<!--quoteo(post=149931:date=Jun 1 2006, 02:13 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 1 2006, 02:13 AM) [snapback]149931[/snapback]</div><div class='quotemain'><!--quotec-->
1) Maximus said he tested it for awhile, for several hours of play.
2) So you wanted to test it for awhile yet again, and lord knows your so stressed and stretched now that you have not time to move around sideways.....
3) If Maximus decided it was good enough, then Why not put it out as small update and let "US" test it as we are testing everything now already also....it might save us some other problems, they might be linked.....???
<!--QuoteEnd--></div><!--QuoteEEnd-->
I did test it, but found some strange bugs. Mostly that, when boarding a French enemy, the enemy crew looked the same as mine, so I couldn't tell the good guys apart from the bad guys. I also had 0 crew at some point, but I'm not sure if that was caused by the boarding or not.
<!--quoteo(post=149931:date=Jun 1 2006, 02:13 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 1 2006, 02:13 AM) [snapback]149931[/snapback]</div><div class='quotemain'><!--quotec-->
This one puzzles Me! If it used to be working fine, why remove it from the Build?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It never was tested much. It was taken out at almost the same time it was put it. It does take longer to anchor with this mod, so you might crash your ship into the rocks when you use the sail-to button into port, then press the anchor button. It might also confuse people, thinking the anchor button doesn't work. This one will be left for the Post Build 13. It's no important mod anyway.
<!--quoteo(post=149931:date=Jun 1 2006, 02:13 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 1 2006, 02:13 AM) [snapback]149931[/snapback]</div><div class='quotemain'><!--quotec-->
The only other thing that bothers me, is the fact that we are expericencing so many problems with "random shop keepers" maybe we should have a regular shopkeeper in these ports but yet have them differentr in the "hireable officer talk" added to them as unique, this might be easier in the long run as we are dealing with a proven commodity and then changing or increasing their lines or dialogs which has been done so many times that it has become Mundane and Boring
<!--QuoteEnd--></div><!--QuoteEEnd-->
We can do that, surely. I don't think the shop keepers and tavern owners are problematic necessarily. They just work differently to how people would expect. The nice part is that they are generated automatically, the weird part is that they are only sometimes there and there is never anyone else when they are there. Plus sometimes there are enemies instead.
To Archibald_McNeil: At what point of the game couldn't you save? I have had trouble saving the first time I'd get into port, but other than that, it mostly worked fine. Also: I would recommend setting your controls to default, just in case.
BTW: This is the right thread for Post Build 12 bugs. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
" border="0" alt="yes.gif" />