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Included in Build Naval/Privateer Promotion Steps

Can you still sell other ships? You should still be able to get prize money.

I believe I read somewhere on the forum that you get less for a captured ship than for a ship you bought, which implies the shipyard can tell the difference, and if that's the case then perhaps it is possible to allow only captured ships to be sold. That way you could sell prize ships but not any ship given to you by the navy, and certainly not your own ship. (Though if you sell your own ship and buying is disabled, you're in trouble anyway. :facepalm)
 
Can you still sell other ships? You should still be able to get prize money.
Good point as indeed I did mess that up originally, allowing you to not even sell prize ships.
But that is corrected now so that you can sell all companion ships, but not your own.

Though if you sell your own ship and buying is disabled, you're in trouble anyway. :facepalm
Yup, I managed to get myself messed up like that too. Shouldn't be possible anymore, though.

I believe I read somewhere on the forum that you get less for a captured ship than for a ship you bought, which implies the shipyard can tell the difference, and if that's the case then perhaps it is possible to allow only captured ships to be sold. That way you could sell prize ships but not any ship given to you by the navy
PROGRAM\INTERFACE\shipyard.c:
Code:
  // TIH --> added stolen ship price cuts (rpg style only) Jul27'06
   float sellMult = SHIPYARD_SHIP_SELL_MULT;
   if ( SY_RPG_STYLE && CheckAttribute(arCurShip,"acquired") ) {
     switch ( arCurShip.acquired ) {
       case "bought":   sellMult = SHIPYARD_BOUGHTSHIP_SELL_MULT;                           break;
       case "taken":   sellMult = makefloat(((SHIPYARD_PIRATEDSHIP_SELL_MULT+SHIPYARD_BOUGHTSHIP_SELL_MULT)/2));   break;
       case "pirated":   sellMult = SHIPYARD_PIRATEDSHIP_SELL_MULT;                           break;
       /*default:*/   sellMult = SHIPYARD_BOUGHTSHIP_SELL_MULT;
     }
   }
   // TIH <--
Might indeed be possible to make use of that.
Not sure when and how those flags are set, though....

Is it worth placing an extra check on this? Would be a bit of figuring out required for that one....
Also, should you be able to place a different character in command than the navy assigned?
If not, then we should limit that and prevent you from selling a ship belonging to any such character.
Just to make things more complicated. :modding
 
If the navy is assigning you companion ships then it's probably because you've reached the rank of admiral. I'd say that someone that high up the chain of command is entitled to reassign officers as he sees fit. But he really shouldn't be selling His Majesty's Ships. xD

What's the difference between "taken" and "pirated"? And what is "SY_RPG_STYLE"?
 
@Pillat and/or @Grey Roger, have you been able to look at the code for this yet?
If we can get a single set of promotion upgrades for England that is appropriate in the Nelson storyline period, then at least we would have something to test from.
 
There are two sets of English navy officers: The ones you start with on the Nelson storyline and the ones for the Jack Aubrey storyline.
My intention is to REMOVE these from game start and have them assigned through promotions instead.

Though I still wouldn't object to someone else doing at least part of this.... :wp
 
Why not just use this line, which is what "Nk.c" currently uses for its one British promotion officer?
Code:
ch = CreateOfficer_Cheat(OFFIC_TYPE_FIRSTMATE, "9JdEng", 3, ENGLAND, false);
I'd be inclined to have one of those at each promotion.

Meanwhile, use the Nelson set as a starting crew of officers, though with reduced skills and perks - it seems a bit odd having all your starting officers fully kitted out with skills and perks while you're only basically competent. Possibly do the same to the officers in the Nelson story itself. And then add newer, more competent officers as you rise through the ranks. (Though if your original officers have been gaining skills and perks during your adventures, they may also be as competent as the new arrivals.)
 
That is pretty much what I have in mind. Possibly with some extra stuff to make the characters a bit more appropriate or unique. ;)
 
Based on the ships that we have available in the last two periods, I have come up with the following progression for England:
Code:
  if (CheckAttribute(pchar, "professionalnavy") )
   {
     bool IsJackAubrey = GetMyFullName(PChar) == "Jack Aubrey";
     switch(GetRank(pchar, GetCurrentLocationNation()))
     {
       case 1: // Midshipman
         GiveShip2Character(pchar, "Cutter2", "Witch of Endor", -1, ENGLAND, true, false);
       break;
       case 2: // Junior Lieutenant
         GiveShip2Character(pchar, "HMS_Interceptor", "Interceptor", -1, ENGLAND, true, false);
       break;
       case 3: // Lieutenant
         if (IsJackAubrey)
           GiveShip2Character(pchar, "HMS_Sophie", "Sophie", -1, ENGLAND, true, false);
         else
           GiveShip2Character(pchar, "HMS_Speedy", "Badger", -1, ENGLAND, true, false);
       break;
       case 4: // Senior Lieutenant
         if (IsJackAubrey)
           GiveShip2Character(pchar, "RN_Corvette", "Polycrest", -1, ENGLAND, true, false);
         else
           GiveShip2Character(pchar, "RN_Volage", "Vanguard", -1, ENGLAND, true, false);
       break;
       case 5: // Commander
         if (IsJackAubrey)
           GiveShip2Character(pchar, "RN_Surprise", "Lively", -1, ENGLAND, true, false);
         else
           GiveShip2Character(pchar, "HMS_Greyhound", "Blanche", -1, ENGLAND, true, false);
       break;
       case 6: // Post Captain
         if (IsJackAubrey)
           GiveShip2Character(pchar, "HMS_Surprise", "Surprise", -1, ENGLAND, true, false);
         else
           GiveShip2Character(pchar, "RN_BattleFrigate", "Hinchinbrook", -1, ENGLAND, true, false);
         //   GiveShip2Character(pchar, "RN_SteamFrigate", "Astrea", -1, ENGLAND, true, false);
       break;
       case 7: // Commodore
         ch = CreateOfficer_Cheat(OFFIC_TYPE_FIRSTMATE, "9JdEng", 3, ENGLAND, false);
         if (IsJackAubrey)
           GiveShip2Character(ch, "RN_Essex", "Franklin", -1, ENGLAND, true, false);
         else
           GiveShip2Character(ch, "HMS_Unicorn", "Albemarle", -1, ENGLAND, true, false);
         SetCompanionIndex(pchar, -1, GetCharacterIndex(ch.id));
         RemovePassenger  (pchar,  CharacterFromID  (ch.id));
       break;
       case 8: // Rear Admiral
         if (IsJackAubrey)
           GiveShip2Character(pchar, "HMS_Bellona", "Bellona", -1, ENGLAND, true, false);
         else
           GiveShip2Character(pchar, "RN_Superbe", "Agamemnon", -1, ENGLAND, true, false);
       break;
       case 9: // Vice Admiral
         if (IsJackAubrey)
           GiveShip2Character(pchar, "RN_FirstRate", "Suffolk", -1, ENGLAND, true, false);
         else
           GiveShip2Character(pchar, "HMS_Victory", "Victory", -1, ENGLAND, true, false);
       break;
       case 10: // Admiral
         ch = CreateOfficer_Cheat(OFFIC_TYPE_FIRSTMATE, "9JdEng", 3, ENGLAND, false);
         if (IsJackAubrey)
           GiveShip2Character(ch, "RN_SotL", "Pomone", -1, ENGLAND, true, false);
         else
           GiveShip2Character(ch, "HMS_Dauntless", "Theseus", -1, ENGLAND, true, false);
         SetCompanionIndex(pchar, -1, GetCharacterIndex(ch.id));
         RemovePassenger  (pchar,  CharacterFromID  (ch.id));
       break;
     }
   }
There are different ships used depending on whether you play as Jack Aubrey or not.
The "Nelson" progression is used as generic one regardless of whether you play as Nelson or another character.

Still to be done: Modifications for earlier time periods, making use of the SteamFrigate somewhere and implementing extra officers.
Also officer names and models still to be modified. But it's a start, no?
 
What types of ships are all those?

I'd have given a Midshipman something really small. In reality he'd be in charge of a rowing boat, if he was lucky. But it would be a bit harsh, though perhaps more realistic, to give him a Dinghy. Perhaps a Lugger or similar? The Junior Lieutenant could get the Cutter, the Lieutenant could get a small brig or 6th rate frigate, Senior Lieutenant could get an Aurora class or similar, Commander could get a Flushdeck frigate, and Post Captain is where the big stuff comes into play, e.g. Endymion or a 5th rate ship of the line. Thereafter increasing sizes of ship of the line.

The steam frigate really only belongs in Napoleonic era, and then pretty late on. If the player has been really good, and if you get round to assigning companion ships to admirals rather than increasing sizes of ship of the line, he gets a steam frigate assigned to his squadron because the Navy likes him so he's picked to oversee their new experiment. Or give the post captain a random roll, he either gets an Endymion or a steam frigate. Or admirals are no longer bound by the restriction on swapping with captured ships which apply to lower ranks, so you can get a steam frigate by being an admiral and taking it off the Americans.
 
You can use the Select Storyline interface ship selection filters to find those ships.

I figured the Cutter is the smallest navy-like ship that isn't actually useless.
Not quite realistic, I know. So that is why the Nelson storyline jump-starts you to the rank where you get the HMS Badger.

There aren't that many different ships of the line. I'm also not sure whether the player might want to use the bigger ships anyway.
Your idea of allowing ship-swapping at higher ranks (Commodore and higher, I'd think) does sound like a potential solution.

Period-dependency still has to be added.
 
Here's my suggested ship progression for England for all time periods:
Code:
      case 1: // Midshipman
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "Sloop2", "Swiftsure", -1, ENGLAND, true, false); // Sloop
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "Cutter2", "Devonshire", -1, ENGLAND, true, false); // Naval Cutter
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "Cutter2", "Devonshire", -1, ENGLAND, true, false); // Naval Cutter
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "Cutter2", "Devonshire", -1, ENGLAND, true, false); // Naval Cutter
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "Cutter2", "Witch of Endor", -1, ENGLAND, true, false); // Naval Cutter
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "Cutter2", "Witch of Endor", -1, ENGLAND, true, false); // Naval Cutter
           break;
         }
       break;
       case 2: // Junior Lieutenant
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "Cutter2", "Devonshire", -1, ENGLAND, true, false); // Naval Cutter
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "KetchNavy", "Nonsuch", -1, ENGLAND, true, false); // Naval Ketch
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "KetchNavy", "Nonsuch", -1, ENGLAND, true, false); // Naval Ketch
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "KetchNavy", "Nonsuch", -1, ENGLAND, true, false); // Naval Ketch
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "HMS_Interceptor", "Interceptor", -1, ENGLAND, true, false); // Fast Brig
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "HMS_Interceptor", "Interceptor", -1, ENGLAND, true, false); // Fast Brig
           break;
         }
       break;
       case 3: // Lieutenant
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "LuggerVML", "Buckingham", -1, ENGLAND, true, false); // Heavy Lugger
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "BrigRoyal", "Hampshire", -1, ENGLAND, true, false); // Sloop-of-War
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "PO_Neptunus", "Neptunus", -1, ENGLAND, true, false); // Sloop-of-War
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "HMS_Interceptor", "Interceptor", -1, ENGLAND, true, false); // Fast Brig
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "HMS_Speedy", "Badger", -1, ENGLAND, true, false); // Speedy class Brig
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "HMS_Sophie", "Sophie", -1, ENGLAND, true, false); // Brig Sloop
           break;
         }
       break;
       case 4: // Senior Lieutenant
         UnlockPerkCharacter(PChar ,"Trustworthy");
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "FR_Derfflinger", "Derfflinger", -1, ENGLAND, true, false); // Heavy Lugger
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "FR_NeptunusE", "Neptunus", -1, ENGLAND, true, false); // Sloop-of-War
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "RN_Postillionen", "Postillionen", -1, ENGLAND, true, false); // 6th Rate Frigate
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "PO_Neptunus", "Neptunus", -1, ENGLAND, true, false); // Sloop-of-War
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "RN_Corvette", "Vanguard", -1, ENGLAND, true, false); // Aurora class Frigate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "RN_Volage", "Polycrest", -1, ENGLAND, true, false); // Heavy Sloop-of-War
           break;
         }
       break;
       case 5: // Commander
         UnlockPerkCharacter(PChar ,"Troopers");
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "Carrack", "Bonaventure", -1, ENGLAND, true, false); // Advanced Warship
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "Carrack", "Bonaventure", -1, ENGLAND, true, false); // Advanced Warship
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "HMS_Mordaunt", "Mordaunt", -1, ENGLAND, true, false); // Advanced Warship
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "RN_Postillionen", "Postillionen", -1, ENGLAND, true, false); // 6th Rate Frigate
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "HMS_Greyhound", "Blanche", -1, ENGLAND, true, false); // 6th Rate Frigate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "RN_Surprise", "Lively", -1, ENGLAND, true, false); // Unité class Frigate
           break;
         }
       break;
       case 6: // Post Captain
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "FleutWar", "Asgard", -1, ENGLAND, true, false); // Light Fluyt-of-War
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "FleutWar", "Asgard", -1, ENGLAND, true, false); // Light Fluyt-of-War
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "RN_RaaFrigate", "Raa", -1, ENGLAND, true, false); // Raa class Frigate
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "Frigate1", "Rossiya", -1, ENGLAND, true, false); // Kreyser class Frigate
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "RN_BattleFrigate", "Hinchinbrook", -1, ENGLAND, true, false); // Endymion class Frigate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "RN_SteamFrigate", "Astrea", -1, ENGLAND, true, false); // Astrea class Steam Frigate
           break;
         }
         if (GetMyFullName(PChar) == "Jack Aubrey")       GiveShip2Character(pchar, "HMS_Surprise", "Surprise", -1, ENGLAND, true, false); // Advanced Frigate
         if (GetMyFullName(PChar) == "Horatio Hornblower")   GiveShip2Character(pchar, "HMS_Indefatigable", "Indefatigable", -1, ENGLAND, true, false); // Razée Frigtae
       break;
       case 7: // Commodore
         UnlockPerkCharacter(PChar ,"BasicLandOwner");
         ch = CreateOfficer_Cheat(OFFIC_TYPE_CAPNAVY, "9JdEng", 3, ENGLAND, false);
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "RN_RevengeM", "Redoubtable", -1, ENGLAND, true, false); // English War Galleon
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "RN_RevengeM", "Redoubtable", -1, ENGLAND, true, false); // English War Galleon
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "HMS_Centurion", "Centurion", -1, ENGLAND, true, false); // Centurion class 4th Rate
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "RN_RaaFrigate", "Raa", -1, ENGLAND, true, false); // Raa class Frigate
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(ch, "HMS_Unicorn", "Albemarle", -1, ENGLAND, true, false); // Lyme class Frigate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(ch, "RN_Essex", "Franklin", -1, ENGLAND, true, false); // Essex class Frigate
           break;
         }
         SetCompanionIndex(pchar, -1, GetCharacterIndex(ch.id));
         RemovePassenger  (pchar,  CharacterFromID  (ch.id));
       break;
       case 8: // Rear Admiral
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "Galeon1", "Cassandra", -1, ENGLAND, true, false); // Royal Manila Galleon
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "HeavyLineship", "Forester", -1, ENGLAND, true, false); // Pinnace-of-War
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "RN_Poseidon", "Poseidon", -1, ENGLAND, true, false); // Poseidon class 3rd Rate
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "HMS_Centurion", "Centurion", -1, ENGLAND, true, false); // Centurion class 4th Rate
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "RN_Superbe", "Agamemnon", -1, ENGLAND, true, false); // America class 3rd Rate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "HMS_Bellona", "Bellona", -1, ENGLAND, true, false); // Bellona class 3rd Rate
           break;
         }
       break;
       case 9: // Vice Admiral
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(pchar, "RN_RevengeF", "Revenge", -1, ENGLAND, true, false); // English War Galleon
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(pchar, "Battleship2", "Challenger", -1, ENGLAND, true, false); // 3rd Rate Battleship
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(pchar, "FR_Trinity", "Trinity", -1, ENGLAND, true, false); // Trinity class 2nd Rate
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(pchar, "RN_Poseidon", "Poseidon", -1, ENGLAND, true, false); // Poseidon class 3rd Rate
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(pchar, "HMS_Victory", "Victory", -1, ENGLAND, true, false); // Victory class 1st Rate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(pchar, "RN_FirstRate", "Suffolk", -1, ENGLAND, true, false); // Victory class 1st Rate
           break;
         }
       break;
       case 10: // Admiral
         ch = CreateOfficer_Cheat(OFFIC_TYPE_CAPNAVY, "9JdEng", 3, ENGLAND, false);
         switch(GetCurrentPeriod())
         {
           case PERIOD_EARLY_EXPLORERS:
             GiveShip2Character(ch, "RN_RevengeW", "Newbury", -1, ENGLAND, true, false); // English War Galleon
           break;

           case PERIOD_THE_SPANISH_MAIN:
             GiveShip2Character(ch, "RN_RevengeW", "Newbury", -1, ENGLAND, true, false); // English War Galleon
           break;

           case PERIOD_GOLDEN_AGE_OF_PIRACY:
             GiveShip2Character(ch, "FR_Trinity", "Trinity", -1, ENGLAND, true, false); // Trinity class 2nd Rate
           break;

           case PERIOD_COLONIAL_POWERS:
             GiveShip2Character(ch, "FR_Trinity", "Trinity", -1, ENGLAND, true, false); // Trinity class 2nd Rate
           break;

           case PERIOD_REVOLUTIONS:
             GiveShip2Character(ch, "HMS_Dauntless", "Theseus", -1, ENGLAND, true, false); // Dauntless class 1st Rate
           break;

           case PERIOD_NAPOLEONIC:
             GiveShip2Character(ch, "RN_SotL", "Pomone", -1, ENGLAND, true, false); // Barfleur class 2nd Rate
           break;
         }
         SetCompanionIndex(pchar, -1, GetCharacterIndex(ch.id));
         RemovePassenger  (pchar,  CharacterFromID  (ch.id));
       break;
I'm sure it isn't perfect and you guys would be very welcome to tweak it as you see fit.

Officers and uniforms still to be added, but I figured I'd post this before cluttering that code to the point that you can't figure it out anymore. ;)
 
See attached for all my recent changes to the GivePromotionReward function to incorporate navy gameplay.
England has a "complete" set of promotion things set for all time periods.
However, this obviously needs to be checked by you guys in the code AND through some playtesting.

I've got high hopes this will make it more interesting to play as a navy officer and gives you some new stuff on each promotion.
Once this is working well for England, hopefully we can expand the other nations in similar fashion. :doff
 

Attachments

  • NK.zip
    19 KB · Views: 107
It did not give me a starting ship just the one i selected , and getting a promotion is taking forever my rank is green but still no.
 
Well, you will always start out with the ship you selected on Start New Game.
You only get the new stuff starting with your first promotion.

Are you Commissioned player type? Otherwise this will not be in effect at all.
Also, for a promotion you must either have a letter of Marque or already a navy rank at game start.
Can you post a screenshot of your Nations Relations interface?

I didn't touch the actual gaining of promotions, only what happens when you do get promoted.
So getting promoted itself should work as well as it always did.

I don't think you have my Governor dialog changes yet either, because I only posted the Reynard Grueneveldt one in public.
Otherwise that might have been the cause.
 
I chose Commissioned at the start and entered the game as a midshipman.

No governor Dialog for promotion. (same at others it's not just silehard)
Untitlesdd.jpg


Relations.
pic1.jpg
 
In that case, I might need a savegame.
Sounds really very strange, promotions worked quite well until very recently I should think.
 
Hopefully it's working on your end and somethings just gone squiffy on my install.
 

Attachments

  • -=Test=- Jamaica.7z
    455.8 KB · Views: 105
Confirmed. Apparently the game doesn't register that you have a LoM when you start out already having a navy rank.
To rectify this, execute this through PROGRAM\console.c:
Code:
ReceiveLetterOfMarque(ENGLAND);

Also, why is your character named "Hawk Hawk"? Was it always like that or did that change at some point? :modding
 
I did not edit his name that has happened a few times now it always slips my mind to change it.

I added the code to console.c like this,

Unsdtitled.jpg

Hopefully i did it right if i did then sadly it did not work i left the mansion used F12 then went back in and still no promotion dialog, so i loaded my last save left the mansion used F12 saved and closed the game loaded it back up went in and no dialog then either.
 
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