Ya thats the general idea, well away from enemy if thay spawn behind the island u want to look twards the see, so the engine can slowly and nice load all resurces and scripts, in this game i noticed its verry important not to haste and let the scripts to have thair time to run properly.
If thats dosent work u may try to replace the quest ship with a generic one, for instance if the quest in question uses [SHIP_QUEST3] i think its a corvette replace it with [SHIP_CORVETTE], i assume the game crashes during the ship spawns so this may relif some stress on the engine
EDIT: FMQ_Nevis.c
Code:
case "First time":
dialog.text = "An obvious bug. Tell the devs about it.";
link.l1 = "Oh, I will.";
link.l1.go = "exit";
NextDiag.TempNode = "First time";
break;
EDIT 2: Sry was wrong with the replacing the ship as in reaction_functions.c at void FMQN_EnglandSeaAttack(string qName) thay use generic brigantine or corvette it looks fine tho, got nothing. sry. try the quest on a sloop?