Need to check that. How did you fix it?Just a couple of reminders here:
- Fetch Quests showed up at the very top in the dialog tree, which made them a bit too prominent; this *may* be improved in the Beta 3.5 WIP, but I'd like confirmation on that.
We could just use an absolute positions. but than we need to know for sure there isn't another dialog option there.
Else I have to rewrite my dialog sorting cause now it assumes that added dialog is important so it will always be put on top.
As soon as I introduced some new goods like Iron we can remove the gunpowder- Gunsmith Fetch Quests can require Gunpowder, which could be annoying since that is an important regular ship supply as well.
It's between 2 and 6 months now. What are better paramameters? Maybe have it depended if you are using open sea mod or not?- Fetch Quests apparently don't expire qucikly enough, eventually leaving many open quests all over the Caribbean and many depleted goods.
Need to look into this. Would it be the case for all fetch quests or just some?- Quest isn't concluded until AFTER the dialog is closed, allowing you to complete it several times in a row.
Fair point. forgot you could also buy stuff at a plantation. That has to be changed.1 - There was a shipyard in need of something and i bought it from the plantation of the same city. Can't remember which it was, though.
Need to make a check for this too indeed.2 - There was a gunsmith who was in need of gunpowder. I am playing ammo and gunpowder off, so...
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