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Build 12 status update - architects please read!

CatalinaThePirate

Unholy Terror,
Storm Modder
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> all...

Here is a compiled scratch list of what has been included/improved for Build 12. It's a ROUGH list - I am sure there are more things to be added...

Please add to this list as you can, so we know what we have for documentation and installation purposes.

THANKS!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->dchaley - quicksave
KAM - various (all the ones I have at the moment, in fact)
NK/KAM - Enable/Disable videos
NK - Added cannon calibers array
NK - PRS3, put shipyard choose ship code in ships.c. NB: KAM Shipberthing is _not_ yet updated for PRS3.
NK - new location tags (added townsack to all, and .island = islandid
NK - changed setbaseshipdata ammo to use defines
RobC - blacksmith mod
Cat - Fred Bob
Cat - Danielle fix
NK - added controls to options page
NK - Added string CaptainTypeFromFantomType(string ftype)
NK - Governor's MR dlg bugfix on dump
NK - Added console
NK - changed the debug/debuginfo/tracelog triad in bs.h to ints so they can be toggled in console
NK - Bugfix in landenc officer model choice.
Screwface et al: Khael Roa mod
NK - Rumor bugfix (finally)
NK - Bugfix to aifantom so nation property written.
NK - Mod to Coast traffic to set enemy nations' ships instead of pirates on frnd().
NK - Added `left-out` towns to towntable.c, bugfix for towns with no store (they won't grow, but won't crash either).
NK - Added func LogIt(string logstr) because I hate writing out Log_SetStringToLog()

Updates:
`04-09`-08
NK - Removed unused code from itemsbox.c (this was my original, unworking, donate to crew mod, which was superceded by Greatzen and then KAM's mods).
NK - Bugfix to float RequiredNextRankDirect(int rank) where I didn't convert rank to a float
NK - towns - added void SetTownCrewQuantity(string townname, int qty) and void SetTownCrewMorale(string townname, int morale), added string GetCurrentTownName() and aref GetCurrentTown(), which check FindLoadedLocation().townsack.
NK - now crew from selling ship added back to town crew quantity and crew from buying ship limited by town's crew quantity
NK - moved LogIt() to reinit.c to go with other logging functions.
NK - Enabled time accel icon to show on land
NK - fixed 10x/30x time accel
NK - changed default to _not_ show PChar's exact health decrease; otherwise you can't tell whether it's you or the enemy who was hit (Oops! Sorry folks. I should actually play the game more)
CVS: Forgot to add some files when I committed last time. Sorry.


`04-09`-07
NK - fixed bug in locations_loader.c line 849 with get attribute > num attributes _before_ continuing; now we continue straightaway.
NK - Enable F2 menu while boarding, but only for charsheet and inventory
KAM - Latest controls mod

`04-09`-06 upd2
KAM - add general and worldmap pages to reconfigure controls
NK - fixed PRS3 bug in ifaceship.c
NK - Added new stuff to PRS3. Now you can do random stat mods without using nation multipliers (do not set refShip.unique but do set refShip.NoNatStatMod = true). Plus, nation from ship will override passed nation for SetRandomStatsToShip (though you can change a #define to make this an frnd() chance...)
NK - I had the wrong rev of KAM_Shipberthing_ship.c Fixed now
NK - fixed set dialog defaults (i.e. default address form) so it checks sex instead of ID.
NK - added float pow2(float num, float exp); this allows for <1.0 exponents (but slowly, because it's `non-native` and uses multiple sqrt()s in a for loop)
NK - added GetCharacterReputation(ref chr); use this rather than a direct sti(chr.reputation) because it supports chr.reputation == "none" (as many default chars have that set).
NK - tweaked GetFame() if nation passed is PIRATE, to check all ranks and crew share ratio.

- reinit.c code for catalina's fbq quest - so it only requires a reinit, not a new game.

- buildsettings.h toggle to toggle the extra sounds (such as 'land ho' and the anchor sound etc etc.

- new 'build 12' main menu image

Two textures of the loading screen for devil's island mod:

RESOURCE/Textures/Loading/KR_Hideout.tga.tx
RESOURCE/Textures/Loading/devils_island.tga.tx

And SirchristopherMings dialog translation for KR hideout crew members

`04-09`-15
characterUtilite.c - added traceandlog to ChangeCharacterReputation for debugging.
AIShip.c - cleaned up CheckSituation
AIShip.c - changed national skill mults to use attribute lookup and not call func.
Sea.c - Added Group_DelCharacter if cr is dead.
ShipBortFire.c, AIShip.c, AICannon.c - Totally redid find new ammo for ships, added some functions. FindShipAttackingMe(int idx) will find nearest hostile ship to char idx. Ship_FindMinChargeRatio(aref arship) will find and return the minimum charge level for the ship's cannons. Ship_AmmoUpdate(int iUs, int iThem) will update ammo for Us with Them as target. Will not change charge unless out of range for current charge or reloading barely begun.
AIShip.c, AICannon.c - Per JMV, changed so damage is scaled down for less crew, rather than reload time scaled up. Morale still affects reload time.

`04-09`-14
sea.c - Changed SetCoastTraffic to check for if cr characters exist for island and if not return; check to see if island.skipCR exist and true, if so return. Got rid of KhaelRoa tempfix, because of the above two changes it's no longer necessary.
`04-09`-13
ships.c - changed Force_GetShipType() to, if fail twice, clear nation and try again, then clear type too and try again, and last to use pchar ship.
ships.h, sea.c, ships.c, ships_init.c - Implemented MAX_CLASS and MIN_CLASS as defines rather than as 1, 7. Changed Force_GetShipType() to check and clamp classes passed to it.
AIFantom.c - fixed mismatched minclass/maxclass args for Fantom_GetShipType(), both in that and in the above function (GenEnc).
AIShip.c - Finally, fixed crash on invalid ship type. Now, will gen new ship based on character's type (if exist; default to war or pirate if nation PIRATE), minclass pchar shipclass+1, maxclass pchar `shipclass-1`, nation character.nation, then run all the Set Up Fantom calls.

Keywords.c in the root

`04-09`-16
BS.h, shipyard.c, AIShip.c - Added DEFAULT_CHARGE, used instead of Bombs when pchar does not have a charge. So you don't always get reset to bombs.
AIShip.c - Changed FindShipAttackingMe() to FindOurTarget(), as that's what it's really for. Redid it to check who ship last fired on and return that (i.e. assume last fired on ship will be next fired on ship, and thus choose ammo accordingly).

AICannon.c, AIShip.c, Transfer_main.c - Added morale change in sailing mode. New funcs: int FindClosestHostileShip(int idx, ref retdist) (takes that code out of FindOurTarget() and makes separate func that returns distance too). void Ship_CheckMorale(int chridx) does all morale calcs. There's a load of #defines at the top of AIShip to tweak this. Will decrease morale if enemy near, fired/reloaded guns recently, or hit recently (extra if loss of crew). Will increase if they sunk an enemy. Will return to `start-of`-`sea-mode` morale over time when not in these situations. Transfer_main is to write the new base crew and base morale to ships. Makes use of:
AIShip.c - Implemented a crude `seconds-timer` for seamode. GetSeaTime() returns time in seconds since launch sea mode; pchar.seatime is incremented once per second.

AIShip.c - Have AI use repair perks
Select_menu.c - enabled KAM's ship transfer when in sea, as long as you can enter map.
Various CheckAttribute fixes for potentially missing attributes, and other misc fixes.

`04-09`-17
Seadogs.c - finally made change in alwaysrun take effect immediately.
BS.h, seadogs.c, init_pc.c, Characters.c, ControlsNames.txt - Implemented sidestep. WARNING! THIS HAS NO COLLISION DETECTION. Size of step tweakable in BS.h
RelationAgent_dialog.c - Thanks to Crimson_Rhaine, fixed lingering bug with England relations fix (should now be "Britain" due to nation name change).

music_alias.ini, sound.c, mainmenu.c - Changed music handling regarding PGMUS. Now we need but one ini file and the functions in sound.c append PGMUS if in PGMUS mode to the music name. Mainmenu needed a corrected music function to take advantage of this.

`04-09`-18
AIShip.c - Various ammo bugfixes
Console.c - console now has some of NK's various tools in it  

<addendum Sept. 21, 2004>
`04-09`-21
Reload_tables.c - fix for GetLocationNation() to check townsack if there.
Reload_tables.c, BS.h - add time for fast travel, #defined in BS.h but multiplied sometimes.
store.c - moving goods now takes time, tweakable in BS.h
models.c - added check to gGetNewCharacter() to check if char already exists and if so return existing one.
AIShip.c - add archarship.speedmult = mult applied to RS_CalcSpeedScalar to get speed (i.e. loading * speedperk * saildamage * speedrate)
AIShip.c - Add GetTimeToSailDist(aref arship, float dist, float angle) returns time in seconds for ship (given as char.ship) to travel dist units at angle.
AIShip.c - add AddSeaTimeToCurrent() which updates time according to seatime, runs when seatime updated. Needs BS.h timescalars.
Utils.c - ClampAngle(float ang) returns ang clamped to 0 to 2Pi range
Utils.c - string MakeTimeString(int time), takes a time in seconds and spits out a nice friendly string of hours, minutes, seconds
Whr_Weather.c, Seadogs.c - change Whr_UpdateWeather() to Whr_UpdateWeather(bool reinit_weather).
Locations_loader.c - time change is now constant if not TIMEUPDATE_BLOCK_LAND, not jumps between locs. Needs BS.h timescalars.
AISea.c - sailto now takes time. Needs BS.h timescalars.
BS.h - Change ammo defaults so there are enough chain and grapes.
BS.h - Add timescalars for different environments
Sea.c - final fix to persistant groups. Now will split CR off to form new group if nation of cr != nation of group cmdr, etc. No more `wrong-relation` CRs.

`04-09`-20
Quests_Check.c - in conditition "timer" added check for hour if exist.
Character.c - fixed my mod to enable skillup if zero. Sorry. Thanks to cwineman
AIShip.c - pulled some realistic sailing code out of UpdateParameters and put in separate funcs at the bottom of the file.
AIFantom.c, CharacterUtilite.c - changed find ship weight from *19.7 to *10000/508 which is what the game uses
LAi_CreateOfficer.c - fixed perk assignment. Was using CheckAttr and not !CheckAttr
Sea.c - bugfix to make sure that CR's ammo type is not > goods_quantity (weird bug).
Rys Bloom_dialog.c - fixed typo
Reinit.c - Added, but commented out, DumpAttributes(), {out since there's already a native func that does that}
BS.h - changed default sidestep amount
BS.h, AIFort.c - changed fort troop num to track town, added fort_crewdamage_mult to tone done crew damage for forts (they're behind walls after all...)
towntable.c, LAi_boarding.c - added TROOPS_MULT_ON_BOARD for mult for fort cmdr crew when boarding (more people will come to fight than were in the fort)
towntable.c - fixed TownDistributeTroops, fixed TownUpdate to not decrease size twice on sack.
Nations.c - fix to AttackRMRelation to return relation after attack  

`25-10`-04 by CatalinaThePirate
Fix for main quest stolen French ship from Occupied Oxbay - now there is enough rum and wheat so the crew won't starve and die on the way to Redmond.  Altered Virgile boon.dialog.c to add more rum and wheat to the ship.
Added a couple of lines of code in turpin cabanel_dialog.c to facilitate the removal of Valentin Massoni's papers. (just a small tweak to get rid of those pesky papers that just hang on after the quest is over)
Added CCC's code - toggleable in BuildSettings.h - to make the log message font smaller and relocated and scrolling faster... The default is OFF (so status is quo unless you want to change it yourself). In Battle_InterfaceLogInterface.c  
Also added a fix for the Conceicao trade mission bug by emrep.  Altered Programtowntable.c - this should stop the CTD's  

`26-10`-04 CatalinaThePirate
Added a toggle in BuildSettings.h for getting the Skeletons back into the dungeons, per CCC - also related to same toggle, an edit in PROGRAMLandEncountersLEnc_monsters.c

`27-10`-04 CatalinaThePirate
Added Crew rescue from sinking ship per CCC to SeaAIAISeaGoods.c

`28-10`-04 CatalinaThePirate
Made small change so that Rheims's Journal is removed from your inventory.  Altered both PROGRAMDialogsRobert Christopher Silehard_dialog.c and -.h<!--QuoteEnd--></div><!--QuoteEEnd-->A BIG THANK YOU TO ALL WHO HAVE CONTRIBUTED TO THIS!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Now for the loose ends:

Did anyone help Ireland integrate his new ships? Also there were some other ships floating about by others - has anything been done to help integrate them into this Build?

I have a couple of things from Boocha that I need to add but I have been a little busy here, sorry... (guess we've all been pretty busy)

Missing members have missing mods - Alan_Smithee is off to grad school and I'm guessing is very busy right now, so we're going to have to be patient about the Curiosities Shop.

What about JMV's military skins mod?

Derringer also had some very nice skins... ?

Has anything been done to make it so we do not have to start a new game in order to implement Build 12?

Anyone else I might have missed? Chime in now - don't miss the boat! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

It has been suggested that we extend this mod submission deadline a bit so as to accomodate people who have mods that are on the verge of completion... I don't have a problem with this as it will only improve upon what we already have - how about the rest of you?

Please give me a status report, everyone! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> THANKS! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
France, England, and Spain are done and up, I'm still working on Portugal and Holland. When I say UP, I mean they are on the FTP server. Big download though.

Also, there isn't an option to "not install" them. It would be great if it coudl be a buildsettings.h thing, but I don't know how to code to save my life.
 
<!--`QuoteBegin-jmv575`+--><div class='quotetop'>QUOTE(jmv575)</div><div class='quotemain'><!--QuoteEBegin-->France, England, and Spain are done and up, I'm still working on Portugal and Holland.  When I say UP, I mean they are on the FTP server.  Big download though.[/quote]Excellent! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Perhaps we could work them up like we did the extra textures that I did for Build 11.0 - a separate download for those interested.

Do you have a projected finish date for Portugal and Holland, or should we run with what we have?
 
give me four more days. If I don't have it by then, its not going to happen this time around... so Saturday.
 
I have some more stuff to commit (already done, just need to bugcheck and upload), but nothing major new at all, or planned.
Also, we should ask ALexusB and Morgan (and everyone else involved with A&M) if it's OK to include some of their content.
Since currently the two shnyavas and the brigantine and the new corvette texture are in the CVS.
 
Yes, JMV, sounds good - but please don't feel like you're being rushed - we are flexible, and I think there are a lot of people out there interested in your uniform package, so it'll be good to get it ready to go for this time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> And thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Good thought, Nathan... AlexusB and Morgan have, IIRC, granted us permission to <i>translate</i> their mod - not sure of the exact agreement tho, good idea to check...

Mad Jack needs to be given access to the CVS so he can work on the installer... He said he will post later on about what he needs from us to get going on his end of this project. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
`04-09`-21
Reload_tables.c - fix for GetLocationNation() to check townsack if there.
Reload_tables.c, BS.h - add time for fast travel, #defined in BS.h but multiplied sometimes.
store.c, BS.h - moving goods now takes time, tweakable in BS.h
particles.ini - Add `Mehrunes-style` cannon flash, particle type "canfire". Also increase duration of cancloud.
particles.c - Add eventhandler CreateParticleSystemPost and function CreateParticleSystemEvent to handle it. Allows creation of particle system after a delay (thanks to postevent() ).
AIBall.c - Add `Mehrunes-style` cannon flash, particle type "canfire". Also increase duration of cancloud and change that to post with 500msec delay
models.c - added check to gGetNewCharacter() to check if char already exists and if so return existing one.
AIShip.c - add archarship.speedmult = mult applied to RS_CalcSpeedScalar to get speed (i.e. loading * speedperk * saildamage * speedrate)
AIShip.c - Add GetTimeToSailDist(aref arship, float dist, float angle) returns time in seconds for ship (given as char.ship) to travel dist units at angle.
AIShip.c - add AddSeaTimeToCurrent() which updates time according to seatime, runs when seatime updated. Needs BS.h timescalars.
Utils.c - ClampAngle(float ang) returns ang clamped to 0 to 2Pi range
Utils.c - string MakeTimeString(int time), takes a time in seconds and spits out a nice friendly string of hours, minutes, seconds
Whr_Weather.c, Seadogs.c - change Whr_UpdateWeather() to Whr_UpdateWeather(bool reinit_weather).
Locations_loader.c - time change is now constant if not TIMEUPDATE_BLOCK_LAND, not jumps between locs. Needs BS.h timescalars.
AISea.c - sailto now takes time. Needs BS.h timescalars.
BS.h - Change ammo defaults so there are enough chain and grapes.
BS.h - Add timescalars for different environments
Sea.c - final fix to persistant groups. Now will split CR off to form new group if nation of cr != nation of group cmdr, etc. No more `wrong-relation` CRs.

`04-09`-20
Quests_Check.c - in conditition "timer" added check for hour if exist.
Character.c - fixed my mod to enable skillup if zero. Sorry. Thanks to cwineman
AIShip.c - pulled some realistic sailing code out of UpdateParameters and put in separate funcs at the bottom of the file.
AIFantom.c, CharacterUtilite.c - changed find ship weight from *19.7 to *10000/508 which is what the game uses
LAi_CreateOfficer.c - fixed perk assignment. Was using CheckAttr and not !CheckAttr
Sea.c - bugfix to make sure that CR's ammo type is not > goods_quantity (weird bug).
Rys Bloom_dialog.c - fixed typo
Reinit.c - Added, but commented out, DumpAttributes(), {out since there's already a native func that does that}
BS.h - changed default sidestep amount
BS.h, AIFort.c - changed fort troop num to track town, added fort_crewdamage_mult to tone done crew damage for forts (they're behind walls after all...)
towntable.c, LAi_boarding.c - added TROOPS_MULT_ON_BOARD for mult for fort cmdr crew when boarding (more people will come to fight than were in the fort)
towntable.c - fixed TownDistributeTroops, fixed TownUpdate to not decrease size twice on sack.
Nations.c - fix to AttackRMRelation to return relation after attack

Like I said I had a slug to commit. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
But that's it AFAIK other'n any bugs 'n' stuff.
 
Thanks, Nathan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> Whew... Ya wear me out just <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> all of it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Heh. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
Actually, it was mostly the finish of the previous update that added getseatime() and associated stuff.

And reorganization. A good bit of that.
 
Reorganization was VERY needed... I'm glad you applied yourself to it, and I'm sure other modders in the future will say the same thing... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I, like everyone else am very exited about build 12. I have been travelling so much for work I am dimly aware or what you are all working on. I know you have a deadline that is passed, but I wonder if I could offer/ask about some tweaks that would not be new mods, but might be more in the area of tweaks.

1. The reputation bug.

2. Too many blades in the chests.

3. Recovering crew after selling a prize ship. When we take a prize add to its crew and then sell it maybe we could recover the numbers we added when we capture when we sell the prize.

4. Selling multiple items to smugglers. When you sell multipel items to smugglers, you get a total for each item, i.e., cinnamon and sandal, but only the amount from the last iterm is added to your gold total. I think this actually might be a bug.

Just a few ideas for tweaking. I don't mean to gum up the works. Just make suggestions. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
3 is done, it's in the changelog above. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
In fact, every bit of crew handling the shipyard does is now linked to town crew--no more getting crew "free" either. And if you set a #define in BS.h to 1, your crew will automatically be filled if you repair your ship.

Others will certainly be looked into; there's already tracing and logging for 1 so when we all have time we can track it down. Thanks for bringing them up! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Thanks Nk. Nice to see here. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Nice to see you again as well! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
{and, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> #3 is _not_ noted above, but it is in the code. Ah well}
 
I dunno if it was in the list or not, but are JMV's new unrated ships included? I know I for one would be more than happy to see those make it into the build...or if not at least compatible with the build?

Kaiser Wilhelm
 
Sorry to have been gone so long, everyone, however I am not at all sorry to report that I was off carousing for the weekend... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

So what's up, JMV, did you get your skins ready?

What about, as KaiserWilhelm asks, your ships?

Is there anything else happening here? Can we tie up this Build and get it tested? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Ah well... It was a nice holiday while it lasted! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
is there a 'second deadline' for bugfixes? there's just one or two things of minor importance i'd like to put in... but if it's too late i spose it can wait till build 12.1 <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->if it's too late i spose it can wait till build 12.1 <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> No Kieron, please, fix away... We have had rather a "mushy" deadline - JMV was going to try to get his military skins ready by Saturday (the 25th) but so far ? I have been away, and I think from the looks of it, there's been scant activity in this direction...

There hasn't been a firm decision made on an end, so to speak... I think it is safe to say, keep writing unless Mad Jack says STOP I have to do the installer! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Okay, good news and bad news. The bad news is I can't find reliable sources on the what Dutch or Portuguese Naval Officers wore. For the most part the Dutch were similar to the French and the Portagee's similar to the Spanish. For the time being, I'd rather just use those models again, rather than make new ones that will be wrong.

So, with that, I've got the soldiers done, but not the naval officers. Its just a matter of uploading them. Does anyone know a good freeware FTP program that doesn't just have a 30 day evaluation period?
 
`WS-FTP` be jus' fine fer ol' Fred Bob! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Heard till in WinXP, ye really don't need an ftp utility, dat ye kin initiate an ftp session from IE... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
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