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case "Turks_start_check":
if(makeint(PChar.rank) >= 10)
{
ChangeCharacterAddressGroup(CharacterFromID("Pieter Boelen"), "Turks_Tavern", "goto", "goto6");
}
break;
if (makeint(pchar.rank) > 10 && CheckQuestAttribute("Turkshelp", ""))
Dialog seems better to me so that players are more likely to notice he's got something to offer.Suggestion: either change one of the conditions so they match, or change the default dialog to say something like "You're not quite ready yet, go and do some more pirating."
No worries; sounds like it's technically "Not a Bug" but definitely somewhat unclear.If I recall it was like "the other Pieter" dialogue was blank and my possible answer was "..." Its too late for log I am affraid, next time ill encounter something suspicious ill take a log.
What do you consider "guarding"? The "soldiers" inside the town should be either Pirate or French; definitely not Spanish.By the way why there are spanish soldiers guarding Tortuga if its a pirate town? There were stupid enough to accuse me of spying ^^
That is indeed more similar than I would've thought!If you're playing in "Golden Age of Piracy" (1680 - 1739), French and Spanish uniforms are very similar.
Apparently we never did anything with my suggestion:I've certainly had a French soldier accuse me of being a pirate, as seen here.
Maybe the guard dialog should include a check for the "fort relation to Pirates" function.
I don't think it currently does.
Exactly what kind of soldiers were Spanish then? Did they stand still or walk around?they are definately spanish soldiers, cuirasses ect.
Can't load texture resource\textures\INTERFACES\PERKS\64\.TGA.tx
Sounds like regular soldiers then. Not sure how those could be from the wrong nation!Ok, so not sure about "what kind" question - like I said they wear cuirasses, helmets, rifles i think. Some wander around the city, some guard townhall, prison one of them even sitting in tavern.
RUNTIME ERROR - file: interface\shipyard.c; line: 2490
attribute reference function return object value
if(scrollIdx<0 || scrollIdx>=GetAttributesNum(arShipList)) return NullCharacter;
Now that you mention it, we do have this here:Also if there is anything specific you want tested just let me know.