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Sparrow Sought - 13 Final & 13 Full + Update 3

<!--quoteo(post=229422:date=Dec 31 2007, 05:47 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 31 2007, 05:47 PM) [snapback]229422[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229419:date=Dec 31 2007, 11:37 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 31 2007, 11:37 AM) [snapback]229419[/snapback]</div><div class='quotemain'><!--quotec-->Oh? Still weird. What if auto loot is off and corpsemode is on?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll let Julian answer that.

It might not even be "auto loot" in his case. Waiting for his response.

I encountered that bug a year ago, Build 13 update 1.
I don't remember what corps modes were used then.

Now I always keep auto loot off.
<!--QuoteEnd--></div><!--QuoteEEnd-->

From now on I'll keep auto loot off too <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
I have just replayed the sequence without looting the first two bodies... confirming that if they still have their swords then the re-used characters in the second vawe will attack, thus making it morally ok to slay them.
The quest is still wrong... <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />... but the progress in the game much more innocent!
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
it seems to me that i really should take my crew ashore in the future. the problem is, i fear that this will create even more lag.
 
<!--quoteo(post=229813:date=Jan 1 2008, 09:27 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 1 2008, 09:27 AM) [snapback]229813[/snapback]</div><div class='quotemain'><!--quotec-->that's funny, i thought you guys would have noticed that one. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Especially since I reported this over a year ago!

<!--quoteo(post=229867:date=Jan 1 2008, 11:33 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 1 2008, 11:33 AM) [snapback]229867[/snapback]</div><div class='quotemain'><!--quotec-->Looks like you have squashed the bug in the zaid Munro quest ! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
It is obviously an issue of re-used characters, rather then assigning extra quest characters and also spending some time with assigning those an additional dialogue file.
...<!--QuoteEnd--></div><!--QuoteEEnd-->

It's not squashed until the coders actually get a fix into the Build.
 
<!--quoteo(post=230088:date=Jan 2 2008, 12:18 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 2 2008, 12:18 AM) [snapback]230088[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229813:date=Jan 1 2008, 09:27 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 1 2008, 09:27 AM) [snapback]229813[/snapback]</div><div class='quotemain'><!--quotec-->that's funny, i thought you guys would have noticed that one. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Especially since I reported this over a year ago!

<!--quoteo(post=229867:date=Jan 1 2008, 11:33 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 1 2008, 11:33 AM) [snapback]229867[/snapback]</div><div class='quotemain'><!--quotec-->Looks like you have squashed the bug in the zaid Munro quest ! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
It is obviously an issue of re-used characters, rather then assigning extra quest characters and also spending some time with assigning those an additional dialogue file.
...<!--QuoteEnd--></div><!--QuoteEEnd-->

It's not squashed until the coders actually get a fix into the Build.
<!--QuoteEnd--></div><!--QuoteEEnd-->

You are right Petros ! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
But since there has been a whole year since you brought up the issue I thought I might help a little.

Here is a fix for it in which dialogue for the pirate standing on the right side of the road is also enabled and the second wave of attackers consist of three different Npchars. Leftmost letters "J" mark addition, which is most of the character sequence since there are two new enemies. Since there is also an addition in the initian characters the game has to be restarted... which I did and the now the whole thing works.

Change in PROGRAM\QUESTS\quests_reaction:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->case "revenge_for_bandits":
ChangeCharacterAddress(CharacterFromID("danielle_quests_corsair_1"), "Muelle_town_exit", "locator9");
ChangeCharacterAddress(CharacterFromID("danielle_quests_corsair_2"), "Muelle_town_exit", "citizen01");
// NK -->
Characters[GetCharacterIndex("danielle_quests_corsair_1")].greeting = "Gr_isla muelle soldier";
Characters[GetCharacterIndex("danielle_quests_corsair_2")].greeting = "Gr_isla muelle soldier";
Characters[GetCharacterIndex("danielle_quests_corsair_3")].greeting = "Gr_isla muelle soldier";
// J -->
Characters[GetCharacterIndex("danielle_quests_corsair_4")].greeting = "Gr_isla muelle soldier";
Characters[GetCharacterIndex("danielle_quests_corsair_5")].greeting = "Gr_isla muelle soldier";
// J <--
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_1"));
// J -->
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_2"));
// J <--
Lai_ActorWaitDialog(characterFromID("danielle_quests_corsair_1"), pchar);
// J -->
Lai_ActorWaitDialog(characterFromID("danielle_quests_corsair_2"), pchar);
// J <--
// NK <--
break;

case "fight_with_bandits_in_muelle_town_exit":
AddQuestrecord("murro", "2");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_1"), "BANDITS");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_2"), "BANDITS");
LAi_group_FightGroups("BANDITS", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("BANDITS", "fight_with_other_bandits_in_muelle_town_exit"); //NK fix
break;

case "fight_with_other_bandits_in_muelle_town_exit":
DisableFastTravel(true);
DisableMenuLaunch(true);
DoQuestCheckDelay("fight_with_other_bandits_in_muelle_town_exit_2", 3.0);
break;

case "fight_with_other_bandits_in_muelle_town_exit_2":
DisableFastTravel(false);
DisableMenuLaunch(false);
AddQuestrecord("murro", "3");
ReanimateCharacter("danielle_quests_corsair_3");
ReanimateCharacter("danielle_quests_corsair_4");
ReanimateCharacter("danielle_quests_corsair_5");
// JNK -->
//LAi_SetWarriorType(CharacterFromID("danielle_quests_corsair_3"));
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_4"), "none", "reload", "reload1");
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_5"), "none", "reload", "reload1");
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_4"));
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_5"));
// NKJ <->
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_3"), "Muelle_town_exit", "reload", "reload1");
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_4"), "Muelle_town_exit", "reload", "reload1");
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_5"), "Muelle_town_exit", "reload", "reload1");
// NKJ <->
LAi_ActorFollow(CharacterFromID("danielle_quests_corsair_4"), CharacterFromID("danielle_quests_corsair_3"), "", 20);
LAi_ActorFollow(CharacterFromID("danielle_quests_corsair_5"), CharacterFromID("danielle_quests_corsair_3"), "", 30);
// JNK <->
characters[GetCharacterIndex("Zaid Murro")].quest.bandits = "2";
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_3"));
LAi_ActorDialog(CharacterFromID("danielle_quests_corsair_3"), pchar, "", 4.0, 1.0);
break;

case "fight_with_other_bandits_in_muelle_town_exit_3":
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_3"), "BANDITS");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_4"), "BANDITS");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_5"), "BANDITS");
LAi_group_FightGroups("BANDITS", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("BANDITS", "fight_with_other_bandits_in_muelle_town_exit_4"); //NK fix
break;

case "fight_with_other_bandits_in_muelle_town_exit_4":
AddQuestrecord("murro", "4");
characters[GetCharacterIndex("Zaid Murro")].quest.bandits = "3";
break;<!--QuoteEnd--></div><!--QuoteEEnd-->

Change in PROGRAM\Characters\init\TempQuestEnemy by inserting two characters in the sequence and hereby increasing number of enemies to five:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->makeref(ch,Characters[n]); // 1-é Ïèðàò âñòðå÷àþùèéñÿ â êâåñòîâûõ ñöåíàõ
ch.old.name = "Emellio";
ch.old.lastname = "Fernandez";
ch.name = LanguageConvertString(tmpNameFileID,"Emellio");
ch.lastname = LanguageConvertString(tmpNameFileID,"Fernandez");
ch.id = "danielle_quests_corsair_1";
ch.sound_type = "pirate";
ch.model = "corsair1";
ch.sex = "man";
LAi_NoRebirthEnable(ch);
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "3";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "4";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;

makeref(ch,Characters[n]); // 2-é Ïèðàò âñòðå÷àþùèéñÿ â êâåñòîâûõ ñöåíàõ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_2";
ch.nation = PIRATE;
ch.act.type = "merchant";
ch.model = "corsair2";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "3";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "4";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;

makeref(ch,Characters[n]); // 3-é Ïèðàò âñòðå÷àþùèéñÿ â êâåñòîâûõ ñöåíàõ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_3";
ch.nation = PIRATE;
ch.sound_type = "pirate";
ch.model = "corsair3";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "4";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "3";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;

makeref(ch,Characters[n]); // 4-é Ïèðàò âñòðå÷àþùèéñÿ â êâåñòîâûõ ñöåíàõ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_4";
ch.nation = PIRATE;
ch.sound_type = "pirate";
ch.model = "killer";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "4";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "3";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;

makeref(ch,Characters[n]); // 5-é Ïèðàò âñòðå÷àþùèéñÿ â êâåñòîâûõ ñöåíàõ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_5";
ch.nation = PIRATE;
ch.sound_type = "pirate";
ch.model = "Man3";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "4";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "3";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> Now I'll get that drink I didn't touch for a couple of hours!
 
Thanks very much, Julian! I think that this problem might be "fixed" or at least be a non-issue in the Build 14 Alpha versions with CORPSEMODE 4 on. This enables looting corpses without having the corpses obstruct walking and you get a "hand" pick-up icon as well. Should be much better than Build 13 corpsemode and the autoloot functionality.
 
wait, you ADDED two new enemies? you didn't replace the two guys which reused those skins? i think that bug is still there for those two guys in that case.
 
<!--quoteo(post=230416:date=Jan 2 2008, 02:03 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 2 2008, 02:03 PM) [snapback]230416[/snapback]</div><div class='quotemain'><!--quotec-->wait, you ADDED two new enemies? you didn't replace the two guys which reused those skins? i think that bug is still there for those two guys in that case.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

The two guys re-using the skins have been replaced by the additional enemies:
"danielle_quests_corsair_4" and "danielle_quests_corsair_5"
In the previous set-up "danielle_quests_corsair_1" and "danielle_quests_corsair_2" were re-used. That being the reason why all the troubles were experienced.

Make a back-up file of your current two files. Then paste my fix on the case in PROGRAM\QUESTS\quests_reaction then add "danielle_quests_corsair_4" and "danielle_quests_corsair_5" in PROGRAM\Characters\init\TempQuestEnemy ... and try it on!
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> ... and if you are not happy you can trash the modified files and re-insert your original back-up files
The fix works on my game!

So... what else is there to say... <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Try it!
 
<!--quoteo(post=230411:date=Jan 2 2008, 01:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 2 2008, 01:51 PM) [snapback]230411[/snapback]</div><div class='quotemain'><!--quotec-->Thanks very much, Julian! I think that this problem might be "fixed" or at least be a non-issue in the Build 14 Alpha versions with CORPSEMODE 4 on. This enables looting corpses without having the corpses obstruct walking and you get a "hand" pick-up icon as well. Should be much better than Build 13 corpsemode and the autoloot functionality.<!--QuoteEnd--></div><!--QuoteEEnd-->

Don't mention it!
I understood from Petros that the issue was brought up long ago ... but then you were away for sometime... and then again I got so much from you guys without putting anything in that I thought I would give the files a try... and it worked... so I must have been lucky!

The last polish now that the dialogue is fixed on both 1st and 2nd wave would be to replace the "female line" in danielle_quests_pirate_dialog.h with something like :
"Our Compañeros have been killed! Are you ready to meet your maker stranger?"
... or anything better you guys can come up with
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

This is how it looks on my game (and the three new attackers have weapons even if you loot the first two)
[attachment=1486:Murroquestfix.JPG]
 
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Julian

Pieter,if this works, then it should get into Build 13 final and/or Build13.5!

This is, after all, "Sparrow Sought" where we are trying to fix Build 13, right?
 
While testing the fix over... and over again... and then some, it just came to me that the quest ends a little bizar and somehow ungratefull.
So while I was at it, I added in PROGRAM\DIALOGS\zaid murro_dialog.c a "masterpiece spyglass" as a reward.
See the (... // J ) mark:

case "bandits_over":
Dialog.snd = "voice\ZAMU\ZAMU011";
dialog.text = DLG_TEXT[62];
link.l1 = DLG_TEXT[63];
link.l1.go = "exit";
npchar.quest.bandits = "done";
AddpartyExp(pchar, 1800);
Officersreaction("good");
ChangeCharacterReputation(pchar, 2);
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneyToCharacter(pchar, 800);
GiveItem2Character(Pchar, "spyglass4"); // J
CloseQuestHeader("murro"); // NK
npchar.location = "none";
break;

and I have slightly modiffied PROGRAM\DIALOGS\English\zaid murro_dialog.h
by rewritting the two lines:
"God bless you! You helped me so much! I can't thank you enough.",
"Don't worry. If you need anything in the future - just ask me.",
into:
"God bless you! You helped me so much! I can't thank you enough.Take however this spyglass. I found it long ago in a galeons wreck. It served me well at sea and because I won't need it on land I want you to have it!",
"Your gift is most wellcome! Don't worry. If you need anything in the future - just ask me.",

Too me it looks like reasonable ending for a quest.
If you like it it is yours for the taking <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

[attachment=1487:Giftmurroend.JPG]
 
doesn't he reward you money already? it's a pretty short and easy quest. maybe the reward should be increased, but a masterpiece spyglass seems a bit overdone. those things are a way too good item to get as easy as that.
 
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
Seems to me a much better way to assign a good item then what I have experienced for over a year now... picking them up while walking, that is!
Besides the guy was navigator and the whole story with him wanting to become a farmer, leads to the credibility of the gesture to hand over some navigator item he wouldn't need any longer.

But hey <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> This is public work! It's for the taking ... and changing!
Just assign item to the secondbest spyglass... <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> or just a compass in the next build <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
yeah, either a superior spyglass or some other navigational instrument, like the sextant or chronometer.
 
<!--quoteo(post=230660:date=Jan 2 2008, 10:44 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 2 2008, 10:44 PM) [snapback]230660[/snapback]</div><div class='quotemain'><!--quotec-->yeah, either a superior spyglass or some other navigational instrument, like the sextant or chronometer.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Just asign then, the desired item in the line instead of "spyglass4":

GiveItem2Character(Pchar, "spyglass4"); // J
-->
GiveItem2Character(Pchar, "spyglass3"); // J

Superior spyglass "spyglass3" sounds reasonable too! ... <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=230692:date=Jan 2 2008, 06:19 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 2 2008, 06:19 PM) [snapback]230692[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=230660:date=Jan 2 2008, 10:44 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 2 2008, 10:44 PM) [snapback]230660[/snapback]</div><div class='quotemain'><!--quotec-->yeah, either a superior spyglass or some other navigational instrument, like the sextant or chronometer.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Just asign then, the desired item in the line instead of "spyglass4":

GiveItem2Character(Pchar, "spyglass4"); // J
-->
GiveItem2Character(Pchar, "spyglass3"); // J

Superior spyglass "spyglass3" sounds reasonable too! ... <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd--> Sounds good to me
 
Thanks again, Julian. Any chance you could put all your fixes/changes into some downloadable files?

We will need to compile a list of all those fixes that should be included in the next Build 13 update. The "corsar2">"corsair2" fix, for example, as well as Julian's fix. Then what other content should also go into the next Build 13 Update, do you think?

<!--quoteo(post=230519:date=Jan 2 2008, 07:14 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 2 2008, 07:14 PM) [snapback]230519[/snapback]</div><div class='quotemain'><!--quotec-->Pieter,if this works, then it should get into Build 13 final and/or Build13.5!
This is, after all, "Sparrow Sought" where we are trying to fix Build 13, right?<!--QuoteEnd--></div><!--QuoteEEnd-->Very much agreed. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Aye!

I have uploaded the five changed files in the folder JulianFixedFiles.
on <a href="http://pafiles.com/build/" target="_blank">http://pafiles.com/build/</a>

<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
Thanks very much. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=231632:date=Jan 4 2008, 07:56 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 4 2008, 07:56 AM) [snapback]231632[/snapback]</div><div class='quotemain'><!--quotec-->Aye!

I have uploaded the five changed files in the folder JulianFixedFiles.
on <a href="http://pafiles.com/build/" target="_blank">http://pafiles.com/build/</a>

<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


Woot! Julian you´re a bugfixer now! Godt gået! (well done) <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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