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Mod Release AOP Super MOD

Finished fixing the fast travel buttons at tortuga and also fixed some brothels that were crashing.

Install it over your SuperMod ( any version )

File : Island Fixes.zip

Uploaded to : <a href="ftp://aop%40piratesahoy.org:piratesahoy@ftp.piratesahoy.org/Meximaster%20Files/" target="_blank">ftp://aop%40piratesahoy.org:piratesahoy@f...master%20Files/</a>

To Install : Extract zip contents keeping directory structure to your Age of pirates folder
 
<!--quoteo(post=166693:date=Oct 9 2006, 08:54 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 9 2006, 08:54 PM) [snapback]166693[/snapback]</div><div class='quotemain'><!--quotec-->
Finished fixing the fast travel buttons at tortuga and also fixed some brothels that were crashing.

File : Island Fixes.zip

Uploaded to : <a href="ftp://aop%40piratesahoy.org:piratesahoy@ftp.piratesahoy.org/Meximaster%20Files/" target="_blank">ftp://aop%40piratesahoy.org:piratesahoy@f...master%20Files/</a>

To Install : Extract zip contents keeping directory structure to your Age of pirates folder
<!--QuoteEnd--></div><!--QuoteEEnd-->
so is this patch part of the Super Mod?
 
<!--quoteo(post=166696:date=Oct 9 2006, 07:22 PM:name=rupertlittlebear)--><div class='quotetop'>QUOTE(rupertlittlebear @ Oct 9 2006, 07:22 PM) [snapback]166696[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166693:date=Oct 9 2006, 08:54 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 9 2006, 08:54 PM) [snapback]166693[/snapback]</div><div class='quotemain'><!--quotec-->
Finished fixing the fast travel buttons at tortuga and also fixed some brothels that were crashing.

File : Island Fixes.zip

Uploaded to : <a href="ftp://aop%40piratesahoy.org:piratesahoy@ftp.piratesahoy.org/Meximaster%20Files/" target="_blank">ftp://aop%40piratesahoy.org:piratesahoy@f...master%20Files/</a>

To Install : Extract zip contents keeping directory structure to your Age of pirates folder
<!--QuoteEnd--></div><!--QuoteEEnd-->
so is this patch part of the Super Mod?
<!--QuoteEnd--></div><!--QuoteEEnd-->

It can, the mods i have done are based on the supermod so they improve it.

I guess it depends on cyberops if he want to add the fixes to future SuperMod versions.
 
<!--quoteo(post=166700:date=Oct 10 2006, 02:05 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 10 2006, 02:05 PM) [snapback]166700[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166696:date=Oct 9 2006, 07:22 PM:name=rupertlittlebear)--><div class='quotetop'>QUOTE(rupertlittlebear @ Oct 9 2006, 07:22 PM) [snapback]166696[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166693:date=Oct 9 2006, 08:54 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 9 2006, 08:54 PM) [snapback]166693[/snapback]</div><div class='quotemain'><!--quotec-->
Finished fixing the fast travel buttons at tortuga and also fixed some brothels that were crashing.

File : Island Fixes.zip

Uploaded to : <a href="ftp://aop%40piratesahoy.org:piratesahoy@ftp.piratesahoy.org/Meximaster%20Files/" target="_blank">ftp://aop%40piratesahoy.org:piratesahoy@f...master%20Files/</a>

To Install : Extract zip contents keeping directory structure to your Age of pirates folder
<!--QuoteEnd--></div><!--QuoteEEnd-->
so is this patch part of the Super Mod?
<!--QuoteEnd--></div><!--QuoteEEnd-->

It can, the mods i have done are based on the supermod so they improve it.

I guess it depends on cyberops if he want to add the fixes to future SuperMod versions.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for these fixes. Now I can complete my quest to visit all the brothels... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=166703:date=Oct 9 2006, 10:23 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 9 2006, 10:23 PM) [snapback]166703[/snapback]</div><div class='quotemain'><!--quotec-->Thanks for these fixes. Now I can complete my quest to visit all the brothels... <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->My oh my!!

almost good enough to change my siggy.

heck

its almost good enough to change my siggy on other forums.
 
Capn_Tucker : Sounds great, dont forget to tip the girls LOL

Tell me if you find any troubles, crashes or whatever to fix em asap.

Also if you want to travel fast from island to island you can change this file :

\Program\worldmap\worldmap_init.c

Look for :

worldMap.shipSpeedOppositeWind = 0.6;
worldMap.shipSpeedOverWind = 1.2;

Change them to :

worldMap.shipSpeedOppositeWind = 8.6;
worldMap.shipSpeedOverWind = 8.2;

All map ships will go fast as hell, this way you can travel per island checking bug or whatever.
 
<!--quoteo(post=166707:date=Oct 10 2006, 02:41 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 10 2006, 02:41 PM) [snapback]166707[/snapback]</div><div class='quotemain'><!--quotec-->
Capn_Tucker : Sounds great, dont forget to tip the girls LOL

Tell me if you find any troubles, crashes or whatever to fix em asap.

Also if you want to travel fast from island to island you can change this file :

\Program\worldmap\worldmap_init.c

Look for :

worldMap.shipSpeedOppositeWind = 0.6;
worldMap.shipSpeedOverWind = 1.2;

Change them to :

worldMap.shipSpeedOppositeWind = 8.6;
worldMap.shipSpeedOverWind = 8.2;

All map ships will go fast as hell, this way you can travel per island checking bug or whatever.
<!--QuoteEnd--></div><!--QuoteEEnd-->

About half the brothels still crash when I try to buy a wench for the evening. I think the problem is with one of the videos (the one where the hooker is wearing the hat). The video music will start to play, the picture will (sometimes) appear and freeze, and then the game CTD's. Someone please tell me how to make this video play? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=166710:date=Oct 9 2006, 09:25 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 9 2006, 09:25 PM) [snapback]166710[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166707:date=Oct 10 2006, 02:41 PM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 10 2006, 02:41 PM) [snapback]166707[/snapback]</div><div class='quotemain'><!--quotec-->
Capn_Tucker : Sounds great, dont forget to tip the girls LOL

Tell me if you find any troubles, crashes or whatever to fix em asap.

Also if you want to travel fast from island to island you can change this file :

\Program\worldmap\worldmap_init.c

Look for :

worldMap.shipSpeedOppositeWind = 0.6;
worldMap.shipSpeedOverWind = 1.2;

Change them to :

worldMap.shipSpeedOppositeWind = 8.6;
worldMap.shipSpeedOverWind = 8.2;

All map ships will go fast as hell, this way you can travel per island checking bug or whatever.
<!--QuoteEnd--></div><!--QuoteEEnd-->

About half the brothels still crash when I try to buy a wench for the evening. I think the problem is with one of the videos (the one where the hooker is wearing the hat). The video music will start to play, the picture will (sometimes) appear and freeze, and then the game CTD's. Someone please tell me how to make this video play? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


LOL seems that the main problem is random crashing, its not related to the code ( I did fixed some code that was faulty / missing for the brothels )

Best bet about the source of the CTD's is the video files, they are DIVX even that their file name was changed to wmv, thats not the problem, seems that the divx driver is making the game crash interrupting the video player inside game, i noticed that running the game in windowed mode prevents the CTD's when playing the whores.

Capn_Tucker : you running game @ full screen? try windowed mode, if that fixes the CTD's then the solution is to change the videos to a plain WMV file, not divx <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Guys just finished fixing the officers flush bug, now the Officers reload properly and they dont get lost in time.

Seems working good but needs extensive testing, please guys test it and tell me how it goes.

For testing use the supermod you have, 1.0 or 1.1 is ok.

File : Officers Fix.zip

Uploaded to : <a href="ftp://aop%40piratesahoy.org:piratesahoy@ftp.piratesahoy.org/Meximaster%20Files/" target="_blank">ftp://aop%40piratesahoy.org:piratesahoy@f...master%20Files/</a>

To Install : Extract zip contents keeping directory structure to your Age of pirates folder


For the brothel video fix can some one test the following?
move Whore_0.wmv , Whore_1.wmv & Whore_2.wmv to any folder on your desktop
copy PlaylogicLogo.wmv as Whore_0.wmv , Whore_1.wmv & Whore_2.wmv

Then do some brothel testing, the game must not crash ! hopefully it will work.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> thar Mateys:

Meximaster & Capn_Tucker...I have been playing this game for at least three days now. Have the game installed, after peeling off ALL Starforce stuff on HD. Then installing No dvd crack and applying Super Mod 1.0....then Super Mod 1.1...then Updates 1, and Updates 2. I also installed as per recommendations That K lite codex pack (actually I already had it installed prior to hearing about AOP) Also before installing this Mod we were told we should install ".NetFramwork v2.0" as well from MicroSoft. This I have complied with totally!

I have had "NO" problems with any of the Videos, other than the fact that I dont "Go for experience" when my kids are around here at home. I have seen All 3 Videos at least twice, again "NO PROBLEMS" whatsoever. So what ever is the problem "IT SHOULDN'T" be in the coding of the game. I have suffered through a number of Ship Battle related CTD's since starting AOP, but the more I have gotten from Cyberops, the more stable my game has become. Although for some reason, just last night after the last series of downloads, I started to experience little Beeps on my machine usually while Sea Battling. At first I thought it was my portable cordless phone, but it was the game. I avoided a lot of Combat for awhile, to build up but yesterday was the first time I heard those Beeps.

My Specifications:

Processor: Intel® Pentium® 4 CPU 2.80GHz (2 CPUs)
Memory: 512MB RAM
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2
DirectX Version: DirectX 9.0c (4.09.0000.0904)
Card name: RADEON 9800 XT
Manufacturer: ATI Technologies Inc.
Chip type: RADEON 9800 XT AGP (0x4E4A)

Hope this helps Mates
Brainy
 
<!--quoteo(post=166592:date=Oct 9 2006, 01:55 PM:name=windwolf7)--><div class='quotetop'>QUOTE(windwolf7 @ Oct 9 2006, 01:55 PM) [snapback]166592[/snapback]</div><div class='quotemain'><!--quotec-->

I also dream of further mods, but these are just lofty ideas:

Trade supplies at sea when capturing a ship.
See specs of ship before deciding to enslave or leave a crew.
Ability to visit your own cabin to rest.
Visit other ships in your squad to speak to their captains in their cabins.
Assign passengers and prisoners to different ships, or more precisly place VIPs in cabins of your choosing to protect them. (See Governers Daughter idea)
Keep slaves or captives as servants in your cabin.
Meeting room to talk to your Senior Officers.
Different cabins for different ships.
Squad formations & Tactics. I.e. Normally be lead by Sloop in line for sailing, switch to warship lead in wedge for sea combat, Manowar in point lead for fort assault. Sloop takes defensive postion when attacked to protect VIPs. Unarmed Trade ships in your squad pick up supplies dropped during sinking etc.

I also want to add new cannons but that requires a separate set of modifications.

What do think?

Also on bugs: The lady the jungle of Guadelope bay has an error in her dialog so it doesn't start. I am playing as beatrice if it matters.
<!--QuoteEnd--></div><!--QuoteEEnd-->


I really like the ideas pertaining to the cabins - being able to rest (or just do something useful) in your cabin, storing VIPS in your cabin, and consulting with your officers on other ships.

As for prisoners - if you were to keep prisoners, I wouldn't stick them in the cabin so much as another room - maybe there is a small room (a house interior, maybe?) that could be repainted to look like a prisonesque setting?

That said, visiting your slaves in your ship would be a pretty useless task, as with meeting with your officers - there would have to be some kind of options expanding from it in order for it to be worth it so that somebody would actually use it....
 
<!--quoteo(post=166784:date=Oct 10 2006, 08:06 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Oct 10 2006, 08:06 AM) [snapback]166784[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> thar Mateys:

Meximaster & Capn_Tucker...I have been playing this game for at least three days now. Have the game installed, after peeling off ALL Starforce stuff on HD. Then installing No dvd crack and applying Super Mod 1.0....then Super Mod 1.1...then Updates 1, and Updates 2. I also installed as per recommendations That K lite codex pack (actually I already had it installed prior to hearing about AOP) Also before installing this Mod we were told we should install ".NetFramwork v2.0" as well from MicroSoft. This I have complied with totally!

I have had "NO" problems with any of the Videos, other than the fact that I dont "Go for experience" when my kids are around here at home. I have seen All 3 Videos at least twice, again "NO PROBLEMS" whatsoever. So what ever is the problem "IT SHOULDN'T" be in the coding of the game. I have suffered through a number of Ship Battle related CTD's since starting AOP, but the more I have gotten from Cyberops, the more stable my game has become. Although for some reason, just last night after the last series of downloads, I started to experience little Beeps on my machine usually while Sea Battling. At first I thought it was my portable cordless phone, but it was the game. I avoided a lot of Combat for awhile, to build up but yesterday was the first time I heard those Beeps.

My Specifications:

Processor: Intel® Pentium® 4 CPU 2.80GHz (2 CPUs)
Memory: 512MB RAM
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2
DirectX Version: DirectX 9.0c (4.09.0000.0904)
Card name: RADEON 9800 XT
Manufacturer: ATI Technologies Inc.
Chip type: RADEON 9800 XT AGP (0x4E4A)

Hope this helps Mates
Brainy
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yup that beep problem is bad very bad, its actually some problem with the encounter and enemy configuration when configuring sea for the battle, even when it beeps the computer AI gets stupid and they just rise their flags without doing much.

This beeping has been at all versions, including is at 1.42 of the newer patch.

How to fix it? no idea.
 
unfortunatly the beeps started again after the updates of meximaster so i recommend not to use those yet until i fixed the fmodex again.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Actually Cyberops.....I have not entered any of Meximaster's fixes yet....figured I would wait for complete incorporation with Super Mod. This is one thing I learned being active with POTC over the last year. That no matter how well "a fix" works for a bug....or how well intended a fix might be, when installed into something much bigger, (like Build 13) there could also be "catalysts" between files that manifest other bugs elsewhere. I know Pieter uses a program called WinMerge to hopefully eliminate coding differences before they cause unforseen problems elsewheres, but this is never foolproof. So the beeping had to be either A) there from the beginnig and I didnt use the combat as much so didnt notice it....Unlikely! Or B) it had to have come from one of the updates, cause that is all that has touched my game. Unless it has something to do with a little experiment of mine where I attempted to decrease the "Price" exacted by Crew every month. Felt this was too expensive and decreased the calculations to 10%...which I was testing before posting...seems to work alright so far! And the crew gets paid $4000.00 instead of $40,000.00 dollars...same as my officers
 
<!--quoteo(post=166817:date=Oct 10 2006, 11:01 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Oct 10 2006, 11:01 AM) [snapback]166817[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Actually Cyberops.....I have not entered any of Meximaster's fixes yet....figured I would wait for complete incorporation with Super Mod. This is one thing I learned being active with POTC over the last year. That no matter how well "a fix" works for a bug....or how well intended a fix might be, when installed into something much bigger, (like Build 13) there could also be "catalysts" between files that manifest other bugs elsewhere. I know Pieter uses a program called WinMerge to hopefully eliminate coding differences before they cause unforseen problems elsewheres, but this is never foolproof. So the beeping had to be either A) there from the beginnig and I didnt use the combat as much so didnt notice it....Unlikely! Or B) it had to have come from one of the updates, cause that is all that has touched my game. Unless it has something to do with a little experiment of mine where I attempted to decrease the "Price" exacted by Crew every month. Felt this was too expensive and decreased the calculations to 10%...which I was testing before posting...seems to work alright so far! And the crew gets paid $4000.00 instead of $40,000.00 dollars...same as my officers
<!--QuoteEnd--></div><!--QuoteEEnd-->

Sounds good since having a ManOwar rises the salary for the crew to about 100k!
Can you post the code so i can test it?
thanks

<!--quoteo(post=166810:date=Oct 10 2006, 10:27 AM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Oct 10 2006, 10:27 AM) [snapback]166810[/snapback]</div><div class='quotemain'><!--quotec-->
unfortunatly the beeps started again after the updates of meximaster so i recommend not to use those yet until i fixed the fmodex again.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Weird, so if its a sound problem the best way to fix it is using the original fmodex.dll
Anyway uploaded the fmodex.dll that comes directly from the first install so anyone can try it.

At playlogic forum, there are some posts that talk about the beeping, actually those guys are not using the supermod, they are using v1.42 that comes with a newer fmodex.dll so maybe this is what is causing the beeping hopefully.

Going to play a bit with the fmodex <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=166802:date=Oct 10 2006, 02:07 PM:name=Heretik)--><div class='quotetop'>QUOTE(Heretik @ Oct 10 2006, 02:07 PM) [snapback]166802[/snapback]</div><div class='quotemain'><!--quotec-->
I really like the ideas pertaining to the cabins - being able to rest (or just do something useful) in your cabin, storing VIPS in your cabin, and consulting with your officers on other ships.

As for prisoners - if you were to keep prisoners, I wouldn't stick them in the cabin so much as another room - maybe there is a small room (a house interior, maybe?) that could be repainted to look like a prisonesque setting?

That said, visiting your slaves in your ship would be a pretty useless task, as with meeting with your officers - there would have to be some kind of options expanding from it in order for it to be worth it so that somebody would actually use it....
<!--QuoteEnd--></div><!--QuoteEEnd-->

I agree about the prisoners, I only meant the VIPs in the cabins. As for the slaves I just meant being able to add some to your cabin as chained servants. You have would have to capture some first to have any there.

But as I said, lofty goals given the current state of this game program. If we come this far we should be able to market it as a whole new game. Ha!
 
<img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

Meximaster!!

Wow!!...you mean I might get my name on a mod!!..........KEWL!!!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sounds good since having a ManOwar rises the salary for the crew to about 100k!
Can you post the code so i can test it?
thanks<!--QuoteEnd--></div><!--QuoteEEnd-->

Actually I got the idea from another thread about the Officers...here it is, IT IS NOT MY IDEA...but my appologies to whomever, I will have to go look to see to whom we owe credit!!!

EDIT: (The original idea was given to me by windwolf7 in this thread -
<b>http://www.piratesahoy.com/forum/index.php?showtopic=8276</b>

This was done in Programs/scripts/officers.c

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> characters[iChar].quest.OfficerPrice = (sti(characters[iChar].skill.Leadership) + sti(characters[iChar].skill.Fencing) + sti(characters[iChar].skill.Gun) + sti(characters[iChar].skill.Sailing) + sti(characters[iChar].skill.Accuracy) + sti(characters[iChar].skill.Cannons) + sti(characters[iChar].skill.Grappling) + sti(characters[iChar].skill.Repair) + sti(characters[iChar].skill.Defence) + sti(characters[iChar].skill.Commerce) + sti(characters[iChar].skill.Sneak) + skillPoints -11<b>)*20; //This is were I changed Pay scale. (It was 200) LJS<!--QuoteEnd--></div><!--QuoteEEnd--></b>


So I deduced that I could find something similiar for the crew as well.....and if the Officers got cut to 10% I felt this was fair to the crew as well.....not sure if the levels are balanced, I just felt the starting salaries every month wiped me out and left me actually in the red....So I ended up using the "moneybooster" cheat...so if that was the case and I was always losing money, it just might be too high for normal game play. I didnt want to cheat, but it was no fun being broke either!! I will let the community be the Judge and we can decide on a fair level later

It was in Program/scripts/crew.c

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->int GetPercentPaymentForCrew()
{
/*_*/int nLedSh=GetSummonSkillFromName(pchar,SKILL_LEADERSHIP);int nComrc=GetSummonSkillFromName(pchar,SKILL_Commerce);
/*_*/int iPayment=7-nComrc-nLedSh-iGameArcade*1; <b>// This is were I set Crew Pay Was (iPayment=70-nComrc-nLedSh-iGameArcade*10;)LJS</b>//0 int iPayment = sti(pchar.paymenttype);iPayment = iPayment / 2;iPayment = iPayment / iGameArcade;
return iPayment;<!--QuoteEnd--></div><!--QuoteEEnd-->

Hope this helps....this would be great if I actually gave something back that was helpful to a mod or the game. Again, I wasnt looking for cheats, just more or less to lighten the burden of starting out with negative bank accounts. If you need the entire files please ask!


P.S. I also changed something hoping to allow more Officers as well.......This has been discussed but not quite in the same way as were I attempted......Not enough testing done to determine if it would work, but I am sure You could tell me If it wont easier....thanks

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> EmptyOfficers();

int m = 0;
int iOfficersQuantity = 0;
int iNation = -1;

for(int i =0; i <MAX_COLONIES; i++)
{
<b>iOfficersQuantity = 1+rand(6); //was "1+rand(2)" Changed LJS<!--QuoteEnd--></div><!--QuoteEEnd--></b>

Right near the very top.....I tried to increase the amount of officers.....but I think I have to start a new game to test and havent yet!!

LJS
 
Well hello. 1st post here but a few things.

1. That british brig isn't showing up in my game, just coming up as "error" on the ship potrait

2. Is there a mod out there for the smugglers? Half the time I find them they have room to buy about 1 thing. As in their hold is at 499/500. Really annoying when I am hauling around 200 units of silk or whatever lol.
 
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