 3 + 4 +player = 8.
7 at most, if it is a REALLY one-sided battle. But I don't think you'll ever get to that.So if the mod is always matching the numbers on each side you need 8 loc and 8 aloc locators - to allow for the player to have the maximum number of officers with them.
I've been seeing 5-vs-3 quite frequently in testing. But that was 5 INCLUDING the player, so 4 crew.Question - Has the mod ever generated more than 4 crew ?
Figures! Is that the same case on that ship though? I thought ships had plenty boarding locators.By The Way - the crewman in the water in image in Post 252 above is there because there are not enough locators ( loc 1-3 only) just need to add another one.
// trace("rld,loc," +xx+",0,"+xz+",0,1,0,"+zx+",0,"+zz+","+x+","+y+","+z+",1,0,0,0,0,0,0,0,0,");
// trace("rld,aloc,"+xx+",0,"+xz+",0,1,0,"+zx+",0,"+zz+","+x+","+y+","+z+",1,0,0,0,0,0,0,0,0,");
In Inez Diaz TOOL there's an option to export and import locators into a text file. Yo export an exiting locators onto a text file, open it in a text editor, do a copy-paste of those generated in compile.log file, save changes, exit text editor, import modified locators into a TOOL and finally save a gm file.
^ What Pirate_KK says works perfectly fine. That's what I've been doing too. Nice and easy.
I did notice when I did a few myself that the first "loc" line seemed to have things in a different order, causing weird effects.
But the "aloc" one worked fine. So I changed that with the latest updates so they're both the same.
Gentlemen,
I'm afraid I don't really understand what the "capture colonies" mod really is; I remember this ability from the stock game, where after you destroyed enough cannons on a fort you had the option to invade the town. If you survived both the seaborne bombardment of the fort, and the fight through the fort itself, you had "sacked" the town and could do what you wanted with it. Am I thinking of the same thing?