• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

BTW: I'm wondering if I should add the new A&M Mod islands to the modpack. I reckon it might be a good idea, so that people can search for bugs there as well. And maybe, if it is in a working modpack, people could try and add the missing land locations and characters? That isn't too hard, is it? When we'll be making an official Build 12.5 or Build 13 version and the islands aren't fully working yet, we can always leave them out of the next official version. I think it might be the most useful if the modpack contains all the mods that aren't in Build 12, even if they're not entirely finished yet. But I'm not going to add them in if you don't think it to be a good idea... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
I made a list of issues I found while playing the most recent modpack version, which I have been unable to release yet. I thought I'd also post this here, because maybe someone else would be able to help with the bugfixing as well. Some of the bugs have to do with code that is already in the latest released version of the modpack; mostly having to do with CCC's fake forts at Oxbay.

<!--QuoteBegin-"E-Mail to Nathan Kell"+--><div class='quotetop'>QUOTE("E-Mail to Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->Redid random items. Some new defines in BS.h to control it. Reinit required!!!!<!--QuoteEnd--></div><!--QuoteEEnd-->Found some weird bugs with the random items: See attached picture “Badly Worn Antidote.JPG”. Apparently, almost all items are now given a quality, even the items that shouldn’t have a quality. Looks quite weird. Also: The order in which the items are shown at a trader has been completely changed. Is that intentional? I’m not quite sure if this new order is what it’s supposed to be… And I wasn’t able to sell a Worn Rapier at the trader, because it didn’t show up in the transfer interface.

Also: Corpses are finally being saved when loading a game! COOL!

I also found some other strange things:
- A trader in Greenford standing in a barrel. See attached picture “Standing inside barrel.JPG”.
- I encountered towngirl7 attacking me near the Greenford mines. I saw that you set her to a low pirate chance, but are towngirls supposed to be encounterable as enemies in the jungles?
- The Difficulty Level button is disabled when you haven’t started/loaded a game yet. That is good. But now, if you haven’t started/loaded a game yet and you use the arrow keys to move through the options menu, you can still put the selection on the Difficulty Level button. Only then you can’t use any keyboard buttons anymore, but just your mouse until you highlighted something else again. Can you make it so that when you have the Controls button selected, the arrow down button will not select the Difficulty Level button, unless you have started/loaded a game?
- You have disabled the Choose Outfit button while in the tutorial. Can you also disable that button when you’re viewing an officer’s statistics, but haven’t hired him/her yet? It’s a bit odd to be able to change the outfit of a character you haven’t hired yet.
- I found you added a lot of Inez’s BuildSettings frontend code, but haven’t seen anything to do with it ingame. Is there already something working or not yet?
- When I entered CCC’s fake Oxbay fort, instead of soldiers waiting there to fight me, there were civilians. I reckon the enemies in the fake forts should somehow be set to soldier type again. Daniell3 was there as a high-ranking officer to whom I could talk about surrender. She didn’t budge and called the guards. Then the actual guards did show up. One of them must have thrown an etherbottle because there was suddenly smoke all over the place. After all guards were killed again, my officer was poisoned by a Borgiablade, but she refused to use an antidote, even though I did give her one. Also: When looting the corpses, some of them, instead of showing the transfer interface, opened the stunned_dailog.c. I suppose that is because of the etherbottle being used. When I used the rep-up potion option, they’d die afterwards.
- While fighting in the fake fort, I encountered two high-ranking officers to who I could take, one of them being towngirl4. Was quite weird, because the dialog wasn’t made for women (“You seem like a reasonable fellow”). One of the civilian-looking “soldiers” accidentally hit her, so she began fighting her own “soldiers”. She then ended up being poisoned by a Borgiablade. Talking about strange happenings…
- Albatrosses seem to be a very common find in chest. I encountered three Albatrosses in one dungeon (in three different chests). Ruby’s also seem very common.
- The Fine Vagrant is -1 Luck +1 Repair (or something like that), but the other qualities aren’t.
- When fighting in the Oxbay dungeons, suddenly I heard the sound of someone throwing a knife, then somebody called “Guards, Guards! Come quickly!”. I don’t know what happened, but it was weird.
BTW: I thought that maybe there should be some place to get SWAK weapons. Now you need to have the luck to run into them. Maybe you should be given some at the start of the game after the tutorial, just like when you’d play a Stormy Start. Or maybe there should be random people selling them. Or at least some way of having them readily available. And they also seem rather commonly carried by enemies. Maybe enemies should carry them a bit less frequently?

I don’t think I can make a new update available today. My internet connection is highly unstable and I’ve only been able to use it for about an hour today. Really bloody annoying. Wished my provider would do something about it. Anyway: I made some changes myself again, so I thought I’d add my own modified files to this e-mail, so you can do with it as you please:
- I made some modifications to the Blacksmith files. Nothing really important; just removing/changing superfluous code. I saw that I added BLACKSMITH_PAY_OUT_WEALTH toggles to the wait dates as well. Why, I have no idea. Anyway: I now removed it again as it made no sense whatsoever.
- I made some changes to the models in initModels.c and some new ones were added. Basically, I added Bmunk to be encounterable as skeleton and I removed the nogun settings for Fanielle and the two Noblemans, because High Sea Lass has fixed them.
- I made some changes to the Quick-Equip code in seadogs.c. It should be working fine now, but it doesn’t. For some reason, if you equip a new gun/a new spyglass/armor, but not a new blade, the game will properly equip it, but won’t show the logstr. I hope you’ll be able to fix that.

That’s all for now. Good luck.
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Jason: Have a happy Chicagoing. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Rep is defintely an issue to be dealt with, yes.

Pieter:
Re: bad connection.
Use it to have a well-deserved break, Pieter. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

On Islands.
I think we should treat the modpack, for now, as the release candidate of build 13, and keep as close to bugfixing as possible. (That means I shouldn't have gone and done that randitem work, actually. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> Sauce for the gander, etc.[fn1])

I would very much like to see the islands in ASAP, but release something as 13 first and then do the islands. (And you're very right about them, once in, being a wide-open hollering incentive to add stuff to 'em. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )

[fn1]In fact, I think I'll rip out that item stuff for now, and get back to bugfixing. I thought it'd be a simple add, but it's most certainly not.
---
Am removing the new randitems, so don't worry (for now) about those issues...
Dunno about the barrel. That's odd.

Fixed towngirl appearance by adding iscombat to models, checking for it in GetRandomModelXXX functions, and assigning it in LEnc and LMonst generation.
Models default to iscombat=true, can be set to iscombat=false, and that the first argument for GetRandomModelXXX() is int iscombat, which can be true or false to allow only selecting that kind of model, or -1 for either type.

The only way I can seem to disable the downstep (and then get-stuck) to Difficulty means that downstep also won't work when it is selectable. Afraid I'm out of my depth here...

Fixed change outfit button.

The BS code (heh) is in progress. I left it in when I emailed it to you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

Very odd about the fort. According to the code, all the rich citizens spawned in forts should be male. The rest of it seems explainable by my randitems code screwing up, though.

Officers do have code to use antidotes when required, I just checked for you. Dunno why it didn't get executed.

CCC intends to add a thiefly merchant to buy and sell the SWAK kit...

I'll merge your stuff in, and send the above fixes to you.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> All,


I've been testing today and found another bug.

I cant swap ships in the ship transfer section after they have been captureed. I crashes the game. I can swap at the captured section but not afterwards. Is there a "code dump" file i need to send you guys? If so where is it stored?

BB
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
just a couple of questions about the new mods which are great by the way <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> , first when a ship strikes its colours can you still board her to take control of her and secondly when i have come close to oxbay i have come under fire from the fort with some plunging hot shot however when i move away and i mean the other side of the island i am still coming undewr fire and being hit !! any suggestions <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter:
Re: bad connection.
Use it to have a well-deserved break, Pieter. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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I'm not taking a break. Not because of a bad connection anyway. Maybe I'll need to take a break to take some time to update my other website (<a href="http://www.vsshipyard.tk" target="_blank">The Virtual Sailor Shipyard</a>). That's quite a lot of work... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->On Islands.
I think we should treat the modpack, for now, as the release candidate of build 13, and keep as close to bugfixing as possible. <div align="right">[snapback]126793[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ok. I'll leave them out then.

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->The only way I can seem to disable the downstep (and then get-stuck) to Difficulty means that downstep also won't work when it is selectable. Afraid I'm out of my depth here...
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Never mind then.

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->Fixed change outfit button.
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Thanks a lot.

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->The BS code (heh) is in progress. I left it in when I emailed it to you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
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I'll pay no attention to it then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->Very odd about the fort. According to the code, all the rich citizens spawned in forts should be male. The rest of it seems explainable by my randitems code screwing up, though.
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I can confirm that in the latest update, there are still female rich citizens being spawned in the forts. Don't know why though.

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->Officers do have code to use antidotes when required, I just checked for you. Dunno why it didn't get executed.
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You're right. Eventually, she did use one. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />

<!--QuoteBegin-NathanKell+Jul 28 2005, 03:34 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 28 2005, 03:34 AM)</div><div class='quotemain'><!--QuoteEBegin-->CCC intends to add a thiefly merchant to buy and sell the SWAK kit...
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Cool. Hope to see that soon. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
I am probably going to drop a few of the updates currently available from the Post Build 12 Mods page. After spending the entire day uploading, I'm really fed-up with having to upload 20 MB every time a new update is made available, even though the changed files are hardly 2 MB in total. So I would recommend everyone to update to the most recent version soon. Otherwise, you might need to redownload the entire full download again. I reckon I'll make it so that the next updates will work on the 18 July release or more recent. I hope that is ok with everyone. If you have any comments on this, please say so.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <!--QuoteBegin-Pieter Boelen+Jul 28 2005, 03:15 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 28 2005, 03:15 PM)</div><div class='quotemain'><!--QuoteEBegin-->I am probably going to drop a few of the updates currently available from the Post Build 12 Mods page. After spending the entire day uploading, I'm really fed-up with having to upload 20 MB every time a new update is made available, even though the changed files are hardly 2 MB in total. So I would recommend everyone to update to the most recent version soon. Otherwise, you might need to redownload the entire full download again. I reckon I'll make it so that the next updates will work on the 18 July release or more recent. I hope that is ok with everyone. If you have any comments on this, please say so.
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Sounds sensible to me. It was starting to get confusing which updtae was which, they have been coming so thick and fast.

I've had a double re-occurance of a fault today in two separte games. I can't talk to any of the govenors to caccept Bounty missions. When I click on the Indeed selevtion on the dialog menu it crashes to deasktop. The onlt Govenor I haven't tried is the French, They're still hostile.

Other wise everything else is fine.

Keep up the good work it is very much Appreciated.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> BB
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

After downloading and installing the 7/28 update I loaded a saved game. reinit, and started from the map. four straight times when I tired to engage or land, that is switching from map to sea or barrle, I got CTD. When I played from the same postion without reinit, every thing was fine. Methinks something might not be quite right.


<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
Ok, the CTD does <b>not</b> occur with a new game.

2. All the tavern officer in the 7/28 update look like Blaze.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
<!--QuoteBegin-Jason+Jul 29 2005, 05:14 AM--><div class='quotetop'>QUOTE(Jason @ Jul 29 2005, 05:14 AM)</div><div class='quotemain'><!--QuoteEBegin-->2.  All the tavern officer in the 7/28 update look like Blaze.
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Yep. Found that bug as well. The raiders in the jungle all look like Blaze as well. Wished I knew how to fix it, but I suppose we'll be needing Nathan again... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter / Nathan

Just a quick quetsion. Is there any way to make the sword refurbishment a batch item. I spent 45 minutes last night just getting my looted swords up to scratch for my boarding locker stock.

Also is it possible to categrise the inventory items? Maybe into swords, firearms, items and armour etc?

It would make it alot easier to manage when you get a large inventory.

Just a thought.

i have tested the latest mod for a day now, i get the blaze problem, even when the soldiers arive in the smugglers dialog. I also CTD when asking the govenors for a bounty hunting mission. Doesn't happen anywhere else.

Stay safe out there

BB <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
A new update has been made available. Unfortunately, no bugfixes at all yet. The only thing new is that I added character portraits for all characters that were still missing them; unfortunately, my character portraits aren't all too good, so if you can do it better: be my guest! I think it requires a reinit to work.
BTW: I removed all updates, except for one. Now it should be clear what to download. And I won't have to upload 25MB for all the updates. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<span style='color:red'>Edit:</span> I now also updated <a href="http://pieter.piratesahoy.net" target="_blank">Pieter's Pirates Page</a> with the new interface pictures, so you can see them there. On a related note: I also added a new download page for Maximus' new interfaces.
 
<i>List of bugs that would be nice to be fixed soon:</i>
- No rapers in the jungles anymore
- Female rich citizens in CCC's fake forts
- Quick-Equip button doesn't always mention what it equips, even when it <i>does</i> equip it
- Game crashes when swapping ships in the ship transfer screen after they've been captured
- Game crashes when trying to get sink-the-pirate quests from a governor
- Blaze model galore for tavern-hired officers, jungle raiders and smuggler soldiers
- Barbossa can surrender the Pearl

Am I leaving any of the major bugs out? If so, please tell me what should be on the list as well... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Peiter,

I have not encountered Blaze a jungle raider and he is definitrly the only officer sittting Taverrns, Although I have been apprached by some potential offices while walking who do no loolk like Blaze. I haven't seen any coast guards lately so I don't know about that.

There are two other things I have noticed. First if you capture swap to a larger ship, class one or two, go to the ship yard and trade it in for a smaller ship your new smaller ship retains the gun capacity and your existing cargo is transfreed evene if it exceeds the cargo capacity of the new vessel. The guns are 4#s and you can fix this buying new guns in the right caliber to reach the ship limit for guns. The cargo you just have to get rid of.

The other thing is if you address try to change decks in boarding by pressing the space bar while facing an officer, you changes decks, hear ambiaent sound from the officer and on the new deck you the dialog frame w/o pictrure and in the text box below you get "<invalid text>". The has been happening since we got the permanent corpses working and I think relates to opening the talk screen. Noter this problem does not occur when hittting the retrun and brining up the talk screeen with an officer.

I have sent all this to the "Godfather of the Archipelogo".


With all these little probelms this thing is getting better and better.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Sorry Pieter, you are right the jungle highway men do all look like Blaze.
 
I got that "invalid text" problem too, and had to go back to a previous save to fix it.

Also I'm getting an odd problem with my cannons, I cannot fire from the port side - weird... I'm sure it's something I tweaked in BS.h - hope to have that tracked down soon.

So you can't loot the bodies on a ship during a boarding?
 
Hey Cat,

Yes you <b>can</b> loot the bodies during boarding hit the return while facing a body, move arrow key over the talk icon and hit return. Works great.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Nice to "see" you.
 
Why don't you use the "Force Dialog" button? Go and stand near a lootable body, then press the "O" key to open the transfer interface. I reckon that should work better than trying to use the spacebar during boardings.

<!--QuoteBegin-"Jason"+--><div class='quotetop'>QUOTE("Jason")</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Sorry Pieter, you are right the jungle highway men do all look like Blaze.<!--QuoteEnd--></div><!--QuoteEEnd-->There are also the other type of jungle enemies. The ones that don't stand waiting for you, then ask you for your money, but the ones that just attack you when you're near. The ones that stand waiting to rob you look like Blaze, the ones that just attack you don't. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--QuoteBegin-"Jason"+--><div class='quotetop'>QUOTE("Jason")</div><div class='quotemain'><!--QuoteEBegin-->There are two other things I have noticed. First if you capture swap to a larger ship, class one or two, go to the ship yard and trade it in for a smaller ship your new smaller ship retains the gun capacity and your existing cargo is transfreed evene if it exceeds the cargo capacity of the new vessel. The guns are 4#s and you can fix this buying new guns in the right caliber to reach the ship limit for guns. The cargo you just have to get rid of.<!--QuoteEnd--></div><!--QuoteEEnd-->WOW! That is bloody weird. I hope Nathan can do something about it. I can't. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
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