this is the compile doc
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Build 14 Beta 4 WIP: 2 Apr 2016
Savegame Compatibility: 14.932
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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
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
Init character names complete.
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Init character names complete.
Gauging: start new game
Gauging: ng iface
Gauging: perks
Gauging: officertypes
Gauging: periods
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
Gauging: nations
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: start NPC init
Gauging: done NPC init
::Completing characters initialisation - CHARACTERS_QUANTITY = 1555::
Gauging: done second pass through char array
Gauging: characters
Gauging: ships
Gauging: ng initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 781
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 881 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: New settings applied
==> 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: ng initgame stop
storyline\FreePlay\quests\both_reaction.c not loaded, loading now!
storyline\FreePlay\quests\quests_reaction.c not loaded, loading now!
Gauging: start reinit
Gauging: preprocessor
Gauging: nosave
Init encounters complete.
Gauging: RM mod and rumors
Gauging: shipberthing
Init character names complete.
Gauging: fill stores
Gauging: update all towns
Gauging: itrade update
Gauging: Enc Officers
Gauging: CabinCaptains
Gauging: reinit stop
running qcase beg
Gauging: initial relations
Gauging: characters groups
Gauging: smuggling
Gauging: cargos
Gauging: load mch in first
Made change of cabin and deck parameters for Lugger1
!!! Reload to Tutorial_Deck (index=693)
** Whr: CreateWeatherEnvironment - iCurWeatherNum = -1, theDay = 134
** Whr: CreateWeatherEnvironment - iCurWeatherhour = -1, theHour = 13
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location Tutorial_Deck
ItemLogic: found 0 buttons
trying to spawn item: jewelry2 with rarity=0.50439 itemProb=3.e-002
trying to spawn item: medical1 with rarity=0.11038 itemProb=1.2
trying to spawn item: medical1 with rarity=0.17731 itemProb=1.2
trying to spawn item: jewelry9 with rarity=0.22253 itemProb=0.225
trying to spawn item: medical1 with rarity=0.4986 itemProb=1.2
Gauging: done load mch in first
Quest name StartAdventure FOUND in BothQuestComplete
Started with tutorial.
Quest name Tut_start FOUND in BothQuestComplete
Quest name DialogWithMalcolmStart FOUND in BothQuestComplete
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
::: QUESTMOVIE: end in stormystart
Quest name stormystart FOUND in BothQuestComplete
Quest name begining FOUND in QuestComplete
Quest name TavernSitWaiting FOUND in BothQuestComplete
Quest name Install_Voysey_And_Blythe FOUND in SideQuestComplete
Reload: Process started for locator_name = fakeReload and lockedReloadLocator = startloc
reload_cur_island_index = -1
reload_cur_location_index = 693
reload_island_index = -1
reload_location_index = 145
Start reload
Quest name Custom_Start FOUND in BothQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
Whr_UpdateWeather finish weather update
ItemLogic: On load location QC_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\
Quest name EnableModelSelect FOUND in BothQuestComplete
Quest name Agent_Continue FOUND in BothQuestComplete
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Reload: Process started for locator_name = reload3_back and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 145
reload_island_index = -1
reload_location_index = 147
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
ItemLogic: On load location QC_town_exit
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\balsam
SETTING MUSIC: music_jungle
SETTING MUSIC: music_jungle
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 147
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 13
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
::: QUESTMOVIE: StartQuestMovie func call
::: QUESTMOVIE: start in Story_Artois
Quest name Story_Artois FOUND in SideQuestComplete
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Quest name Story_Artois_2 FOUND in SideQuestComplete
::: QUESTMOVIE: end in saving_artois
Quest name saving_artois FOUND in SideQuestComplete
SETTING MUSIC: music_bitva
::: QUESTMOVIE: end in Artois_saved
Equip Character Artois Voysey with blade10 his nation: 1 blade nation=
Quest name Artois_saved FOUND in SideQuestComplete
SETTING MUSIC: music_pir_town
Template <follow> -> timeout chr.id = Blaze
Template <follow> -> teleport chr.id = Blaze to pos(14.973, -0.45993, -5.0765)
Quest name Voysey_listed FOUND in SideQuestComplete
Reload: Process started for locator_name = reload9 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 146
reload_island_index = -1
reload_location_index = 159
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Equip Character Robyn Atyeo with blade28 his nation: 3 blade nation=
ItemLogic: On load location QC_HouseInsideR9
ItemLogic: found 0 buttons
trying to spawn item: 100gp with rarity=0.18109 itemProb=0.48
trying to spawn item: potion4 with rarity=0.20282 itemProb=0.24
trying to spawn item: pistolgrenade with rarity=0.32388 itemProb=0.24
trying to spawn item: potionrum with rarity=0.75192 itemProb=0.16
trying to spawn item: 250gp with rarity=0.11127 itemProb=0.32
trying to spawn item: 500gp with rarity=0.49557 itemProb=0.16
trying to spawn item: book9 with rarity=8.2367e-002 itemProb=0.4
SETTING MUSIC: music_house
SETTING MUSIC: music_house
SETTING MUSIC: music_bitva
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 159
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 13, theHour = 22
!gWeatherInit Whr_Generator() - Initialized
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 146
reload_island_index = -1
reload_location_index = 152
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
no sex found
Equip Character Bernier Chaboteaux with Piratesdagger his nation: 3 blade nation=
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern_pirate
SETTING MUSIC: music_tavern_pirate
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque3_50
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 152
reload_island_index = -1
reload_location_index = 153
Start reload
Quest name sleep_in_tavern FOUND in CommonQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location QC_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: 250gp with rarity=0.9108 itemProb=0.3
trying to spawn item: indian3 with rarity=4.8401e-002 itemProb=0.15
trying to spawn item: smugglingbook with rarity=7.5104e-002 itemProb=7.5e-002
trying to spawn item: lockpick with rarity=0.75812 itemProb=0.15
trying to spawn item: medical1 with rarity=0.28152 itemProb=1.2
trying to spawn item: medical1 with rarity=0.58701 itemProb=1.2
trying to spawn item: medical1 with rarity=0.70752 itemProb=1.2
Quest name restore_hp FOUND in CommonQuestComplete
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 = 153
reload_island_index = -1
reload_location_index = 152
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
no sex found
Equip Character Robert Saint with blade36-1 his nation: 3 blade nation=
ItemLogic: On load location QC_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern_pirate
SETTING MUSIC: music_tavern_pirate
Quest name alc FOUND in CommonQuestComplete
Quest name alc_2_prepare FOUND in CommonQuestComplete
Quest name alc2 FOUND in CommonQuestComplete
Equip Character Silvino Querido with blade12-1 his nation: 3 blade nation=
Quest name fighting FOUND in CommonQuestComplete
Quest name drink_fight_in_tavern_with_fantoms FOUND in CommonQuestComplete
Quest name exit_sit_2 FOUND in CommonQuestComplete
Quest name fighting2 FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Quest name kill_tavern_fightman_complete FOUND in CommonQuestComplete
SETTING MUSIC: music_tavern_pirate
Quest name alc FOUND in CommonQuestComplete
Quest name alc_2_prepare FOUND in CommonQuestComplete
Quest name alc2 FOUND in CommonQuestComplete
Equip Character Griffith Farmer with blade48 his nation: 3 blade nation=
Quest name fighting FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Quest name drink_fight_in_tavern_with_fantoms FOUND in CommonQuestComplete
Quest name exit_sit_2 FOUND in CommonQuestComplete
Quest name fighting2 FOUND in CommonQuestComplete
Quest name kill_tavern_fightman_complete FOUND in CommonQuestComplete
SETTING MUSIC: music_tavern_pirate
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 152
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 11
!gWeatherInit Whr_Generator() - Initialized
Equip Character Simon Larner with blade46+3 his nation: 3 blade nation=
Equip Character Aernt Schaeffer with blade49+1 his nation: 3 blade nation=
Equip Character Gundesalbus Mattez with blade49-1 his nation: 3 blade nation=
Equip Character Harman Van Der Beek with blade10+2 his nation: 3 blade nation=
Equip Character Alexandre Dida with blade8 his nation: 3 blade nation=
Equip Character Guido Leffert with blade49-1 his nation: 3 blade nation=
ItemLogic: On load location QC_town
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\purse
SETTING MUSIC: music_pir_town
SETTING MUSIC: music_pir_town
Reload: Process started for locator_name = reload10 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 146
reload_island_index = -1
reload_location_index = 148
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location QC_residence
ItemLogic: found 0 buttons
trying to spawn item: medical2 with rarity=0.45703 itemProb=0.45
trying to spawn item: medical2 with rarity=0.9624 itemProb=0.45
trying to spawn item: 100gp with rarity=0.8905 itemProb=0.45
trying to spawn item: indian10 with rarity=0.95651 itemProb=0.105
trying to spawn item: medical1 with rarity=0.61795 itemProb=1.2
trying to spawn item: 250gp with rarity=0.44427 itemProb=0.3
trying to spawn item: 100gp with rarity=0.96387 itemProb=0.45
trying to spawn item: medical1 with rarity=0.25201 itemProb=1.2
trying to spawn item: jerkin with rarity=0.92621 itemProb=0.3
trying to spawn item: indian11 with rarity=0.16971 itemProb=0.15
trying to spawn item: mineral2 with rarity=0.81387 itemProb=0.135
trying to spawn item: medical1 with rarity=0.64752 itemProb=1.2
trying to spawn item: potion4 with rarity=0.37411 itemProb=0.225
trying to spawn item: 250gp with rarity=0.14066 itemProb=0.3
trying to spawn item: potion4 with rarity=0.66364 itemProb=0.225
trying to spawn item: potion4 with rarity=0.96075 itemProb=0.225
trying to spawn item: pistolgrenade with rarity=0.23904 itemProb=0.225
trying to spawn item: 100gp with rarity=0.2659 itemProb=0.45
trying to spawn item: commonarmor with rarity=0.35489 itemProb=0.12
trying to spawn item: potion3 with rarity=0.46616 itemProb=0.6
trying to spawn item: potion3 with rarity=0.36484 itemProb=0.6
trying to spawn item: jewelry3 with rarity=0.98196 itemProb=0.15
trying to spawn item: spyglass3 with rarity=0.4075 itemProb=7.5e-002
trying to spawn item: medical2 with rarity=0.51758 itemProb=0.45
trying to spawn item: medical2 with rarity=0.98904 itemProb=0.45
trying to spawn item: meds3 with rarity=0.3143 itemProb=0.225
trying to spawn item: skillbook3 with rarity=0.98776 itemProb=7.5e-002
trying to spawn item: smugglingbook2 with rarity=0.87418 itemProb=1.5e-002
trying to spawn item: 250gp with rarity=0.49948 itemProb=0.3
trying to spawn item: commonarmor with rarity=0.25906 itemProb=0.12
trying to spawn item: indian4 with rarity=0.39273 itemProb=0.3
trying to spawn item: medical2 with rarity=0.68307 itemProb=0.45
trying to spawn item: mineral8 with rarity=1.0681e-003 itemProb=0.12
SETTING MUSIC: music_pirate_governor
SETTING MUSIC: music_pirate_governor
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 148
reload_island_index = -1
reload_location_index = 146
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Equip Character Sander Helmigse with blade7+1 his nation: 3 blade nation=
Equip Character Narciso Barrios with bladeC11-1 his nation: 3 blade nation=
Equip Character Fromony Forneris with blade49-1 his nation: 3 blade nation=
Equip Character Bautista Santos with bladeC6+2 his nation: 3 blade nation=
Equip Character Hilary Watchman with bladeC11+3 his nation: 3 blade nation=
Equip Character Elie Docquier with bladeC12-1 his nation: 3 blade nation=
Equip Character Doolin Filion with bladeC11-1 his nation: 3 blade nation=
Equip Character Rys Weather with blade19+3 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
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Equip Character Crewmember with blade36+2 his nation: 3 blade nation=
ItemLogic: On load location ShipDeck4
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
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 = 11, theHour = 11
ItemLogic: On load location Tutorial_Deck
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name Got_Relation_Book FOUND in CommonQuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
SEA: sealogin loading island QuebradasCostillas
SEA: added pchar to sea
Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = war, Loop = 0, Ship ID = FR_NeptunusE
Equip Character Oweyn Casbolt with bladeC30-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = war, Loop = 0, Ship ID = Sloop1
Equip Character Kenneth Forest with blade49+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = WallerPinnace
Equip Character Meredith Lockyear with bladeC35 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2
Equip Character Edwin Grout with blade28-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Shnyava1
Equip Character Hermengildo Calado with bladeC2-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Sloop2
Equip Character Heitor Caldeira with bladeC12+1 his nation: 3 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
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
Whr_UpdateWeather finish weather update
Sea_FirstInit
FLAGS: The 'Westergo' has spotted us at 337.63 and will remember us as Pirate with visibility=657.5
FLAGS: The 'Princesse Louise' has spotted us at 398.63 and will remember us as Pirate with visibility=622.5
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Quest name Safe_port_leave FOUND in CommonQuestComplete
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Barque4_47
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Tartane1
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = PO_WarGalleon
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 135, theDay = 138
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 0
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island IslaMuelle
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Ketch
Equip Character Simon Sowman with bladeC12+1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Ketch
Equip Character Jasper Cypher with bladeC12-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brigantina1
Equip Character Aron Miedema with bladeC30 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brig1
Equip Character Mychelet Schuyler with bladeC2 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Sloop2
Equip Character Fromony Ternien with blade31+1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brigantina1
Equip Character Aubry Nesles with blade27+1 his nation: 3 blade nation=
SEA: Did CRs
SEA: Did any groups
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
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 7
!gWeatherInit Whr_Generator() - Initialized
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
Sea_FirstInit
Sea_FirstInit done
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = FR_Dilligente
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger2
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 138, theDay = 140
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 20
!gWeatherInit Whr_Generator() - Initialized
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
Sea_FirstInit
Sea_FirstInit done
== Directsail called at 20:29
== Directsail called at 20:44
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
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
Sea_FirstInit
FLAGS: The 'San Juan Fort' has spotted us at 403.57 and will remember us as French with visibility=835.
Sea_FirstInit done
== Directsail called at 20:29
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_storm
ResumeAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_storm
ResumeAllSounds
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_storm
==> BuildSettings: New settings applied
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_spokplavanie
== Directsail called at 20:44
PauseAllSounds
Reload: Process started for locator_name = reload_1 and lockedReloadLocator =
reload_cur_island_index = 2
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 65
Start reload
PauseAllSounds
ReloadStartFade
DS: Player ship was at sea for 7 days
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 20
Equip Character Guido Gama with blade10+2 his nation: 2 blade nation=
Equip Character Iubla Juarez with blade48+3 his nation: 2 blade nation=
Equip Character Daniel Piedrahita with bladeC11+3 his nation: 2 blade nation=
Equip Character Iuana Cardenas with blade12 his nation: 2 blade nation=
Equip Character Sanchez Cafu with bladeC6+2 his nation: 2 blade nation=
Equip Character Lucas Queiro with blade2+3 his nation: 2 blade nation=
Equip Character Muza Canans with bladeC2-1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_port
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursem
trying to spawn item: mineral16 with rarity=0.90561 itemProb=0.15
trying to spawn item: potion3 with rarity=4.2297e-002 itemProb=0.6
trying to spawn item: jewelry1 with rarity=0.66238 itemProb=7.5e-002
trying to spawn item: meds3 with rarity=0.41025 itemProb=0.225
trying to spawn item: 500gp with rarity=0.18588 itemProb=0.15
trying to spawn item: 250gp with rarity=0.56842 itemProb=0.3
trying to spawn item: indian11 with rarity=0.88895 itemProb=0.15
trying to spawn item: 100gp with rarity=0.40048 itemProb=0.45
trying to spawn item: medical2 with rarity=0.24603 itemProb=0.45
trying to spawn item: 250gp with rarity=0.38467 itemProb=0.3
trying to spawn item: potion3 with rarity=0.45609 itemProb=0.6
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_bitva
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_bitva
==> BuildSettings: New settings applied
SETTING MUSIC:
IT ch Muelle_Street_merchant_1 has no items tree
IT for Muelle_Street_merchant_1, town Isla Muelle size 3078, raw quality set to 10
IT tradetype checked street, now Stall
IT tradetype assign to chr, now Stall
IT for Muelle_Street_merchant_1, quality set to 10
IT dropped low quality weapon (blade6) in favor of higher quality (blade6+2)
IT dropped low quality weapon (blade11-1) in favor of higher quality (blade11+2)
IT dropped low quality weapon (blade36-1) in favor of higher quality (blade36+2)
IT dropped low quality weapon (blade48) in favor of higher quality (blade48+2)
IT traded with trader 1 times
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 65
reload_island_index = -1
reload_location_index = 66
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 20, theHour = 21
Equip Character Froila Morgovejo with blade49 his nation: 2 blade nation=
Equip Character Felzano Montavez with blade12 his nation: 2 blade nation=
Equip Character Alejandra Radondo with bladeC6-1 his nation: 2 blade nation=
Equip Character Aliember Benitez with blade49 his nation: 2 blade nation=
Equip Character Eduardo Heras with blade49+3 his nation: 2 blade nation=
Equip Character Eldonza Cano with blade49+2 his nation: 2 blade nation=
ItemLogic: On load location Muelle_town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pursel
ItemLogic: Loaded model items\\potionbig
SETTING MUSIC: music_spa_town
SETTING MUSIC: music_spa_town
Reload: Process started for locator_name = reload14 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 66
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Equip Character Tello Garrido with blade48 his nation: 2 blade nation=
Equip Character Donno Naharro with blade46-1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
Equip Character Ermegildus Ballesteros with blade19 his nation: 2 blade nation=
Free Random Officer IDX is 1471 and he has id Enc_Officer_1
Template <follow> -> path not found chr.id = Enc_Officer_1
Quest name LandEnc_OfficerHired FOUND in CommonQuestComplete
Quest name LandEnc_OfficerJoined FOUND in CommonQuestComplete
SETTING MUSIC: music_bitva
Reload: Process started for locator_name = reload2 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 73
reload_island_index = -1
reload_location_index = 74
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Muelle_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: spyglass1 with rarity=0.96689 itemProb=0.45
trying to spawn item: medical1 with rarity=0.55695 itemProb=1.2
trying to spawn item: medical1 with rarity=0.18924 itemProb=1.2
trying to spawn item: potion3 with rarity=0.71713 itemProb=0.6
trying to spawn item: indian13 with rarity=0.20831 itemProb=0.15
trying to spawn item: indian10 with rarity=0.94153 itemProb=0.105
trying to spawn item: compass1 with rarity=0.21597 itemProb=0.3
trying to spawn item: jewelry9 with rarity=0.21017 itemProb=0.225
SETTING MUSIC: music_tavern
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 = 74
reload_island_index = -1
reload_location_index = 73
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
no sex found
Equip Character Silvino Clavet with blade4+1 his nation: 2 blade nation=
ItemLogic: On load location Muelle_Tavern
ItemLogic: found 0 buttons
SETTING MUSIC: music_tavern
SETTING MUSIC: music_tavern
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
Equip Character Crewmember with blade3+3 his nation: 1 blade nation=1
ItemLogic: On load location ShipDeck4
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
Template <follow> -> path not found chr.id = Artois Voysey
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
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
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 21
Whr_UpdateWeather finish weather update
Sea_FirstInit
FLAGS: The 'San Juan Fort' remembers us as French
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
PauseAllSounds
SETTING MUSIC: music_map
ResumeAllSounds
Repair & Defence skill added in ProcessSailRepair: 2.7897 actual 3
Repair & Defence skill added in ProcessSailRepair: 2.1897 actual 2
IT dropped low quality weapon (bladeC6-1) in favor of higher quality (bladeC6)
Force_GetShipType: Maxclass = 7, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger1
Repair & Defence skill added in ProcessSailRepair: 1.0206 actual 1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger4
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = Barque4_47
Force_GetShipType: Maxclass = 4, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Barque3_50
IT dropped low quality weapon (blade6+1) in favor of higher quality (blade6+2)
IT dropped low quality weapon (PiratesPistol-2) in favor of higher quality (PiratesPistol-1)
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = NL_LightPinnace
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy
Force_GetShipType: Maxclass = 5, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Portugal, Type = trade, Loop = 0, Ship ID = FastGalleon1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Shnyava2
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = Sloop2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Barque2
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = SP_Derfflinger
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = PO_Hoy
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Lugger4
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = France, Type = trade, Loop = 0, Ship ID = WallerPinnace
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerCT
IT dropped low quality weapon (blade48+1) in favor of higher quality (blade48+2)
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Spain, Type = trade, Loop = 0, Ship ID = Shnyava1
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Holland, Type = trade, Loop = 0, Ship ID = Yacht1
PauseAllSounds
SEA: SeaLogin begin
Quest name Story_leavingOxbay FOUND in QuestComplete
Quest name to_oxbay_mines_with_larrouse_complete FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 141, theDay = 153
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 21, theHour = 0
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = FR_Derfflinger
Equip Character Guy Abbott with bladeC2-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque4_47
Equip Character Adam Coppard with blade20-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop1
Equip Character Hamond Galley with bladeC18+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Shnyava2
Equip Character Gilbert Fear with bladeC30 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Pinnace1
Equip Character Owen Blank with bladeC35+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 7, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1
Equip Character Aleyn Ramson with blade19 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_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'Alligator' has spotted us at 319.68 and will remember us as French with visibility=397.5
Sea_FirstInit done
Quest name to_oxbay_mines_with_larrouse_complete_2 FOUND in SideQuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 0, theHour = 0
ItemLogic: On load location Oxbay_Canyon
ItemLogic: found 0 buttons
ItemLogic: Loaded model items\\pearlbig
Quest name to_oxbay_mines_with_larrouse_3_complete FOUND in SideQuestComplete