<!--QuoteBegin-Pieter Boelen+Sep 28 2005, 09:41 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 28 2005, 09:41 AM)</div><div class='quotemain'><!--QuoteEBegin-->It might indeed be possible for forts to run out of ammunition (I don't know how it works really, but it sounds plausible <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
" border="0" alt="dunno.gif" /> ). However, nothing was changed in either the forts or the coastal raiders mod, so if this is what happens now, it would also have happened in Build 12. But I have never seen it happen when I played my game in Build 12, so I don't really know what's causing the problem, let alone how it should be solved. AARRGGHH!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
" border="0" alt="piratesing.gif" />
<div align="right">[snapback]131429[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I think I know what might be causing it, and "Island Raiders" has been around long enough for us to know that it alone is not the cause.
It is being aided by at least two new additions:
1. The same way "enter mapmode/sail away" distances were increased from 500 to 1000 yards to reflect "realism" so too, the cannon range was increased.
Have you noticed how the forts constantly fire at ships way out at sea and even behind cliffs?
No wonder they run out of ammo!
2. Also, the "new island economy" code added by NK that allows for commodities to run low based on colony economic conditions might be affecting the ability of forts to restock fast enough to keep up with the demand of firing at every ship within the extended range.
The temp/easy fix ... reduce the range ...
unless someone finds how to give forts unlimited ammo