Moved this to the Bug Tracker so we remember to check this when time allows.
Which game version is this again? And do you have a save prior to going to sea to attack the fort?
Posted a save game in the last postAnd a Savegame would come in handy.
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Moved this to the Bug Tracker so we remember to check this when time allows.
Which game version is this again? And do you have a save prior to going to sea to attack the fort?
Posted a save game in the last postAnd a Savegame would come in handy.
case "silehard_Story_Oxbay_Captured_15_afterExit":
CaptureTownForNation("Greenford", ENGLAND);
CaptureTownForNation("Falaise de Fleur", FRANCE);
CaptureTownForNation("Isla Muelle", SPAIN);
CaptureTownForNation("Douwesen", HOLLAND);
CaptureTownForNation("Conceicao", PORTUGAL);
CaptureTownForNation("Quebradas Costillas", PIRATE);
DisableTownCapture("Greenford", true);
DisableTownCapture("Falaise de Fleur", true);
DisableTownCapture("Isla Muelle", true);
DisableTownCapture("Douwesen", true);
DisableTownCapture("Conceicao", true);
DisableTownCapture("Quebradas Costillas", true);
case "CaptureGreenford_5":
NextDiag.TempNode = "GoToShip";
Dialog.Text = DLG_TEXT[262];
Link.l1 = DLG_TEXT[263];
Link.l1.go = "CaptureGreenford_exit";
Link.l2 = DLG_TEXT[264];
Link.l2.go = "We_Are_ready_exit";
break;
case "We_Are_ready_exit":
EndQuestMovie();TrackQuestMovie("end","danielle_dialog.c -> We_Are_ready_exit");
DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;
SetQuestHeader("Capture_greenford");
AddQuestRecord("Capture_greenford", 2);
AddDialogExitQuest("Story_GreenfordAssaultStarted");
break;
case "Story_GreenfordAssaultStarted":
Characters[GetCharacterIndex("Greenford Commander")].Dialog.Filename = "Greenford Commander_dialog.c";
Characters[GetCharacterIndex("Greenford Commander")].Dialog.BoardingNode = "capture_of_Greenford";
QuestToSeaLogin_PrepareLoc("Oxbay", "Quest_Ships", "Quest_ship_23", true);
QuestToSeaLogin_Launch();
//Islands[FindIsland("Oxbay")].reload.l6.go = "Fake_Greenford_fort"; // KK
/*Pchar.quest.Story_CaptureGreenfordFort.win_condition.l1 = "FORT_destroy";
Pchar.quest.Story_CaptureGreenfordFort.win_condition.l1.character = "Greenford Commander";
Pchar.quest.Story_CaptureGreenfordFort.win_condition = "Story_CaptureGreenfordFort";*/
/*PChar.quest.Story_CaptureGreenford.win_condition.l1 = "Colony_capture";
PChar.quest.Story_CaptureGreenford.win_condition.l1.town = "Greenford";
PChar.quest.Story_CaptureGreenford.win_condition = "Story_CaptureGreenford";*/
LAi_SetImmortal(characterFromID("Greenford Commander"), false); <<<<---- THIS LINE MAKES IT POSSIBLE TO CAPTURE BRIDGETOWN FORT
/*SetNationRelation2MainCharacter(GetTownNation("Greenford"), RELATION_ENEMY);
SetRMRelation(PChar, GetTownNation("Greenford"), RelationToRMRelation(RELATION_ENEMY));
UpdateRelations();
SetCharacterRemovable(characterFromID("Danielle"), true);
RemovePassenger(Pchar, characterFromID("Danielle"));
RemoveCharacterCompanion(pchar, characterFromID("danielle"));
iForceDetectionFalseFlag = 1; // KK
bQuestDisableMapEnter = true;
//--------------Отключение возможности выгрузиться на остров
Island_SetReloadEnableGlobal("Oxbay", false);*/
//Group_SetAddress("Story_English_Squadron", "Oxbay", "Quest_Ships","Quest_ship_23");
//DoReloadCharactertoLocation("Oxbay", "reload", "reload_fort1");
/*Pchar.quest.Story_FightingInGreenfordPort.win_condition.l1 = "location";
Pchar.quest.Story_FightingInGreenfordPort.win_condition.l1.location = "Fake_Greenford_port";
Pchar.quest.Story_FightingInGreenfordPort.win_condition = "Story_FightingInGreenfordPort";*/
break;
So @Talisman no bug then?
Might be nice to change that so you get the chance to actually SPEND those 7 days doing whatever you need to do first.I am not sure if what happens next is very clear in the game- you should go to the tavern and hire a room (7 days will pass automatically ) - then go out of room and in the Tavern Danielle will talk to you -crew member runs up and the English attack on Bridgetown starts.
I played last night and as you said I had to land in Light house FOR THE SECOND TIME and talk to Danielle before attacking the fort! And that wasn't easy to figure, because I thought I must speak to Danielle to start the fort attack but you must be in that special location (light house) to trigger the talk.I don't really know -
Perhaps @Pieter Boelen - should take a look at the coding and see if it is sensible - and whether the player should be allowed to sail to Bridgetown Fort - rather than being forced to be transported there.
@Kpax7
I am not sure if what happens next is very clear in the game- you should go to the tavern and hire a room (7 days will pass automatically ) - then go out of room and in the Tavern Danielle will talk to you -crew member runs up and the English attack on Bridgetown starts.
I am also not sure if your ships are repaired automatically when you go to the Tavern room --- if you Save just before you talk to the Fort Commander, could you check this for me?
A hint can be added to questbook to "Get a room and wait 7 days" to avoid confusion!Might be nice to change that so you get the chance to actually SPEND those 7 days doing whatever you need to do first.
Lots of things could do with some tweaking and improving, really.![]()
With the exception of the stock game towns in the Standard Storyline because having those given to other towns would wreak havoc with the logic of the storyline.And why the fort is indestructible?!! I thought in new versions one can capture any colonies he fancies!
If I am going to do anything there, I'd rather make some more fancy improvements.A hint can be added to questbook to "Get a room and wait 7 days" to avoid confusion!
On the other hand the 7 day fast forward can be quite dangerous! If you are low on ship provisions after 7 days you could face a mutiny and lose your ships![]()
I'm really busy these days and despite that I try to test things and contribute because I love this game and this community!maybe @Kpax7 could try some improvements there?
So @Talisman no bug then?
Indeed "Not a Bug" it is. Any further improvements should be considered a "Feature Request" and can be posted on the http://www.piratesahoy.net/forums/build-beta-and-brainstorming.187/ forum to indicate their lower priority.Having thought about this - I think it is not really a bug - just the unclear way (unhelpful for players) the original game was written/coded.![]()
Thanks for that! Less confusion is always good.I have updated the walk through on the Wiki for the Sea Hawk Main Story - Now includes the Capture Colonies ( Bridgetown) - and the mentions of old Bugs from previous versions have been removed.
So it is up to date as of Build 14 Beta 4.![]()
Sounds to me like it's the very opposite of boring.yeah had to cheat in Nathan hawk storyline when you have to attack the Bridgetown fort not even bombs can help me its boring and the difficulty need to be lowed for that misson
Probably the same as normal boarding crews; they're generated for ships and forts in LAi_boarding.c .I don't know exactly how the level of the guards during the boarding of the fort is determined. I might want to look into this after beta4 to make it more interesting (and maybe more depended of the economy etc).





