<!--quoteo(post=181111:date=Jan 30 2007, 05:53 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 05:53 AM) [snapback]181111[/snapback]</div><div class='quotemain'><!--quotec-->
I noticed that BuildingSet is set to 1, yet talking to an officer does not give me the option of building
new structures. According to another post, it is possible to build a house, for instance, if BuildSet
is enabled. I'm clearly ignorant about this part, so could someone offer guidance?
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The BuildingSet mod is disabled in Build 13, because it contained a whole lot of bugs. These bugs are fixed in Update 2 and the BuildingSet is re-enabled there. To answer your other question: Update 2 is not included in Build 13. Although I do hope to be able to make a new full Build 13.1 version soon.
<!--quoteo(post=181111:date=Jan 30 2007, 05:53 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 05:53 AM) [snapback]181111[/snapback]</div><div class='quotemain'><!--quotec-->
Also, one of the mods in Build13 decreases the sell price (my profits) on ships. Capturing and selling
ships was my main source of income in pre-Build13 PotC. How can I adjust this? Is it controlled by one of the
.c or .h source files under potc\programs ?
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The idea is that shipyards aren't very happy to buy stolen ships, so the buy price for stolen ships is much lower than for bought ships. And the price for ships acquired by any other means are somewhere inbetween. You can tweak this in PROGRAM\InternalSettings.h:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define SHIPYARD_BOUGHTSHIP_SELL_MULT 0.80 // FLOAT - SY_RPG_STYLE - multiplier to sell price for a LEGIT ship (one you bought originally)
#define SHIPYARD_PIRATEDSHIP_SELL_MULT 0.20 // FLOAT - SY_RPG_STYLE - multiplier to sell price for a PIRATED ship (one you acquired through force, death or prisonment of captain) - sale prices for other ships gotten at sea are somewhere between this and BOUGHTSHIP_SELL_MULT<!--c2--></div><!--ec2-->
<!--quoteo(post=181111:date=Jan 30 2007, 05:53 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 05:53 AM) [snapback]181111[/snapback]</div><div class='quotemain'><!--quotec-->
- A random dude in Redmond offered me a treasure map for about 40,000 piasters. Is this a good buy?
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It could be a very good buy, but it can also be a dud. Depending on your luck, there will be a treasure or not. Also depending on your luck, the treasure is really large or not so large. Most people here think that treasures are a bit overpowered, so it's probably a good deal. The location of the treasure is written down in your QuestBook.
There are some bugs with the treasure items, but I figured out how to fix them. They're no big gamekilling bugs, it just makes it so that cursed coins don't appear in treasure chests and gold in there is useless. The next Build 13 Update will fix this.
<!--quoteo(post=181111:date=Jan 30 2007, 05:53 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 05:53 AM) [snapback]181111[/snapback]</div><div class='quotemain'><!--quotec-->
- On the subject of editing .c and .h files, can I make the ship move faster on the World Map? I wasn't
expecting Oxbay and Redmond to be so far apart on the new, more historically accurate Archipelago map.
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You can tweak the following settings in program\worldmap\worldmap.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define MAPSPEED 0.6 // ccc mapships, slows worldmap down, stock setting 1.0
#define MAP_VOYAGELENGTH 8.0 // ccc , lets voyages take longer, stock setting 4.0<!--c2--></div><!--ec2-->BTW: Does anyone think these settings should be put in InternalSettings.h? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="

" border="0" alt="rolleyes.gif" />
<!--quoteo(post=181116:date=Jan 30 2007, 07:46 AM:name=Nosie)--><div class='quotetop'>QUOTE(Nosie @ Jan 30 2007, 07:46 AM) [snapback]181116[/snapback]</div><div class='quotemain'><!--quotec-->
Building set: I don't play it because it needs work still. I think the Bricks have problems, you have to carry Planks etc. in your hold and you have to have some experience.
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The BuildingSet should work pretty fine in Build 13 Update 2 and the Build 14 Alpha versions. There is no problem with bricks: They simply aren't used. All you need is planks and gold.
<!--quoteo(post=181119:date=Jan 30 2007, 10:24 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 10:24 AM) [snapback]181119[/snapback]</div><div class='quotemain'><!--quotec-->
Which reminds me! Is it possible to have more than four ships active in the fleet (not berthed)
at any one time?
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Unfortunately not, due to limitations in the game engine. There's not much we can do about it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=181119:date=Jan 30 2007, 10:24 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 10:24 AM) [snapback]181119[/snapback]</div><div class='quotemain'><!--quotec-->
Also, can I transfer crew money directly to personal wealth somehow?
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You can only donate personal wealth to crew money, not the other way around. Doing it the other way around would be stealing from the crew. In any case: It's the crew money that is used for all expenses. The personal wealth just shows how famous you are.
<!--quoteo(post=181119:date=Jan 30 2007, 10:24 AM:name=vaustein)--><div class='quotetop'>QUOTE(vaustein @ Jan 30 2007, 10:24 AM) [snapback]181119[/snapback]</div><div class='quotemain'><!--quotec-->
If not, how can I increase personal wealth, aside from governors' land grants and dividing the
plunder in non-salary mode?
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You can't. Those are the only two ways in which you can increase your wealth.