---------------------------------------- Build 14 Beta 4 WIP: 31 Mar 2016 Savegame Compatibility: 14.931 ---------------------------------------- Gauging: StartGauging Gauging: starting init Gauging: interface Gauging: Storylines Gauging: Profiles Gauging: starting init ==> BuildSettings: Sets to default ==> BuildSettings: New settings applied Gauging: load build settings Gauging: periods InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0 Gauging: nations Gauging: preprocessor Init encounters complete. Gauging: enc Gauging: cann Gauging: goods Gauging: ships IslandsInit: 22 islands loaded. Gauging: islands Init weathers complete. 0 weathers found. Gauging: weather InitSounds (English): created 19 entries. InitMusic: created 93 entries. Gauging: Aliases Gauging: sound Main_LogoVideo() 0 PauseAllSounds ResumeAllSounds Main_LogoVideo() 1 PauseAllSounds ResumeAllSounds Main_LogoVideo() 2 PauseAllSounds ResumeAllSounds Main_LogoVideo() 3 PauseAllSounds ResumeAllSounds Main_LogoVideo() 4 Gauging: initgame start Gauging: createlayers Gauging: stores Gauging: sound Gauging: delete sea env Gauging: towns Number of locations: 788 Gauging: locations IslandsInit: 22 islands loaded. Gauging: islands Gauging: wdmap Gauging: dialogs Gauging: teleport bool CreateParticleEntity() Gauging: particles Items initialization complete. Loaded 890 items. Gauging: items Gauging: quests Gauging: sea ai groups Gauging: questmapenc Gauging: landenc ==> BuildSettings: Sets to default ==> BuildSettings: New settings applied Gauging: load options Gauging: models - Total number of models: 1061 InitSounds (English): created 19 entries. InitMusic: created 93 entries. Gauging: Aliases Gauging: infoshow Gauging: initgame done Init character names complete. SETTING MUSIC: music_main_menu PauseAllSounds ResumeAllSounds SETTING MUSIC: music_main_menu ShowProfile: orig btnidx=1 ShowProfile: prop btnidx=1 Done loading storyline\FreePlay\quests\both_reaction.c not loaded, loading now! storyline\FreePlay\quests\quests_reaction.c not loaded, loading now! bool CreateParticleEntity() !!! Reload to QC_Store (index=149) ItemLogic: On load location QC_Store ItemLogic: found 0 buttons ==> BuildSettings: New settings applied ==> BuildSettings: New settings applied SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 149 reload_island_index = -1 reload_location_index = 150 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location QC_shipyard ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 150 reload_island_index = -1 reload_location_index = 149 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location QC_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT traded with trader 43 times PauseAllSounds ItemLogic: On unload location PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 14 !gWeatherInit Whr_Generator() - Initialized Equip Character Crewmember with Minersaxe his nation: 3 blade nation=3 ItemLogic: On load location ShipDeck4 ItemLogic: found 0 buttons ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name gunner_ammo FOUND in CommonQuestComplete ItemLogic: On unload location PauseAllSounds ItemLogic: On unload location PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 ItemLogic: On load location Tutorial_Deck SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name indian_pistols_equip_check FOUND in CommonQuestComplete ItemLogic: On unload location ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 Whr_UpdateWeather finish weather update PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 ItemLogic: On load location QC_port ItemLogic: found 0 buttons PauseAllSounds SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 145 reload_island_index = -1 reload_location_index = 149 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location QC_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT traded with trader 44 times Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 149 reload_island_index = -1 reload_location_index = 146 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Equip Character Sandra Minoza with bladeC11-1 his nation: 3 blade nation= Equip Character Adolfo Rufo with blade2+1 his nation: 3 blade nation= Equip Character Nicholl Bold with blade7+1 his nation: 3 blade nation= Equip Character Julie Mariette with blade48+1 his nation: 3 blade nation= Equip Character Abelard Tissot with blade46 his nation: 3 blade nation= Equip Character Carolina Calvo with bladeC6+1 his nation: 3 blade nation= Equip Character Timóteo Carneiro with blade13-1 his nation: 3 blade nation= ItemLogic: On load location QC_town ItemLogic: found 0 buttons SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 146 reload_island_index = -1 reload_location_index = 147 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 ItemLogic: On load location QC_town_exit ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 147 reload_island_index = -1 reload_location_index = 186 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 ItemLogic: On load location QC_Jungle_04 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 186 reload_island_index = -1 reload_location_index = 185 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Equip Character Gavin Attley with blade20-1 his nation: 0 blade nation= Equip Character Simon Goatman with bladeC6 his nation: 0 blade nation= Equip Character Elias Beard with blade4-1 his nation: 0 blade nation= Equip Character Clare Chandler with blade7+1 his nation: 0 blade nation= Equip Character Letitia Cuss with bladeC6+1 his nation: 0 blade nation= Equip Character Gregory Lodder with blade12 his nation: 0 blade nation= Equip Character Mildred Dunne with blade1 his nation: 0 blade nation= ItemLogic: On load location QC_Jungle_2 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle SETTING MUSIC: music_bitva Quest name cauterization_smoke FOUND in CommonQuestComplete Quest name cauterization_sound FOUND in CommonQuestComplete SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 185 reload_island_index = -1 reload_location_index = 184 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Equip Character Susannah Mawditt with blade12-1 his nation: 0 blade nation= Equip Character Aurora Hawke with blade5+1 his nation: 0 blade nation= Equip Character Nigel Carder with blade48+1 his nation: 0 blade nation= Equip Character Colm Rideout with blade7+1 his nation: 0 blade nation= Equip Character Morys Murch with bladeC6-1 his nation: 0 blade nation= ItemLogic: On load location QC_Jungle_03 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle IT traded with trader 2 times IT for Location fantom character <4>, raw quality set to 2 IT tradetype checked current = vagabond, now Sneaky Trader IT tradetype checked fantom character, now Sneaky Trader IT tradetype chr override, now Sneaky Trader IT for Location fantom character <4>, quality set to 3 IT traded with trader 3 times Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 184 reload_island_index = -1 reload_location_index = 185 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Equip Character Avis Fielding with bladeC6-1 his nation: 0 blade nation= Equip Character Rouland Ulman with blade7-1 his nation: 0 blade nation= Equip Character Beatrice Pearl with blade48 his nation: 0 blade nation= Equip Character Godwin Grainger with blade7+1 his nation: 0 blade nation= Equip Character Natalia Theaker with blade1+1 his nation: 0 blade nation= Equip Character Alan Craze with MerchantsBlade his nation: 0 blade nation= Equip Character Ewan Newnham with blade48+1 his nation: 0 blade nation= ItemLogic: On load location QC_Jungle_2 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle IT for Location fantom character <1>, raw quality set to 4 IT tradetype checked current = vagabond, now Sneaky Trader IT tradetype checked fantom character, now Sneaky Trader IT tradetype chr override, now Sneaky Trader IT for Location fantom character <1>, quality set to 5 IT traded with trader 8 times Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 185 reload_island_index = -1 reload_location_index = 183 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 Equip Character Lillian Taylor with blade48+1 his nation: 0 blade nation= Equip Character Ed Deller with bladeC6+1 his nation: 0 blade nation= Equip Character Alan Mercer with blade13-1 his nation: 0 blade nation= Equip Character John Guest with bladeC6 his nation: 0 blade nation= ItemLogic: On load location QC_jungle_01 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 183 reload_island_index = -1 reload_location_index = 185 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 trying to spawn item: medical1 with rarity=0.1084 itemProb=0.96 Equip Character Kalen Ship with bladeC6-1 his nation: 0 blade nation= trying to spawn item: indian7 with rarity=0.73682 itemProb=0.12 trying to spawn item: bladeX1 with rarity=2.533e-002 itemProb=0.36 Equip Character Jasper Tunnard with bladeC6 his nation: 0 blade nation= trying to spawn item: 100gp with rarity=0.17618 itemProb=0.36 Equip Character Ed Chalk with blade7+3 his nation: 0 blade nation= trying to spawn item: medical1 with rarity=0.9808 itemProb=0.96 trying to spawn item: meds1 with rarity=0.164 itemProb=0.18 Equip Character Hugh Waghorne with blade2+1 his nation: 0 blade nation= trying to spawn item: medical1 with rarity=0.98553 itemProb=0.96 trying to spawn item: 500gp with rarity=0.52371 itemProb=0.12 trying to spawn item: 100gp with rarity=0.99374 itemProb=0.36 trying to spawn item: medical1 with rarity=0.8895 itemProb=0.96 Equip Character Cole Drake with blade7+3 his nation: 0 blade nation= trying to spawn item: 100gp with rarity=0.50238 itemProb=0.36 trying to spawn item: jewelry6 with rarity=0.59973 itemProb=0.12 trying to spawn item: medical1 with rarity=0.30121 itemProb=0.96 Equip Character Duane Roke with blade48+3 his nation: 0 blade nation= trying to spawn item: 100gp with rarity=0.15546 itemProb=0.36 Equip Character Elias Peregrine with bladeC11-1 his nation: 0 blade nation= ItemLogic: On load location QC_Jungle_2 ItemLogic: found 0 buttons SETTING MUSIC: music_bitva SETTING MUSIC: music_bitva SETTING MUSIC: music_bitva Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 185 reload_island_index = -1 reload_location_index = 183 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 ItemLogic: On load location QC_jungle_01 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 183 reload_island_index = -1 reload_location_index = 185 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 ItemLogic: On load location QC_Jungle_2 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 185 reload_island_index = -1 reload_location_index = 186 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 ItemLogic: On load location QC_Jungle_04 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 186 reload_island_index = -1 reload_location_index = 185 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 ItemLogic: On load location QC_Jungle_2 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 185 reload_island_index = -1 reload_location_index = 184 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 Equip Character Frederyk Darke with blade4+3 his nation: 0 blade nation= Equip Character Owen Burrell with blade4+1 his nation: 0 blade nation= Equip Character Aleyn Moignard with blade12+1 his nation: 0 blade nation= Equip Character Ewan Bowyer with bladeC6+1 his nation: 0 blade nation= ItemLogic: On load location QC_Jungle_03 ItemLogic: found 0 buttons Quest name LandEnc_RaidersLogin FOUND in CommonQuestComplete SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Quest name LandEnc_RaidersStart FOUND in CommonQuestComplete LAi_type_actor_EndDialog -> LAi_type_actor_Reset Quest name LandEnc_RaidersFight FOUND in CommonQuestComplete SETTING MUSIC: music_bitva SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 184 reload_island_index = -1 reload_location_index = 185 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Equip Character Cole Pincher with blade12 his nation: 0 blade nation= Equip Character Brendan Wagstaff with bladeC11+1 his nation: 0 blade nation= Equip Character Sampson Thresher with blade5+2 his nation: 0 blade nation= Equip Character Andrew Hunter with bladeC6-1 his nation: 0 blade nation= ItemLogic: On load location QC_Jungle_2 ItemLogic: found 0 buttons Quest name LandEnc_RaidersLogin FOUND in CommonQuestComplete SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Error!!! Overup maximum crew quantity (character=0) Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Actor error: character now is not actor, his have type Quest name LandEnc_RaidersRunAway FOUND in CommonQuestComplete PauseAllSounds ItemLogic: On unload location PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 17 Equip Character Crewmember with blade36+1 his nation: 3 blade nation= ItemLogic: On load location ShipDeck4 ItemLogic: found 0 buttons ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 17 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name gunner_ammo FOUND in CommonQuestComplete ItemLogic: On unload location ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 17 Whr_UpdateWeather finish weather update PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 17 ItemLogic: On load location QC_port ItemLogic: found 0 buttons PauseAllSounds SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 145 reload_island_index = -1 reload_location_index = 149 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location QC_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT traded with trader 49 times Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 149 reload_island_index = -1 reload_location_index = 150 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location QC_shipyard ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 150 reload_island_index = -1 reload_location_index = 146 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Equip Character Hervisse Visse with blade4+1 his nation: 3 blade nation= Equip Character Doncker Mulder with bladeC6+1 his nation: 3 blade nation= Equip Character Colm Merryweather with bladeC6 his nation: 3 blade nation= Equip Character Laura Ewer with blade48+1 his nation: 3 blade nation= Equip Character Isore Dourthe with bladeC6 his nation: 3 blade nation= Equip Character Claude Debavelaere with blade36+1 his nation: 3 blade nation= Equip Character Isore Rouard with blade36 his nation: 3 blade nation= Equip Character Tiletje Myers with blade19-1 his nation: 3 blade nation= ItemLogic: On load location QC_town ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = reload4 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 146 reload_island_index = -1 reload_location_index = 150 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location QC_shipyard ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT Kate Blowhorn raised to level 5 Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = FastMerchantman1 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Barque3_50 Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 150 reload_island_index = -1 reload_location_index = 145 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherNum = 147, theDay = 149 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 !gWeatherInit Whr_Generator() - Initialized ItemLogic: On load location QC_port ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ SETTING MUSIC: music_pir_town SETTING MUSIC: music_pir_town Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 145 reload_island_index = 6 reload_location_index = -1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 19 SEA: sealogin loading island QuebradasCostillas SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Gheerbrant Kiess with bladeC26+1 his nation: 4 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Sloop2 Equip Character Costiin Steinmets with bladeC12+1 his nation: 4 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = Brigantina1 Equip Character Fergus Pester with bladeC30+3 his nation: 0 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = war, Loop = 0, Ship ID = HMS_Greyhound Equip Character Hugh Bellringer with blade38+3 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Edward Slater with blade31+2 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1 Equip Character Gilbert Courtauld with bladeC30-1 his nation: 0 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit FLAGS: The 'Vriesland' has spotted us at 323.64 and will remember us as personal with visibility=852.5 FLAGS: The 'Burcht van Alkmaar' has spotted us at 244.19 and will remember us as personal with visibility=832.5 Sea_FirstInit done SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 19:29 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 Add good direct : Mahogany, rCharacter.id = Blaze, iQuantity = 19 == Directsail called at 23:29 Got Goods: Mahogany (76) == Directsail called at 23:44 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop2 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 Add good direct : Oil, rCharacter.id = Blaze, iQuantity = 104 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:19 == Directsail called at 04:24 == Directsail called at 04:29 == Directsail called at 04:34 == Directsail called at 04:39 == Directsail called at 04:44 == Directsail called at 04:49 == Directsail called at 04:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:04 == Directsail called at 05:09 == Directsail called at 05:14 == Directsail called at 05:19 == Directsail called at 05:24 == Directsail called at 05:29 == Directsail called at 05:34 == Directsail called at 05:39 == Directsail called at 05:44 == Directsail called at 05:49 == Directsail called at 05:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:04 == Directsail called at 06:09 == Directsail called at 06:14 == Directsail called at 06:19 == Directsail called at 06:24 == Directsail called at 06:29 == Directsail called at 06:34 == Directsail called at 06:39 == Directsail called at 06:44 == Directsail called at 06:49 == Directsail called at 06:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:04 == Directsail called at 07:09 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7 SEA: sealogin loading island QuebradasCostillas SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Fleet: warships, # Mer = 0, Mer MAX = 0, Mer MIN = 0, # War = 3, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Portugal, Type = War, Loop = 2, Ship ID = PO_FastNavy Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Portugal, Type = War, Loop = 0, Ship ID = PO_FastNavy Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Portugal, Type = War, Loop = 1, Ship ID = Frigate2 Equip Character Hipólito Caldeira with bladeC30+3 his nation: 5 blade nation= Equip Character Roque Vaz with bladeC2+3 his nation: 5 blade nation= SetRandomNameToShip() tried to reuse name Monte Real, 1 attempts to assign name Equip Character Teofilo Catarino with bladeC2+3 his nation: 5 blade nation= Directsail encounter nation: 5, task move Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 07:04 Sea_FirstInit FLAGS: The 'Vriesland' remembers us as personal FLAGS: The 'Burcht van Alkmaar' remembers us as personal Sea_FirstInit done == Directsail called at 07:09 == Directsail called at 07:14 == Directsail called at 07:19 == Directsail called at 07:24 == Directsail called at 07:29 == Directsail called at 07:34 == Directsail called at 07:39 == Directsail called at 07:44 == Directsail called at 07:49 == Directsail called at 07:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:04 == Directsail called at 08:09 == Directsail called at 08:14 == Directsail called at 08:19 == Directsail called at 08:24 == Directsail called at 08:29 == Directsail called at 08:34 == Directsail called at 08:39 == Directsail called at 08:44 == Directsail called at 08:49 == Directsail called at 08:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:04 == Directsail called at 09:09 == Directsail called at 09:14 == Directsail called at 09:19 == Directsail called at 09:24 == Directsail called at 09:29 == Directsail called at 09:34 == Directsail called at 09:39 == Directsail called at 09:44 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 9 SEA: sealogin loading island IslaMuelle SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Visandus Questi with bladeC30-1 his nation: 2 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = FastMerchantman2 Equip Character Agilo Sotelo with bladeC30+2 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = RN_Corvette Equip Character Atanaricus Vazquez with blade27+3 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Barque3_50 Equip Character Alfonso Samper with bladeC30 his nation: 2 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Sloop1 Equip Character Bruyant Latour with bladeC18+3 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = BarqueHeavy Equip Character Guibert Versin with bladeC2+1 his nation: 1 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 09:34 Sea_FirstInit Sea_FirstInit done == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10 SEA: sealogin loading island IslaMuelle SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Merchant 2: a single merchant with heavy escort, # Mer = 1, Mer MAX = 3, Mer MIN = 5, # War = 2, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = France, Type = Trade, Loop = 0, Ship ID = SwedishIndiaman1 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = France, Type = War, Loop = 0, Ship ID = Corvette47 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = France, Type = War, Loop = 0, Ship ID = HMS_Centurion Equip Character Magloire Beineix with bladeC2+2 his nation: 1 blade nation= Equip Character Mainet Alacoque with bladeC30+3 his nation: 1 blade nation= Equip Character Adrien Pincemail with blade27+3 his nation: 1 blade nation= Directsail encounter nation: 1, task attack Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 Add good direct : Oil, rCharacter.id = Blaze, iQuantity = 102 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:19 == Directsail called at 15:24 == Directsail called at 15:29 == Directsail called at 15:34 == Directsail called at 15:39 == Directsail called at 15:44 == Directsail called at 15:49 == Directsail called at 15:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:04 == Directsail called at 16:09 == Directsail called at 16:14 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 SEA: sealogin loading island IslaMona SEA: added pchar to sea SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 16:04 Sea_FirstInit Sea_FirstInit done == Directsail called at 16:09 == Directsail called at 16:14 == Directsail called at 16:19 == Directsail called at 16:24 == Directsail called at 16:29 == Directsail called at 16:34 == Directsail called at 16:39 == Directsail called at 16:44 == Directsail called at 16:49 == Directsail called at 16:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:04 == Directsail called at 17:09 == Directsail called at 17:14 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 17 SEA: sealogin loading island IslaMona SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Corsar: -->PIRATE ONLY<--, warships, # Mer = 0, Mer MAX = 0, Mer MIN = 0, # War = 3, War MAX = 4, War MIN = 5 Force_GetShipType: Maxclass = 4, Minclass = 5, Per = Colonial Powers, Nat = Pirate, Type = War, Loop = 0, Ship ID = Brig2 Force_GetShipType: Maxclass = 4, Minclass = 5, Per = Colonial Powers, Nat = Pirate, Type = War, Loop = 0, Ship ID = Brigantina1 Force_GetShipType: Maxclass = 4, Minclass = 5, Per = Colonial Powers, Nat = Pirate, Type = War, Loop = 0, Ship ID = PiratBrig50 Equip Character Begon Pelloutier with bladeC30+1 his nation: 3 blade nation= Equip Character Aleyn Lockyear with bladeC2+3 his nation: 3 blade nation= Equip Character Gherarde Verspagen with blade38+3 his nation: 3 blade nation= Directsail encounter nation: 3, task attack Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Colonial Powers, Nat = Portugal, Type = trade, Loop = 0, Ship ID = SloopBermuda Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Sloop1 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 Add good direct : Oil, rCharacter.id = Blaze, iQuantity = 104 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:34 == Directsail called at 11:39 == Directsail called at 11:44 == Directsail called at 11:49 == Directsail called at 11:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:04 == Directsail called at 12:09 == Directsail called at 12:14 == Directsail called at 12:19 == Directsail called at 12:24 == Directsail called at 12:29 == Directsail called at 12:34 == Directsail called at 12:39 == Directsail called at 12:44 == Directsail called at 12:49 == Directsail called at 12:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:04 == Directsail called at 13:09 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 SEA: sealogin loading island Hispaniola SEA: added pchar to sea Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = Brig1 Equip Character Mercadier Marat with bladeC35+1 his nation: 1 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = Brig1 Equip Character Martial Daubigny with bladeC35-1 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Felix Boedo with blade27+1 his nation: 2 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Barque3_50 Equip Character Hildosindum Ramos with bladeC12+2 his nation: 2 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = WallerPinnace Equip Character Aimery Blois with bladeC35+2 his nation: 1 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FR_LightPinnace Equip Character Emile Duclos with bladeC30-1 his nation: 1 blade nation= SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 13:04 Sea_FirstInit Sea_FirstInit done == Directsail called at 13:09 == Directsail called at 13:14 == Directsail called at 13:19 == Directsail called at 13:24 == Directsail called at 13:29 == Directsail called at 13:34 == Directsail called at 13:39 == Directsail called at 13:44 Add good direct : Cinnamon, rCharacter.id = Blaze, iQuantity = 25 == Directsail called at 13:49 == Directsail called at 13:54 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:04 == Directsail called at 14:09 == Directsail called at 14:14 == Directsail called at 14:19 == Directsail called at 14:24 == Directsail called at 14:29 == Directsail called at 14:34 == Directsail called at 14:39 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:29 == Directsail called at 15:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 == Directsail called at 16:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 Add good direct : Oil, rCharacter.id = Blaze, iQuantity = 102 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 23 SEA: sealogin loading island Hispaniola SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Merchant 2: a single merchant with heavy escort, # Mer = 1, Mer MAX = 3, Mer MIN = 5, # War = 2, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Holland, Type = Trade, Loop = 0, Ship ID = FastMerchantman2 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Holland, Type = War, Loop = 0, Ship ID = NL_Amsterdam Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Holland, Type = War, Loop = 0, Ship ID = NL_PinnaceofWar47 Equip Character Reinken Stroo with blade35 his nation: 4 blade nation= Equip Character Andriese Cronenburgh with bladeC30+2 his nation: 4 blade nation= Equip Character Heinkijn Pieterse with blade27+3 his nation: 4 blade nation= Directsail encounter nation: 4, task move Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done == Directsail called at 23:29 == Directsail called at 23:44 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger4 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 PauseAllSounds Reload: Process started for locator_name = reload_4 and lockedReloadLocator = reload_cur_island_index = 9 reload_cur_location_index = -1 reload_island_index = -1 reload_location_index = 306 Start reload PauseAllSounds ReloadStartFade ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Hispaniola_shore_02 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = Reload1 reload_cur_island_index = -1 reload_cur_location_index = 306 reload_island_index = -1 reload_location_index = 307 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 Equip Character Patron Gogny with blade1+2 his nation: 1 blade nation= Equip Character Jean Leccia with blade36+3 his nation: 1 blade nation= Equip Character Girard Dechaume with bladeC11 his nation: 1 blade nation= Equip Character Harde Naveau with blade49+2 his nation: 1 blade nation= ItemLogic: On load location Hispaniola_Jungle_02 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\potionbig Quest name LandEnc_RaidersLogin FOUND in CommonQuestComplete SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 307 reload_island_index = -1 reload_location_index = 308 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Hispaniola_Jungle_03 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\potion SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 308 reload_island_index = -1 reload_location_index = 309 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Buccaneers_Camp ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\blade5 SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload6 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 309 reload_island_index = -1 reload_location_index = 362 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location BC_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1 Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = Holland, Type = trade, Loop = 0, Ship ID = Sloop1 IT ch Eugene Martin has no items tree IT for Eugene Martin, raw quality set to 5 IT tradetype checked store, now Store IT tradetype assign to chr, now Store IT for Eugene Martin, quality set to 6 IT traded with trader 1 times Reload: Process started for locator_name = locator2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 362 reload_island_index = -1 reload_location_index = 309 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Buccaneers_Camp ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\blade5 SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 309 reload_island_index = -1 reload_location_index = 308 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 trying to spawn item: jewelry2 with rarity=0.92084 itemProb=2.4e-002 trying to spawn item: potion3 with rarity=0.6492 itemProb=0.48 trying to spawn item: medical1 with rarity=0.44931 itemProb=0.96 Equip Character Louis Nordin with blade36+3 his nation: 1 blade nation= trying to spawn item: spyglass1 with rarity=0.55606 itemProb=0.36 trying to spawn item: medical1 with rarity=0.3624 itemProb=0.96 Equip Character Brantome Nanteuil with blade48+1 his nation: 1 blade nation= trying to spawn item: medical1 with rarity=0.19717 itemProb=0.96 Equip Character Amedee Bozon with blade48+3 his nation: 1 blade nation= trying to spawn item: medical2 with rarity=0.95465 itemProb=0.36 trying to spawn item: 250gp with rarity=2.7191e-002 itemProb=0.24 Equip Character Arnaud Castagnary with blade13+3 his nation: 1 blade nation= trying to spawn item: medical1 with rarity=0.88187 itemProb=0.96 Equip Character Harde Roussel with blade49 his nation: 1 blade nation= ItemLogic: On load location Hispaniola_Jungle_03 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 308 reload_island_index = -1 reload_location_index = 309 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Buccaneers_Camp ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\blade5 SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload1_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 309 reload_island_index = -1 reload_location_index = 308 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Hispaniola_Jungle_03 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload3_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 308 reload_island_index = -1 reload_location_index = 310 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 ItemLogic: On load location Hispaniola_Jungle_04 ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\PoisenedDagger SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 310 reload_island_index = -1 reload_location_index = 311 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 trying to spawn item: jewelry3 with rarity=0.772 itemProb=0.12 trying to spawn item: 250gp with rarity=0.24771 itemProb=0.24 trying to spawn item: 250gp with rarity=0.44672 itemProb=0.24 trying to spawn item: 250gp with rarity=0.87677 itemProb=0.24 trying to spawn item: pistolbullets with rarity=0.33929 itemProb=1.14 Equip Character Desire Burty with blade1+1 his nation: 1 blade nation= trying to spawn item: 100gp with rarity=0.77795 itemProb=0.36 trying to spawn item: meds1 with rarity=0.81378 itemProb=0.18 trying to spawn item: medical1 with rarity=0.90268 itemProb=0.96 Equip Character Oriabiaus Langlois with blade12 his nation: 1 blade nation= trying to spawn item: potion3 with rarity=0.92355 itemProb=0.48 trying to spawn item: medical1 with rarity=0.30682 itemProb=0.96 Equip Character Corin Bruneau with bladeC6 his nation: 1 blade nation= trying to spawn item: medical1 with rarity=0.36624 itemProb=0.96 Equip Character Galafre Mosse with blade49+1 his nation: 1 blade nation= trying to spawn item: 100gp with rarity=0.80722 itemProb=0.36 trying to spawn item: potion3 with rarity=0.72937 itemProb=0.48 trying to spawn item: 100gp with rarity=5.9937e-002 itemProb=0.36 Equip Character Gueri Antioch with blade19+2 his nation: 1 blade nation= ItemLogic: On load location Hispaniola_Jungle_05 ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle SETTING MUSIC: music_bitva Template -> path not found chr.id = Location fantom character <3> Template -> path not found chr.id = Location fantom character <4> SETTING MUSIC: music_jungle Template -> path not found chr.id = Location fantom character <2> Template -> path not found chr.id = Location fantom character <0> Template -> path not found chr.id = Location fantom character <1> Reload: Process started for locator_name = reload2_back and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 311 reload_island_index = -1 reload_location_index = 317 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 trying to spawn item: medical1 with rarity=0.1091 itemProb=0.96 Equip Character Archambaud Moncelle with blade20-1 his nation: 1 blade nation= trying to spawn item: 100gp with rarity=0.6427 itemProb=0.36 trying to spawn item: potion3 with rarity=0.93677 itemProb=0.48 trying to spawn item: indian1 with rarity=0.65231 itemProb=0.12 trying to spawn item: medical1 with rarity=0.97543 itemProb=0.96 trying to spawn item: 250gp with rarity=0.70099 itemProb=0.24 trying to spawn item: medical1 with rarity=0.44638 itemProb=0.96 Equip Character Orable Guizet with blade49-1 his nation: 1 blade nation= trying to spawn item: 250gp with rarity=4.8828e-004 itemProb=0.24 Equip Character Corin Cheniaguine with bladeC6-1 his nation: 1 blade nation= trying to spawn item: indian2 with rarity=0.75696 itemProb=6.e-002 trying to spawn item: medical1 with rarity=0.42407 itemProb=0.96 Equip Character Beuve Martel with bladeC6-1 his nation: 1 blade nation= trying to spawn item: 100gp with rarity=0.98251 itemProb=0.36 trying to spawn item: potion3 with rarity=0.48788 itemProb=0.48 trying to spawn item: jewelry13 with rarity=0.92075 itemProb=0.12 trying to spawn item: medical2 with rarity=0.776 itemProb=0.36 trying to spawn item: medical2 with rarity=0.61569 itemProb=0.36 trying to spawn item: 100gp with rarity=0.62601 itemProb=0.36 trying to spawn item: potion3 with rarity=0.23734 itemProb=0.48 Equip Character Louis Pioline with bladeC6 his nation: 1 blade nation= ItemLogic: On load location PoPrince_town_exit ItemLogic: found 0 buttons ItemLogic: Loaded model ammo\\Sapphire SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle SETTING MUSIC: music_bitva Template -> path not found chr.id = Location fantom character <4> Template -> path not found chr.id = Location fantom character <3> Template -> path not found chr.id = Location fantom character <0> Template -> path not found chr.id = Location fantom character <2> SETTING MUSIC: music_jungle Template -> path not found chr.id = Location fantom character <1> Reload: Process started for locator_name = reload2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 317 reload_island_index = -1 reload_location_index = 318 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Equip Character Jacqueline Cousteau with bladeC6 his nation: 1 blade nation= Equip Character Isore De Lucien with blade7 his nation: 1 blade nation= Equip Character Corin Monet with blade1+1 his nation: 1 blade nation= Equip Character Petronille Guerbois with blade49+1 his nation: 1 blade nation= Equip Character Fallard Rannequin with blade36 his nation: 1 blade nation= Equip Character Bernier Dietou with bladeC6 his nation: 1 blade nation= Equip Character Gueri Mazerolle with blade36+1 his nation: 1 blade nation= ItemLogic: On load location PoPrince_town ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse trying to spawn item: 100gp with rarity=0.40521 itemProb=0.36 trying to spawn item: indian12 with rarity=0.272 itemProb=8.4e-002 trying to spawn item: medical2 with rarity=0.78058 itemProb=0.36 trying to spawn item: indian11 with rarity=0.4903 itemProb=0.12 trying to spawn item: medical1 with rarity=0.70911 itemProb=0.96 trying to spawn item: potion3 with rarity=0.73657 itemProb=0.48 trying to spawn item: indian16 with rarity=0.56073 itemProb=6.e-002 trying to spawn item: potion3 with rarity=0.42792 itemProb=0.48 trying to spawn item: medical1 with rarity=0.35577 itemProb=0.96 trying to spawn item: cursedcoin with rarity=0.67462 itemProb=0.12 trying to spawn item: medical1 with rarity=0.89233 itemProb=0.96 trying to spawn item: luckcharm with rarity=0.60703 itemProb=2.4e-002 trying to spawn item: indian10 with rarity=0.1189 itemProb=8.4e-002 trying to spawn item: meds1 with rarity=0.87924 itemProb=0.18 trying to spawn item: gorget with rarity=0.15094 itemProb=0.24 trying to spawn item: indian10 with rarity=0.33475 itemProb=8.4e-002 trying to spawn item: medical2 with rarity=0.52194 itemProb=0.36 trying to spawn item: musketbullets with rarity=0.43579 itemProb=0.24 trying to spawn item: bladeX2 with rarity=0.59711 itemProb=0.24 trying to spawn item: medical2 with rarity=0.21692 itemProb=0.36 trying to spawn item: potion3 with rarity=0.58722 itemProb=0.48 trying to spawn item: medical1 with rarity=4.2969e-002 itemProb=0.96 trying to spawn item: medical2 with rarity=0.90973 itemProb=0.36 trying to spawn item: pistolbullets with rarity=0.36819 itemProb=1.14 trying to spawn item: 100gp with rarity=0.56009 itemProb=0.36 trying to spawn item: medical1 with rarity=0.25739 itemProb=0.96 trying to spawn item: indian8 with rarity=0.20401 itemProb=9.6e-002 trying to spawn item: potion3 with rarity=0.15036 itemProb=0.48 trying to spawn item: medical1 with rarity=0.78925 itemProb=0.96 trying to spawn item: gorget with rarity=0.70111 itemProb=0.24 trying to spawn item: gorget with rarity=0.69199 itemProb=0.24 trying to spawn item: pistolgas with rarity=9.4513e-002 itemProb=0.3 Quest name Missing_start FOUND in SideQuestComplete Quest name missing_start_check FOUND in SideQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = reload18 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 318 reload_island_index = -1 reload_location_index = 367 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Martine Silhouette with blade49-1 his nation: 1 blade nation= ItemLogic: On load location PoPrince_House_02 ItemLogic: found 0 buttons trying to spawn item: lockpick with rarity=0.20547 itemProb=0.12 trying to spawn item: 100gp with rarity=0.74225 itemProb=0.36 trying to spawn item: medical2 with rarity=0.49384 itemProb=0.36 trying to spawn item: mineral2 with rarity=0.77414 itemProb=0.108 trying to spawn item: 500gp with rarity=0.897 itemProb=0.12 trying to spawn item: potion3 with rarity=0.24963 itemProb=0.48 trying to spawn item: 250gp with rarity=0.81458 itemProb=0.24 trying to spawn item: indian1 with rarity=0.37784 itemProb=0.12 trying to spawn item: pistolgrenade with rarity=0.27322 itemProb=0.18 trying to spawn item: medical1 with rarity=0.42557 itemProb=0.96 trying to spawn item: jewelry11 with rarity=0.70618 itemProb=0.18 trying to spawn item: 100gp with rarity=0.88794 itemProb=0.36 trying to spawn item: medical1 with rarity=4.5532e-002 itemProb=0.96 SETTING MUSIC: music_house SETTING MUSIC: music_house Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 367 reload_island_index = -1 reload_location_index = 318 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 Equip Character Girars Saury with blade19-1 his nation: 1 blade nation= Equip Character Beuve Capelle with blade48+1 his nation: 1 blade nation= Equip Character Gontier Deprez with blade48+1 his nation: 1 blade nation= Equip Character Didier Viars with blade1+1 his nation: 1 blade nation= Equip Character Beaudonnier Fontang with MerchantsBlade his nation: 1 blade nation= Equip Character Allemande Guines with bladeC6 his nation: 1 blade nation= ItemLogic: On load location PoPrince_town ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse Quest name missing_start_check FOUND in SideQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = reload12 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 318 reload_island_index = -1 reload_location_index = 366 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade Equip Character Julien Eparvier with blade48+1 his nation: 1 blade nation= ItemLogic: On load location PoPrince_House_01 ItemLogic: found 0 buttons trying to spawn item: 100gp with rarity=0.53119 itemProb=0.36 trying to spawn item: medical2 with rarity=0.12451 itemProb=0.36 trying to spawn item: jewelry11 with rarity=0.26965 itemProb=0.18 trying to spawn item: pistolgrapes with rarity=0.17215 itemProb=0.72 trying to spawn item: 100gp with rarity=0.47885 itemProb=0.36 trying to spawn item: potion3 with rarity=0.76602 itemProb=0.48 trying to spawn item: indian3 with rarity=0.88239 itemProb=0.12 trying to spawn item: 500gp with rarity=0.56 itemProb=0.12 trying to spawn item: 250gp with rarity=0.31253 itemProb=0.24 trying to spawn item: jewelry4 with rarity=0.3522 itemProb=0.12 trying to spawn item: indian2 with rarity=0.33795 itemProb=6.e-002 trying to spawn item: indian10 with rarity=4.6204e-002 itemProb=8.4e-002 SETTING MUSIC: music_house SETTING MUSIC: music_house Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 366 reload_island_index = -1 reload_location_index = 318 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 Equip Character Harde Faure with blade1+1 his nation: 1 blade nation= Equip Character Malger Vendele with Merchantsdagger his nation: 1 blade nation= Equip Character Gillianne Rouaix with bladeC6 his nation: 1 blade nation= Equip Character Orable Brocard with blade5+1 his nation: 1 blade nation= Equip Character Huidemar Renan with blade7 his nation: 1 blade nation= ItemLogic: On load location PoPrince_town ItemLogic: found 0 buttons ItemLogic: Loaded model items\\purse Quest name missing_start_check FOUND in SideQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = reload11 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 318 reload_island_index = -1 reload_location_index = 323 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location PoPrince_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT ch Violette De Colville has no items tree IT for Violette De Colville, raw quality set to 0 IT tradetype checked store, now Store IT tradetype assign to chr, now Store IT for Violette De Colville, quality set to 1 IT traded with trader 10 times IT traded with trader 22 times Reload: Process started for locator_name = reload1 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 323 reload_island_index = -1 reload_location_index = 318 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 Equip Character Octavien Serusclat with MerchantsBlade his nation: 1 blade nation= Equip Character Petrona Le Goyet with blade13-1 his nation: 1 blade nation= Equip Character Brune Lavalliere with blade49 his nation: 1 blade nation= Equip Character Gontier Landry with blade48 his nation: 1 blade nation= Equip Character Aurele Letheran with blade1+1 his nation: 1 blade nation= ItemLogic: On load location PoPrince_town ItemLogic: found 0 buttons Quest name missing_start_check FOUND in SideQuestComplete SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = reload2 and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 318 reload_island_index = -1 reload_location_index = 325 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 14 Equip Character Guichard Boudin with MerchantsBlade his nation: 1 blade nation= Equip Character Rubea Combe with bladeC6-1 his nation: 1 blade nation= Equip Character Gueri Ramet with bladeC6+1 his nation: 1 blade nation= Equip Character Clementine Dubertret with bladeC11-1 his nation: 1 blade nation= Equip Character Esther Breton with blade46 his nation: 1 blade nation= Equip Character Robert Champlitte with blade46 his nation: 1 blade nation= Equip Character Loup Nanton with blade49-1 his nation: 1 blade nation= Equip Character Flora Mouffe with blade48 his nation: 1 blade nation= ItemLogic: On load location PoPrince_Port ItemLogic: found 0 buttons ItemLogic: Loaded model items\\ trying to spawn item: indian13 with rarity=0.76492 itemProb=0.12 trying to spawn item: medical2 with rarity=0.46964 itemProb=0.36 trying to spawn item: bladeX1 with rarity=0.22772 itemProb=0.36 trying to spawn item: indian16 with rarity=4.2694e-002 itemProb=6.e-002 trying to spawn item: medical1 with rarity=0.38425 itemProb=0.96 SETTING MUSIC: music_fra_town SETTING MUSIC: music_fra_town Reload: Process started for locator_name = fakeReload and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 325 reload_island_index = -1 reload_location_index = 323 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade ItemLogic: On load location PoPrince_Store ItemLogic: found 0 buttons SETTING MUSIC: music_shop SETTING MUSIC: music_shop IT traded with trader 23 times PauseAllSounds ItemLogic: On unload location PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Equip Character Crewmember with Barmansknife his nation: 3 blade nation=3 ItemLogic: On load location ShipDeck4 ItemLogic: found 0 buttons ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name gunner_ammo FOUND in CommonQuestComplete ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Whr_UpdateWeather finish weather update PauseAllSounds ItemLogic: On unload location ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 ItemLogic: On load location Hispaniola_shore_02 ItemLogic: found 0 buttons PauseAllSounds SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle PauseAllSounds ItemLogic: On unload location PauseAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Equip Character Crewmember with Merchantsdagger his nation: 3 blade nation= ItemLogic: On load location ShipDeck4 ItemLogic: found 0 buttons ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing Quest name gunner_ammo FOUND in CommonQuestComplete PauseAllSounds ItemLogic: On unload location SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 SEA: sealogin loading island Hispaniola SEA: added pchar to sea SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 Whr_UpdateWeather finish weather update Sea_FirstInit Sea_FirstInit done SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 15:44 PauseAllSounds Reload: Process started for locator_name = reload_4 and lockedReloadLocator = reload_cur_island_index = 9 reload_cur_location_index = -1 reload_island_index = -1 reload_location_index = 306 Start reload PauseAllSounds ReloadStartFade ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 ItemLogic: On load location Hispaniola_shore_02 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = boat and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 306 reload_island_index = 9 reload_location_index = -1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 SEA: sealogin loading island Hispaniola SEA: added pchar to sea SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 15:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 == Directsail called at 16:44 PauseAllSounds Reload: Process started for locator_name = reload_4 and lockedReloadLocator = reload_cur_island_index = 9 reload_cur_location_index = -1 reload_island_index = -1 reload_location_index = 306 Start reload PauseAllSounds ReloadStartFade ReloadEndFade ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 ItemLogic: On load location Hispaniola_shore_02 ItemLogic: found 0 buttons SETTING MUSIC: music_jungle SETTING MUSIC: music_jungle Reload: Process started for locator_name = boat and lockedReloadLocator = reload_cur_island_index = -1 reload_cur_location_index = 306 reload_island_index = 9 reload_location_index = -1 Start reload PauseAllSounds ReloadStartFade ItemLogic: On unload location ReloadEndFade SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 16 SEA: sealogin loading island Hispaniola SEA: added pchar to sea SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 Add good direct : Rum, rCharacter.id = Blaze, iQuantity = 3 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12 SEA: sealogin loading island Hispaniola SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Merchant 2: a single merchant with heavy escort, # Mer = 1, Mer MAX = 3, Mer MIN = 5, # War = 3, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Britain, Type = Trade, Loop = 0, Ship ID = FastMerchantman2 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Britain, Type = War, Loop = 0, Ship ID = RN_Razee Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Britain, Type = War, Loop = 0, Ship ID = Frigate1 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Britain, Type = War, Loop = 0, Ship ID = RN_Corvette Equip Character Abel Goldsmith with bladeC30+2 his nation: 0 blade nation= Equip Character John Painter with blade35+1 his nation: 0 blade nation= Equip Character Adam Towers with bladeC35-1 his nation: 0 blade nation= Equip Character Piers Drury with bladeC26+3 his nation: 0 blade nation= Directsail encounter nation: 0, task move Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:19 == Directsail called at 15:24 == Directsail called at 15:29 == Directsail called at 15:34 == Directsail called at 15:39 == Directsail called at 15:44 == Directsail called at 15:49 == Directsail called at 15:54 == Directsail called at 16:04 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 15 SEA: sealogin loading island IslaMuelle SEA: added pchar to sea SEA: Did CRs SEA: Did any groups SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 15:54 Sea_FirstInit Sea_FirstInit done ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 Add good direct : Mahogany, rCharacter.id = Blaze, iQuantity = 8 == Directsail called at 16:44 Got Goods: Mahogany (32) ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 Add good direct : Wheat, rCharacter.id = Blaze, iQuantity = 10 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Lugger4 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:29 == Directsail called at 15:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 == Directsail called at 16:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 Add good direct : Oil, rCharacter.id = Blaze, iQuantity = 104 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 IT Violette De Colville raised to level 2 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 2 SEA: sealogin loading island IslaMuelle SEA: added pchar to sea Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Brigantina2 Equip Character Amar Troncoso with bladeC30+3 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Brigantina2 Equip Character Simon Dabino with bladeC30+2 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = SchoonerXebec Equip Character Alonso Ordonez with blade27 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = Sloop2 Equip Character Eizac Larraneta with bladeC30-1 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = SloopBermuda Equip Character Gabriel Navaez with bladeC26+2 his nation: 2 blade nation= Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Colonial Powers, Nat = Spain, Type = war, Loop = 0, Ship ID = SP_Neptunus Equip Character Citi Padilla with blade38+3 his nation: 2 blade nation= SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Fleet: warships, # Mer = 0, Mer MAX = 0, Mer MIN = 0, # War = 4, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 1, Ship ID = RN_Corvette Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 0, Ship ID = FR_Fleuron Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 2, Ship ID = RN_RaaFrigate Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 0, Ship ID = HMS_Bellona Equip Character Uela Salgada with blade41-1 his nation: 2 blade nation= Equip Character Miguel Guerro with blade40+2 his nation: 2 blade nation= Equip Character Andreas Rollero with blade35+2 his nation: 2 blade nation= Equip Character Keia Padilla with bladeC30+2 his nation: 2 blade nation= Directsail encounter nation: 2, task attack Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:34 == Directsail called at 05:39 == Directsail called at 05:44 == Directsail called at 05:49 == Directsail called at 05:54 == Directsail called at 06:04 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:09 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 6 SEA: sealogin loading island QuebradasCostillas SEA: added pchar to sea Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Ketch Equip Character Aleyn Hooper with blade27 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1 Equip Character Barnabas Poles with bladeC18+2 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy Equip Character Ronan Fawn with blade28+2 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda Equip Character Jeremy Waggoner with bladeC12+1 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = FastMerchantman2 Equip Character Peter Bream with bladeC35+2 his nation: 0 blade nation= Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1 Equip Character Simon Buckman with bladeC30 his nation: 0 blade nation= SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = Merchant 0: single merchant, # Mer = 2, Mer MAX = 4, Mer MIN = 6, # War = 0, War MAX = 0, War MIN = 0 Force_GetShipType: Maxclass = 4, Minclass = 6, Per = Colonial Powers, Nat = Holland, Type = Trade, Loop = 0, Ship ID = FastMerchantman1 Force_GetShipType: Maxclass = 4, Minclass = 6, Per = Colonial Powers, Nat = Holland, Type = Trade, Loop = 0, Ship ID = NL_Pinnace Equip Character Hansen Moleg with blade35+2 his nation: 4 blade nation= Equip Character Bartelmus Wanner with blade27+3 his nation: 4 blade nation= Directsail encounter nation: 4, task move Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end == Directsail called at 06:09 Sea_FirstInit Sea_FirstInit done == Directsail called at 06:14 == Directsail called at 06:19 == Directsail called at 06:24 == Directsail called at 06:29 == Directsail called at 06:34 == Directsail called at 06:39 == Directsail called at 06:44 == Directsail called at 06:49 == Directsail called at 06:54 == Directsail called at 07:04 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:09 == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 == Directsail called at 10:29 == Directsail called at 10:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 11 Whr_UpdateWeather finish weather update == Directsail called at 11:14 == Directsail called at 11:29 == Directsail called at 11:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 12 Whr_UpdateWeather finish weather update == Directsail called at 12:14 == Directsail called at 12:29 == Directsail called at 12:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 13 Whr_UpdateWeather finish weather update == Directsail called at 13:14 == Directsail called at 13:29 == Directsail called at 13:44 SEA: SeaLogin begin ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13 SEA: sealogin loading island QuebradasCostillas SEA: added pchar to sea SEA: Did CRs SEA: Did any groups Fantom_GenerateEncounter: type = L - Merchant 1: Coastal Waters Merchant Fleet, an escorted group of merchants, # Mer = 6, Mer MAX = 3, Mer MIN = 5, # War = 4, War MAX = 2, War MIN = 4 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 0, Ship ID = SP_Pinnace50 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 0, Ship ID = FastMerchantman2 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 0, Ship ID = FastMerchantman2 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 1, Ship ID = FastMerchantman2 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 1, Ship ID = FastMerchantman2 Force_GetShipType: Maxclass = 3, Minclass = 5, Per = Colonial Powers, Nat = Spain, Type = Trade, Loop = 0, Ship ID = FastMerchantman1 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 4, Ship ID = RN_RaaFrigate Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 0, Ship ID = RN_RaaFrigate Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 0, Ship ID = Frigate1 Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Colonial Powers, Nat = Spain, Type = War, Loop = 0, Ship ID = HMS_Centurion Equip Character Pancho Antuma with blade27+3 his nation: 2 blade nation= Equip Character Egila Sarsola with bladeC35 his nation: 2 blade nation= Equip Character Ramon Vendabal with blade27 his nation: 2 blade nation= Equip Character Adulfus Calero with blade27+2 his nation: 2 blade nation= Equip Character Alejandro Teofilo with bladeC18+3 his nation: 2 blade nation= Equip Character Francisco Ordonez with bladeC2+3 his nation: 2 blade nation= Equip Character Lando Camardiel with bladeC26+3 his nation: 2 blade nation= Equip Character Amphilocius Frois with blade40-1 his nation: 2 blade nation= Equip Character Carlo Torrillas with bladeC35-1 his nation: 2 blade nation= Equip Character Guillen Beltrones with blade41+3 his nation: 2 blade nation= Directsail encounter nation: 2, task attack Directencounter done SEA: added ships SEA: Set tasks updated AISea Seafoam done Telescope initiated SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds SEA: SeaLogin end Sea_FirstInit Sea_FirstInit done == Directsail called at 13:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 14 Whr_UpdateWeather finish weather update == Directsail called at 14:14 == Directsail called at 14:29 == Directsail called at 14:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 14, theHour = 15 Whr_UpdateWeather finish weather update == Directsail called at 15:14 == Directsail called at 15:29 == Directsail called at 15:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 15, theHour = 16 Whr_UpdateWeather finish weather update == Directsail called at 16:14 == Directsail called at 16:29 == Directsail called at 16:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 16, theHour = 17 Whr_UpdateWeather finish weather update == Directsail called at 17:14 == Directsail called at 17:29 == Directsail called at 17:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 17, theHour = 18 Whr_UpdateWeather finish weather update == Directsail called at 18:14 == Directsail called at 18:29 == Directsail called at 18:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 18, theHour = 19 Whr_UpdateWeather finish weather update == Directsail called at 19:14 == Directsail called at 19:29 == Directsail called at 19:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 19, theHour = 20 Whr_UpdateWeather finish weather update == Directsail called at 20:14 == Directsail called at 20:29 == Directsail called at 20:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21 Whr_UpdateWeather finish weather update == Directsail called at 21:14 == Directsail called at 21:29 == Directsail called at 21:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 22 Whr_UpdateWeather finish weather update SETTING MUSIC: music_night_sailing SETTING MUSIC: music_night_sailing ResumeAllSounds == Directsail called at 22:14 == Directsail called at 22:29 == Directsail called at 22:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 23 Whr_UpdateWeather finish weather update == Directsail called at 23:14 == Directsail called at 23:29 == Directsail called at 23:44 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50 Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger4 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 23, theHour = 0 Whr_UpdateWeather finish weather update == Directsail called at 00:14 == Directsail called at 00:29 == Directsail called at 00:44 For character 2058 fall Mast name mast2 has index 2 *** Group_UpdateGroup: begin id: fenc_2054 *** *** Group_UpdateGroup: Ships quantity in group: 10 *** *** Group_UpdateGroup: character fenc_2054 was not group commander *** Add good : ration, rCharacter.id = fenc_2054, iQuantity = 11 Add good : gunpowder, rCharacter.id = fenc_2054, iQuantity = 2 Add good : planks, rCharacter.id = fenc_2054, iQuantity = 4 Add good : ale, rCharacter.id = fenc_2054, iQuantity = 79 Add good : silk, rCharacter.id = fenc_2054, iQuantity = 254 Add good : Oil, rCharacter.id = fenc_2054, iQuantity = 2 Add good : Oil, rCharacter.id = fenc_2054, iQuantity = 1 Add good : Oil, rCharacter.id = fenc_2054, iQuantity = 1 Add good : Oil, rCharacter.id = fenc_2054, iQuantity = 1 Add good : Oil, rCharacter.id = fenc_2054, iQuantity = 1 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 1 Whr_UpdateWeather finish weather update == Directsail called at 01:14 == Directsail called at 01:29 == Directsail called at 01:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 1, theHour = 2 Whr_UpdateWeather finish weather update == Directsail called at 02:14 == Directsail called at 02:29 == Directsail called at 02:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 2, theHour = 3 Whr_UpdateWeather finish weather update == Directsail called at 03:14 FLAGS: The 'Hind' has spotted us at 612.74 and will remember us as personal with visibility=715. == Directsail called at 03:29 == Directsail called at 03:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 3, theHour = 4 Whr_UpdateWeather finish weather update == Directsail called at 04:14 == Directsail called at 04:29 == Directsail called at 04:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 4, theHour = 5 Whr_UpdateWeather finish weather update == Directsail called at 05:14 == Directsail called at 05:29 == Directsail called at 05:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 6 Whr_UpdateWeather finish weather update SETTING MUSIC: music_day_sailing SETTING MUSIC: music_day_sailing ResumeAllSounds == Directsail called at 06:14 == Directsail called at 06:29 == Directsail called at 06:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 6, theHour = 7 Whr_UpdateWeather finish weather update == Directsail called at 07:14 == Directsail called at 07:29 == Directsail called at 07:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8 Whr_UpdateWeather finish weather update == Directsail called at 08:14 == Directsail called at 08:29 == Directsail called at 08:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 8, theHour = 9 Whr_UpdateWeather finish weather update == Directsail called at 09:14 == Directsail called at 09:29 == Directsail called at 09:44 ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 9, theHour = 10 Whr_UpdateWeather finish weather update == Directsail called at 10:14 SETTING MUSIC: music_abordage PauseAllSounds Equip Character Carlo Torrillas with bladeC30+1 his nation: 2 blade nation= ItemLogic: On load location BOARDING_ShipDeck1 ItemLogic: found 0 buttons trying to spawn item: cursedcoin with rarity=0.65955 itemProb=0.12 trying to spawn item: medical2 with rarity=6.1188e-002 itemProb=0.36 trying to spawn item: cheaparmor with rarity=0.90259 itemProb=0.18 trying to spawn item: potion3 with rarity=0.98398 itemProb=0.48 trying to spawn item: 100gp with rarity=0.2326 itemProb=0.36 trying to spawn item: jewelry7 with rarity=0.25845 itemProb=0.12 trying to spawn item: potion3 with rarity=7.5775e-002 itemProb=0.48 trying to spawn item: jewelry12 with rarity=0.68469 itemProb=0.24 trying to spawn item: potion3 with rarity=0.14764 itemProb=0.48 trying to spawn item: medical1 with rarity=0.92526 itemProb=0.96 trying to spawn item: medical2 with rarity=0.66824 itemProb=0.36 trying to spawn item: 100gp with rarity=0.65375 itemProb=0.36 trying to spawn item: medical2 with rarity=0.91101 itemProb=0.36 trying to spawn item: 100gp with rarity=0.78015 itemProb=0.36 trying to spawn item: lockpick with rarity=0.73352 itemProb=0.12 trying to spawn item: 100gp with rarity=0.41562 itemProb=0.36 trying to spawn item: indian11 with rarity=0.44385 itemProb=0.12 trying to spawn item: medical2 with rarity=0.68091 itemProb=0.36 trying to spawn item: gunpowder with rarity=7.2937e-003 itemProb=1.14 trying to spawn item: smugglingbook2 with rarity=0.97083 itemProb=1.2e-002 trying to spawn item: 100gp with rarity=0.78024 itemProb=0.36 trying to spawn item: jewelry7 with rarity=0.62088 itemProb=0.12 trying to spawn item: indian9 with rarity=0.62186 itemProb=6.e-002 trying to spawn item: medical1 with rarity=5.127e-002 itemProb=0.96 trying to spawn item: spyglass2 with rarity=0.49405 itemProb=0.12 trying to spawn item: book9 with rarity=0.62515 itemProb=0.3 trying to spawn item: 250gp with rarity=0.91376 itemProb=0.24 trying to spawn item: mineral2 with rarity=0.30481 itemProb=0.108 trying to spawn item: medical2 with rarity=0.7486 itemProb=0.36 trying to spawn item: 100gp with rarity=0.8074 itemProb=0.36 trying to spawn item: indian13 with rarity=0.65601 itemProb=0.12 trying to spawn item: medical1 with rarity=0.48541 itemProb=0.96 trying to spawn item: medical2 with rarity=0.77713 itemProb=0.36 trying to spawn item: medical1 with rarity=0.32877 itemProb=0.96 SETTING MUSIC: music_abordage SETTING MUSIC: music_abordage