Upload "compile.log", "system.log", and "error.log" if it exists.
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PoTC@Foop my Car: I moved your post to this thread. The fix is earlier in this thread and should already be in any version of the game from 2021, as the fix was made in 2019.
Which version are you playing, Maelstrom or PoTC?
I usually play with 2 ships. I capture 2 and plunder the rest. For all captains, I send them to the hold and release them later.Download the "console.c" from here:
Fixed - Marie Celeste
That should clear out the part of the character array reserved for prisoners so that the next captain can appear.
Now I need to figure out why this is still happening. Exactly what have you been doing with your prisoners - hiring them, releasing them for ransom, releasing them without ransom for reputation, executing them? Something is still failing to clear the character properly when he is no longer a prisoner, so the prisoner part of the array has been filling up.
Done, though the posts may need to move again. Because...Maybe it's a good idea to move this post to the appropriate topic.
... how does that happen? In Build 14, at least, they can't rebel. They're prisoners. They stay in the hold until you talk to them, then it's your choice whether to release them, hire them, kill them, or leave them where they are.Most of the time, when I send someone to the hold, they rebel and I have to kill them.
Same here, at least after I've completed either "Tales of a Sea Hawk" or "Ardent". In both of them, I keep something fast and manoeuvrable for general raiding, and something heavy and powerful for attacking forts. Usually I release captains for reputation unless they're offering a really high ransom, in which case I take it. And I've never seen the bug. (Occasionally I have trouble finding the captain but that's because he's in a dark outfit, it's either night or late evening, and I can't see him easily when he's standing next to some dark wood.)I usually play with 2 ships. I capture 2 and plunder the rest. For all captains, I send them to the hold and release them later.
So do I.I'm trying to raise the status of all officers to hero
Very probably, unless BNH has completely rewritten the code for handling prisoners. In B14, the functions to take a captain prisoner and to hire a prisoner as an officer are both in there. So is most of the code for governors' nieces and daughters.Is the Dialog_func.c file useful for BNH?
Immediately after sending the prisoner to the hold, he draws his sword. It may be that a variable that limits the number of prisoners has a limit value. I have no prisoners and the bug still occurred.Done, though the posts may need to move again. Because...
... how does that happen? In Build 14, at least, they can't rebel. They're prisoners. They stay in the hold until you talk to them, then it's your choice whether to release them, hire them, kill them, or leave them where they are.
Beyond that...
Same here, at least after I've completed either "Tales of a Sea Hawk" or "Ardent". In both of them, I keep something fast and manoeuvrable for general raiding, and something heavy and powerful for attacking forts. Usually I release captains for reputation unless they're offering a really high ransom, in which case I take it. And I've never seen the bug. (Occasionally I have trouble finding the captain but that's because he's in a dark outfit, it's either night or late evening, and I can't see him easily when he's standing next to some dark wood.)
So do I.
Very probably, unless BNH has completely rewritten the code for handling prisoners. In B14, the functions to take a captain prisoner and to hire a prisoner as an officer are both in there. So is most of the code for governors' nieces and daughters.