I have just played through the main quest and the Animists quest using build 12.1 and Pieter's modpack which has a lot features that I really love. Stormy start and the weapons locker in particular. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
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The improvements in the animists quest got me thinking about some similar things we might do in the main quest. Recently on my way to FDF to stop the amunition ship I captured a battle ship and when escaping, fired back at the fort, defeated, and sacked the town. I thought it might be possible have Silehard acknowledge that in his dialouge with Nathaniel. I have no idea how to code it in, but I would we be happy to write the dialogue if any one else is interested.
Another thing that has always bothered me is the mention of the missing firgate that even mentions in the Greenford tavern. I think it might be worth trying to build a story line about it and would be happy to work with a someone on it if there is any interest.

The improvements in the animists quest got me thinking about some similar things we might do in the main quest. Recently on my way to FDF to stop the amunition ship I captured a battle ship and when escaping, fired back at the fort, defeated, and sacked the town. I thought it might be possible have Silehard acknowledge that in his dialouge with Nathaniel. I have no idea how to code it in, but I would we be happy to write the dialogue if any one else is interested.
Another thing that has always bothered me is the mention of the missing firgate that even mentions in the Greenford tavern. I think it might be worth trying to build a story line about it and would be happy to work with a someone on it if there is any interest.