heres a pic of that error with the game slowing down. it happened again as i was attacking this Brigantine. didnt even got to demast it. if i turned the camera away from the enemy ship things would go to normal and if i turned it back at the enemy it would start glitchin again. from the logs it looks like it might be related to that sound dll.. not sure tho
That is weird, i haven't come across this one yet. But now i no what it looks like i will no what to expect and will certainly be keeping a look out for this. As to what the cause is, i can't say but i will look through the log files and hopefully soemthing will point to a possible cause.
My payroll costs with those 2 class 5 ships with both of them carrying full loads the last month were between $5-$6,000, and that total money, which is now right at $1,0980,000, is how much I have accumulated to date strictly as a merchantman. Overhead was high at first, but it has leveled off as I have not been buying new ships for a while.
After a big battle I have a new fleet consisting of the class 3 40 gun galleon Revenge and the class 5 Pinnace Berlin. They both have full crews and lots of officers.
I have started noticing strange graphic anomalies lately and suspect it is time for a good defrag.
Ok well that is really cheap for you to run around with such ship, i can see why the upkeep costs need to be increased but it procving to be harder than i thourght it would be. Bellow is the code for the changes.
Code:
fExp = (GetCrewExp(chref, "Sailors") + GetCrewExp(chref, "Cannoners") + GetCrewExp(chref, "Soldiers")) / 100.00; // ñðåäíèé êîýô îïûòà 0..3
nPaymentQ += makeint( fExp * stf((0.5 + MOD_SKILL_ENEMY_RATE/5.0)*200*GetCrewQuantity(chref))/stf(shClass) * (1.05 - (nLeaderShip + nCommerce)/ 40.0) );
makeint( fExp * stf((0.5 = This is for the experience of the crew, the higher this is the more experienced the crew are the more they cost.
MOD_SKILL_ENEMY_RATE/5.0 = I can't understand where this fits in with crew experience, ship rate and crew quantity.
300*GetCrewQuantity = This is for the quantity of crew onboard, the higher it is the higher the upkeep costs are.
shClass) * (1.05 = This is for the ship class, the higher it is the more higher the upkeep costs are.
nCommerce)/ 40.0) ); = This one is weird, i would have thourght the higher it was the more effect commerce skill would have on the overall upkeep costs, but it doesn't work that well. If you lower it to 10.0 then the upkeep cost is negative showing the crew owe you money (but they never pay you (go figure).
Anyway, my point is in truth this code should work even without the changes i have made yet it doesn't. You pay low money for high class of ship. What i was trying to do was make it so that the ships class has the biggest effect on the upkeep costs, but for some reason the experience of the crew still play a huge role in those costs, even with "makeint( fExp * stf((0.5" set to "makeint( fExp * stf((0.01". I just don't get it all, well i get it but its not how i expect it to work. Does anyone have any idea's on how it works?