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Quest Bugs

<!--quoteo(post=168148:date=Oct 19 2006, 10:30 PM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Oct 19 2006, 10:30 PM) [snapback]168148[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> I came across that you have to hire the captain first, but the next time it was
back to normal. The rest I could not continue because my game crashed and I put the
computer on defrag.That took 5 hrs,wow! Will cont. tomorrow. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

5 hours to defrag! Are you using Windows defrag? I recommend Diskeeper Professional. Defrags take only minutes instead of hours. Awesome, lightning-fast program; one of the best out there...
 
I spoke too soon <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I still have the issue of getting locked out of being able to dock at greenford after meeting with the harbour master in Falaise de Fleur(i tested that it happens at this point). As soon as that part of escourt the Osieau is activated i appear to break docking at greenford.

What i do upon starting that quest is to sail to Greenford(as it makes more sense than going to Redmond, which is now in the complete wrong direction to make it believable that the captian of the Osieau would let you sail there) and let the fort there destroy the Osieau. I cant dock at this point, but can at redmond - so i sail there to report my success in sinking the Osieau - the govenor is happy and rewards me and then gives me the escort the Albion quest. In this quest you are meant to sail to greenford and dock there to meet your contact to put those english troops ashore. Unfortunatly i cant dock at greenford anymore - i can not get the anchor icon anywhere, not on screen in the top left while in 3D sailing mode, and not in the menu when hitting return in the 3D sailing mode - so at this point(well technicaly as soon as you activate the 'escort the Osieau') the main quest breaks on me.

I'll see if i can upload my save game, along with my buildsettings.h and a little readme explaining the above. If not i may have to use the bug-tracker(i'll put the files in the bug report for 'Quest bugs in Beta5''), and then people can download those to see what i'm talking about.

Argh! This is something that is new after beta(3) for me - possibly it might have happend with the second version of the beta(3), but i'm not 100% sure on that <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I just hope others can see the same problem(thus the save game to try out). And i just got the 'failed to upload error' - so i'll put the files in the bug they are associated with(Quest bugs Beta5) on the bug tracker.
 
I have the same problem, after sinking the Ossieu i can not land on Greenford
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
thank god for that! I mean in a good way <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I think Pieter was just thinking i was being mad over this - so thanks for confirming it. what build are you using?

i'm using:

1.Build 12.1(full)
2.pre-build13(base)
3.b13_beta5
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> You're right offcourse, I'll give that one a go. Got a bit lazy, 'cause I got 2
computers, let that one go and play the other one which has Aop on it. Than get
too involved there! <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Well definetely i can't land on greenford. I installed the game 3 times and when i reach that part of the main quest greenford gets locked.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pirates,
Started again(B5). Do my bid in Oxbay, change flag, sail to Greenfort,sail to Conceicao than
Douwesen and after to Redmond. Did not encounter any mayor problems.
A couple of small ones, like the one in LOOT TRANSfER: when item on zero one has to take the lot
and some crew do not put their wheapons away and keep waving their swords. That however, has
been reporteted before. I play the game with weapons mod off and arcade mode. Start with a
strong ship like FrigateNKSup, which I put in my Start Menu. I like to say thanks to all
Modders for excellent work done so far!! cheers <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
<!--quoteo(post=168263:date=Oct 20 2006, 05:40 AM:name=JohnPB)--><div class='quotetop'>QUOTE(JohnPB @ Oct 20 2006, 05:40 AM) [snapback]168263[/snapback]</div><div class='quotemain'><!--quotec-->
Well definetely i can't land on greenford. I installed the game 3 times and when i reach that part of the main quest greenford gets locked.
<!--QuoteEnd--></div><!--QuoteEEnd-->

yeah its very frustrating! If you want to actualy play through the game and enjoy yourself i'd suggest just playing with build 12.1(full) for now.

Still if your happy beta testing then its great to have someone else confirm bugs and issues - you've certainly helped my sanity <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

You can ignore the mainquest if you like and just sail of and do trading and ship captures? Thats what i'm doing anyway until the coders can get to the bottom of this bug.
 
<!--quoteo(post=168171:date=Oct 19 2006, 06:04 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 19 2006, 06:04 PM) [snapback]168171[/snapback]</div><div class='quotemain'><!--quotec-->
So for officers to use excellent weapons, we should set QualitySkipEquip to false, or just delete the entire line?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't matter which you do. If you remove the line, the default value of "false" is used. If you change the value to "false", it'll have the same effect. You can use this on a savegame if you press after you loaded the game.

<!--quoteo(post=168201:date=Oct 19 2006, 08:18 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 19 2006, 08:18 PM) [snapback]168201[/snapback]</div><div class='quotemain'><!--quotec-->
I think Pieter was just thinking i was being mad over this - so thanks for confirming it. what build are you using?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think you're mad, no. But I do find it odd that you have that bug, because I didn't have any problem at all. But I didn't take the Oiseau to the Greenford fort to be sunk. I captured her myself on the open sea. I do know a bug that after you captured the Oiseau, you can't enter to the worldmap. Going to the captain's cabin enabled me to continue play though. Perhaps this bug causes the problem you are experiencing, because you are at Greenford when you attack the Oiseau. Please try this: Sink or capture the Oiseau at open sea this time and only go to Greenford after you sunk or captured her. Are you still locked out of Greenford that way?
 
Black Bart it seems the problem is trying to capture/sink the Osieu in greenford or anywhere but open sea. I used to sink it in octopus bay near Falaise De Fleur and had the same problem as you. This time i sank it in the open sea and i cpuld land on greenford. Try that!
 
<!--quoteo(post=168295:date=Oct 21 2006, 12:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 21 2006, 12:43 AM) [snapback]168295[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=168171:date=Oct 19 2006, 06:04 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 19 2006, 06:04 PM) [snapback]168171[/snapback]</div><div class='quotemain'><!--quotec-->
So for officers to use excellent weapons, we should set QualitySkipEquip to false, or just delete the entire line?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't matter which you do. If you remove the line, the default value of "false" is used. If you change the value to "false", it'll have the same effect. You can use this on a savegame if you press after you loaded the game.
<!--QuoteEnd--></div><!--QuoteEEnd-->

OK, great! I already set it to false, but didn't know I could reinitialize and still use my savegame. Outstanding! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=168295:date=Oct 20 2006, 03:43 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 20 2006, 03:43 PM) [snapback]168295[/snapback]</div><div class='quotemain'><!--quotec-->

I don't think you're mad, no. But I do find it odd that you have that bug, because I didn't have any problem at all. But I didn't take the Oiseau to the Greenford fort to be sunk. I captured her myself on the open sea. I do know a bug that after you captured the Oiseau, you can't enter to the worldmap. Going to the captain's cabin enabled me to continue play though. Perhaps this bug causes the problem you are experiencing, because you are at Greenford when you attack the Oiseau. Please try this: Sink or capture the Oiseau at open sea this time and only go to Greenford after you sunk or captured her. Are you still locked out of Greenford that way?
<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=168295:date=Oct 20 2006, 03:43 PM:name=JohnPB)--><div class='quotetop'>QUOTE(JohnPB @ Oct 20 2006, 03:43 PM) [snapback]168295[/snapback]</div><div class='quotemain'><!--quotec-->

Black Bart it seems the problem is trying to capture/sink the Osieu in greenford or anywhere but open sea. I used to sink it in octopus bay near Falaise De Fleur and had the same problem as you. This time i sank it in the open sea and i cpuld land on greenford. Try that!<!--QuoteEnd--></div><!--QuoteEEnd-->

That indeed IS the problem - capture/sink at open sea and Greenford doesnt get locked. Sink/capture at a land location (with/without) assistance from a fort and Greenford becomes "locked" for the rest of the game(i suspect!). Its a bug then <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I spent all today(yeah i had a free day) testing this phenonima. I've tracked it down to b13_beta1 and later versions.
12.1(full) does not have this problem - greenford never gets 'locked' no matter how you complete the 'escourt Osieau' mission. Neither do you get locked out of the worldmap if you capture the Osieau.

I also went to the trouble of comparing the code changes in the Programs\Quests\Quest.c file - this is what i got:

<i>Difference in Program\Quests\Quest.c between 12.1(full) and b13_beta1.</i>

Note 'Locked out of Greenford bug' not seen in 12.1(full) maybe the same for other 'locked out bugs'?

I'll use the line numbers from the origonal 12.1(full) version to take the bearing from.

<b>Line 8: In b13_beta1 has an additional section of code added:</b>
// NK add direct 05-04-17 -->
#event_handler("evntQuestCompleteDirect","procEvntQuestCompleteDirect");

void procEvntQuestCompleteDirect()
{
string qname = GetEventData();
/*ref mch = GetMainCharacter();

if( CheckAttribute(mch,"quest."+qname) )
{
if( CheckAttribute(mch,"quest."+qname+".win_condition") )
{*/
CompleteQuestName(qname);
/*QuestsCheck();
}
else
{
trace("WARNING! Not win condition for quest " + qname);
}
}
else
{
trace("WARNING! Not found quest name: " + qname);
}*/
}
// NK <--

<b>The next change is to line 83: in b13_beta1 this line has been added and commented out:</b>

// US version:

<b>Line 102: in b13_beta1 this is changed to:</b>

else return false; //*/

<b>Line 146: in b13_beta1 this is changed to:</b>

PlayStereoSound("notebook_note");

<b>Line 154: in b13_beta1 this is changed to:</b>

PlayStereoSound("notebook_note");

<b>Line 156/7 has a large addition inserted in b13_beta1:</b>

// end US version*/


// 1.03 version
// needs different DLL. 05-05-04
/*bool CheckQuestRecord(aref qref,string textId)
{
if( CheckAttribute(qref,"Text") )
{
string str_date, str_text;
string lastText = qref.Text;
int nEnd, nSize;
nSize = strlen(lastText);
while(nSize>0)
{
nEnd = findSubStr(lastText,",",0);
if(nEnd<0) {
GetDateAndText(lastText,&str_date,&str_text);
nSize = 0;
} else {
nSize -= nEnd+1;
GetDateAndText(strcut(lastText,0,nEnd),&str_date,&str_text);
}
if(textId==str_text) return true;
if(nSize>0) {lastText = strcut(lastText,nEnd+1,nSize);}
}
}
return false;
//bool retVal = SendMessage(&GameInterface,"las",MSG_INTERFACE_CHECK_QRECORD,qref,textId);
//return retVal;
}

void GetDateAndText(string srcText, ref dstDate, ref dstText)
{
dstDate = "";
dstText = "";
if(srcText=="") return;
dstText = srcText;
if( strcut(srcText,0,0)!="@" ) return;
int nEnd = findSubStr(srcText,"@",1);
if(nEnd<0) return;
dstDate = strcut(srcText,1,nEnd-1);
int nSrcSize = strlen(srcText);
if(nEnd<nSrcSize-1) dstText = strcut(srcText,nEnd+1,nSrcSize-1);
}

void SetQuestHeader(string idQuest)
{
ref mainCh = GetMainCharacter();
if(!CheckAttribute(mainCh,"QuestInfo."+idQuest))
{
object refNewAttr;
refNewAttr.(idQuest).Complete = false;
refNewAttr.(idQuest).Text = "";

aref refOldAttr; makearef(refOldAttr,mainCh.QuestInfo);
string qName;
aref curQ, newQ,oldQ;
for(int i=0; i<GetAttributesNum(refOldAttr); i++)
{
curQ = GetAttributeN(refOldAttr,i);
qName = GetAttributeName(curQ);
refNewAttr.(qName) = "";
makearef(newQ,refNewAttr.(qName));
makearef(oldQ,refOldAttr.(qName));
CopyAttributes(newQ,oldQ);
}
CopyAttributes(refOldAttr,&refNewAttr);
}
}
// 1.03 patch this and its use below
string GetQuestBookData()
{
return makeint(GetHour())+":"+makeint(GetMinute()) + " "+GetDataDay()+"."+GetDataMonth()+"."+GetDataYear();
}
void AddQuestRecord(string idQuest,string idText)
{
if(CheckAttribute(GetMainCharacter(),"QuestInfo."+idQuest)==false)
{
SetQuestHeader(idQuest);
}
ref mc = GetMainCharacter();
if( CheckAttribute(mc,"QuestInfo."+idQuest+".Text") && mc.QuestInfo.(idQuest).Text!="")
{
aref questRef; makearef(questRef,mc.QuestInfo.(idQuest));
if( !CheckQuestRecord(questRef,idText) )
{
string tmpStr = "@"+GetQuestBookData()+"@"+idText+","+questRef.Text;
questRef.Text = tmpStr;
Log_SetStringToLog(XI_ConvertString("Logbook Update"));
AddMsgToCharacter(mc,MSGICON_LOGBOOK);
PlayStereoSound("notebook");
}
}
else
{
mc.QuestInfo.(idQuest).Text="@"+GetQuestBookData()+"@"+idText;
Log_SetStringToLog(XI_ConvertString("Logbook Update"));
AddMsgToCharacter(mc,MSGICON_LOGBOOK);
PlayStereoSound("notebook");
}
}*/

<b>Line 264 has been changed: In b13_beta1 its now:</b>

if(postWaitYear+postWaitMonth+postWaitDay>0) { AddDataToCurrent(postWaitYear,postWaitMonth,postWaitDay, true); } // NK 05-04-17 give adddata a bool

<b>Line 716 has this new line inserted in the b13_beta1 version:</b>

pchar.basetime = 1.0; // NK basetime 05-04-25

<b>Line 971 has been changed in the b13_beta1 version to:</b>

SendMessage(&fader, "ls",FADER_PICTURE,"loading\" + LanguageGetLanguage() + "\sea.tga");

<b>Line 1013 has been changed in the b13_beta1 version to:</b>

for(int i=0; i<CHARACTERS_QUANTITY; i++) // NK 05-04-05 use CHARACTERS_QUANTITY

<b>Line 1087(the end of the 12.1(full) version) has this chunk of commented out code added in the b13_beta1 version:</b>

// KK -->
bool StoreOfficers(string idCharacter)
{
int idxCh = GetCharacterIndex(idCharacter);
if(idxCh==-1) return false;
ref refCh = GetCharacter(idxCh);

if(CheckAttribute(refCh,"Fellows.Old.Officers")) return false;

string sTmp;
aref arTmp;
int i, indx;

makearef(arTmp,refCh.Fellows.Old.Officers);
for(i=1; i<4; i++)
{
indx = GetOfficersIndex(refCh,i);
if(indx==-1) continue;
sTmp = "id"+i;
arTmp.(sTmp) = indx;

RemoveOfficersIndex(refCh, indx);
ChangeCharacterAddress(&characters[indx], "none", "");
}

return true;

}

bool RestoreOfficers(string idCharacter)
{
int idxCh = GetCharacterIndex(idCharacter);
if(idxCh==-1) return false;
ref refCh = GetCharacter(idxCh);
if(!CheckAttribute(refCh,"Fellows.Old.Officers")) return false;

int i,idx;
aref arTmp,arCur;

makearef(arTmp,refCh.Fellows.Old.Officers);
for(i=0; i<GetAttributesNum(arTmp); i++)
{
arCur = GetAttributeN(arTmp,i);
idx = sti(GetAttributeValue(arCur));
if(idx==-1) continue;
SetOfficersIndex(refCh,-1,idx);
}

DeleteAttribute(refCh,"Fellows.Old.Officers");

if (!CheckAttribute(refCh,"Fellows.Old.Passengers"))
DeleteAttribute(refCh,"Fellows.Old");

return true;
}

bool GiveShipCommandToOfficer(string idCharacter, int idx)
{
int idxCh = GetCharacterIndex(idCharacter);
if(idxCh==-1) return false;
ref refCh = GetCharacter(idxCh);

if(idx==-1) return false;
if(CheckAttribute(refCh,"Fellows.Old.Passengers")) return false;

string sTmp;
aref arTmp;

makearef(arTmp,refCh.Fellows.Old.Passengers);
sTmp = "id0";
arTmp.(sTmp) = idx;

RemovePassenger(refCh,GetCharacter(idx));
ChangeCharacterAddress(GetCharacter(idx),"none","");

return true;
}

bool TakeShipCommandFromOfficer(string idCharacter)
{
int idxCh = GetCharacterIndex(idCharacter);
if(idxCh==-1) return false;
ref refCh = GetCharacter(idxCh);
if(!CheckAttribute(refCh,"Fellows.Old.Passengers")) return false;

int idx;
aref arTmp,arCur;

makearef(arTmp,refCh.Fellows.Old.Passengers);
arCur = GetAttributeN(arTmp,0);
idx = sti(GetAttributeValue(arCur));
AddPassenger(refCh,GetCharacter(idx),false);

DeleteAttribute(refCh,"Fellows.Old.Passengers");

if (!CheckAttribute(refCh,"Fellows.Old.Officers"))
DeleteAttribute(refCh,"Fellows.Old");

return true;
}
// <-- KK


And thats all the differences in the Quests.c files between 12.1(full) that doesnt lock me out of greenford and the b13_beta1 that does. any ideas what could be causing this effect?

I know there are other quest related files to look at, and i'll get around to those if someone would point me in the right directions. Sadly i have no idea(very little at most) what the code means, but i can take note of the changes from the version without this bug(12.1(full)) and our current b13 where it seems to have been introduced. I have a hunch that the other kind of 'locked out' bug effects(like the not entering worldmap after capturing the Osieau, and other locked out of location bugs) will probably all be part of the same problem. If we can find it and fix it it would be great!
 
I think this bug must've been introduced somewhere during the past months. Some modifications were made to that quest, but it was reported working. But now it stopped working properly. We'll need to figure out in which version this was introduced. Please reinstall again and Monday 21 August 2006 version from my site. If that does work, try the Sunday 10 September 2006 version. In that version, be sure to SINK the Oiseau, because I recall there was a bug with boarding in that version.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
Playing Beta5:
when attacking pirateship off the map I got the boarding bug,
after boarding can't place officer on ship because of not enough crew,
because it's greyed out.
It works ok when given order by govenor.
Visited 3 Islands: 1. Cuba, Santiago works ok except no traders at stalls.
2. La Havanna same, no traders.
Turk Island, not friendly so I left.
Hispaniola,Port au Prince, problems with Fast travel. Only got the one to the Gov. after landing at port
and the one to the tavern and port after(daytime)
Santo Domingo worked ok except no traders again.
Trying to sail away the game crashed, which I've not expirienced before!
It happend twice so far! Not happend in Beta4.
The Islands have improved ! I only went to the Jungle out of Santiago.
No more weird buildings but could not travel anywhere. However things
have got a lot better and looking forward to the next bugfixes!
<img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
Well, this isn't quite a quest bug, but it's still damned funny. Been messing around with beta 5, wandering the island and having a bit of fun. Ran around gaining lots of levels (made it to 10th level before I even left town just by fighting the nasties in the dungeons). Anyhow on to the funny part. So I finally decide its time to set sail and scamper out of town, jump into my ship and the squadron of english ships in the bay see my 'french' colors flying, immediately open up on me and sink my damned ship!!!

I'd call that some kind of a bug. **grins** On top of that, I tried boarding an enemy ship in my tartane, and got an immediate CTD.

Just for your information and giggles.

Cap'n Drow
 
No fixes, only a few thoughts on the quest bugs. Correct me if my reasoning is wrong:

RE out of place invasion video (see also "Oxbay start" thread )

The only code that runs the "Invasion" video are the original questcase "Story_leavingOxbay" and the recently added questcase "Story_InvasionVideoAfterLeaveOxbay". Maybe the latter one runs when it shouldn't. Add a trace or screenmessage to it to check if it runs.

//TIH -->
// makes the movie occur ONLY after finally leaving oxbay island
case "Story_InvasionVideoAfterLeaveOxbay":
// worldmap cancel screwup prevention
CI_CreateAndSetControls( "WorldMapControls", "WMapCancel", -1, 0, true );
PostVideoAndQuest("Invasion",1,"Story_MapLoadAfterleavingOxbay");

traceandlog("Questcase Story_InvasionVideoAfterLeaveOxbay runs ");

break;
//TIH <--




RE Islands and/or map blocked after Oiseau quest

In quests_reaction.c are a hell lot of questcases connected to that, with names like "Convoy_Virgile_Boon2" etc. Many contain these commands

bQuestDisableMapEnter = true;
Island_SetReloadEnableGlobal(PChar.location, false);

which block the map and the current islandlocation. Outcomment them (all or one by one) to check if they cause the blockbug.
 
Good Day all,

i have encountered something of a quest bug recently. i was working on the amimists quest and i was at the part where you visit the "mysterious man" in the prison at greenford. it is probably important to note that in the beginning of this game, i had taken the greenford fort by land and given control of it to the spanish. now to my problem: upon entering the prison, my character picture was flashing red like i was under attack. there were spanish soldiers in the front of the prison, so nothing wrong there, but when i went to the back of the prison where the man is jailed, there was a random british soldier there. i couldn't talk to the man or the brit soldier. also, the brit followed me around like he was going to attack me, but apparently fighting is blocked there, as he never drew a sword and i couldn't draw mine ("hmmm....that's not a good idea" came up whenever i tried) i assume he was trying to fight me, which is why my picture was flashing, but this conflict could not be resolved because we couldn't draw swords. essentially the quest is broken for me now.

i won the fort back for the british, thinking that maybe this would get me on their good side and that one guy wouldn't be hostile. however, this was to no avail. he still seemed hostile, and i still couldn't talk to the man.

i realize that i probably screwed up the quest by changing the affiliation of greenford, but i was wondering if anything could be done to salvage this situation.

on a different note, the flags over the colonies on the worldmap with the little toy boats don't necessarily reflect their nationality. like i said, i turned greenford to the spanish, yet when i entered the worldmap, the british flag still flew over greenford. i was wondering if the worldmap flag could be changed to reflect the player taking the fort by land.

any help would be appreciated, although i realize the modders are probably busy with other bugs. just wanted to finish that quest......
 
One thing of note about capturing forts by land: This indeed can cause weird mess-ups. When you do the capturing, the person you talk to does warn you that you might break things. I wouldn't know how to solve this again. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
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