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Locked Reload Locators problem!

CatalinaThePirate

Unholy Terror,
Storm Modder
Hi all, here is a problem I am having with the game - I started a new game and landed on FdF (Octopus Bay) after the invasion of Oxbay. Running up the hill towards town, I cannot go past the reload point.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Init encounters complete.
Init weathers complete. 320 weathers found.
Init character names complete.
Main_LogoVideo() 0
PauseAllSounds
ResetSoundScheme
proc_break_video()
Main_LogoVideo() -1
Number of locations: 304
bool CreateParticleEntity()
n is 2
ERROR! Cargo space overup (character=0,Quantity=100)
ERROR! Cargo space overup (character=0,Quantity=25)
ERROR! Cargo space overup (character=0,Quantity=8.1)
ERROR! Cargo space overup (character=0,Quantity=4.05)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=180.)
ERROR! Cargo space overup (character=0,Quantity=180.)
SETTING MUSIC: music_main_menu
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
SETTING MUSIC: music_main_menu
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
SETTING MUSIC: music_main_menu
ResetSoundScheme
ResetSoundScheme
bool CreateParticleEntity()
!!! Reload to 93
LoadLocation(ref loc) Oxbay_port
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = reload2_back lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 93
reload_island_index = 3
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Oxbay_port
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -1523.57,z = 975.987
Error!!! Overup maximum crew quantity (character=448)
Error!!! Overup maximum crew quantity (character=450)
PauseAllSounds
ResetSoundScheme
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
Group_DeleteGroup sGroupID = CrRedmond1, can't find group
crs same
crs not same
not need create new group
Group_DeleteGroup sGroupID = CrRedmond3, can't find group
crs same
crs not same
not need create new group
Group_DeleteGroup sGroupID = CrRedmond5, can't find group
crs same
crs not same
not need create new group
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
Add good : sailcloth, rCharacter.id = CrRedmond5, iQuantity = 14
Add good : planks, rCharacter.id = CrRedmond5, iQuantity = 12
Add good : wheat, rCharacter.id = CrRedmond5, iQuantity = 6
Add good : rum, rCharacter.id = CrRedmond5, iQuantity = 11
Add good : copra, rCharacter.id = CrRedmond5, iQuantity = 8
Add good : sandal, rCharacter.id = CrRedmond5, iQuantity = 2
Add good : Oil, rCharacter.id = CrRedmond5, iQuantity = 7
Add good : Oil, rCharacter.id = CrRedmond5, iQuantity = 9
Add good : Oil, rCharacter.id = CrRedmond5, iQuantity = 2
Add good : Oil, rCharacter.id = CrRedmond5, iQuantity = 6
SETTING MUSIC: music_sea_battle
For character 783 fall Mast name mast1 has index 1
For character 783 fall Mast name mast2 has index 2
For character 783 fall Mast name mast3 has index 3
For character 783 fall Mast name mast4 has index 4
Add good : sailcloth, rCharacter.id = CrRedmond6, iQuantity = 11
Add good : rum, rCharacter.id = CrRedmond6, iQuantity = 6
Add good : Oil, rCharacter.id = CrRedmond6, iQuantity = 10
Add good : Oil, rCharacter.id = CrRedmond6, iQuantity = 4
Add good : Oil, rCharacter.id = CrRedmond6, iQuantity = 3
Add good : Oil, rCharacter.id = CrRedmond6, iQuantity = 8
SETTING MUSIC: music_spokplavanie
PauseAllSounds
ResetSoundScheme
locator_name = reload_2 lockedReloadLocator =  
reload_cur_island_index = 1
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 32
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
ReloadEndFade
LoadLocation(ref loc) REDMOND_PORT
ItemLogic: On load location REDMOND_PORT
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammoblade21
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
Init weathers complete. 320 weathers found.
Init encounters complete.
locator_name = reload_2_city lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 32
reload_island_index = -1
reload_location_index = 29
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) REDMOND_PORT
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_Town_01
LocLoadShips: Can't find Location.locators.ships in location: Redmond_Town_01
ItemLogic: On load location Redmond_Town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model itemspotion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload_1_3_back lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 29
reload_island_index = -1
reload_location_index = 30
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_Town_01
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_town_03
LocLoadShips: Can't find Location.locators.ships in location: Redmond_town_03
Delete character <Eamonn Larter> , error teleportation by location: Redmond_town_03 on locator: goto::cityzen07
ItemLogic: On load location Redmond_town_03
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammoblade15
ItemLogic: Loaded model ammoblade13
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = reload_3_1_back lockedReloadLocator = reload_3_1
reload_cur_island_index = -1
reload_cur_location_index = 30
reload_island_index = -1
reload_location_index = 29
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_town_03
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_Town_01
LocLoadShips: Can't find Location.locators.ships in location: Redmond_Town_01
ItemLogic: On load location Redmond_Town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model itemspotion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = Door_11 lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 29
reload_island_index = -1
reload_location_index = 40
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_Town_01
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_store
LocLoadShips: Can't find Location.locators.ships in location: Redmond_store
ItemLogic: On load location Redmond_store
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = reload1 lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 40
reload_island_index = -1
reload_location_index = 29
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_store
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_Town_01
LocLoadShips: Can't find Location.locators.ships in location: Redmond_Town_01
ItemLogic: On load location Redmond_Town_01
ItemLogic: found 0 buttons
ItemLogic: Loaded model itemspotion
ResetSoundScheme
SetSoundScheme: town
AddSoundScheme: land_day
AddSoundScheme: land
SETTING MUSIC: music_gorod
locator_name = shipyard lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 29
reload_island_index = -1
reload_location_index = 42
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_Town_01
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) Redmond_Shipyard
LocLoadShips: Can't find Location.locators.ships in location: Redmond_Shipyard
ItemLogic: On load location Redmond_Shipyard
ItemLogic: found 0 buttons
ResetSoundScheme
SetSoundScheme: shop
SETTING MUSIC: music_shop
locator_name = fakeReload lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 42
reload_island_index = -1
reload_location_index = 32
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) Redmond_Shipyard
ItemLogic: On unload location
ReloadEndFade
LoadLocation(ref loc) REDMOND_PORT
ItemLogic: On load location REDMOND_PORT
ItemLogic: found 0 buttons
ItemLogic: Loaded model ammoblade21
ResetSoundScheme
SetSoundScheme: port
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_gorod
locator_name = Sea_1_back lockedReloadLocator =  
reload_cur_island_index = -1
reload_cur_location_index = 32
reload_island_index = 1
reload_location_index = -1
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
UnloadLocation(aref loc) REDMOND_PORT
ItemLogic: On unload location
ReloadEndFade
Load from location to sea sLoc = l1, x = -907.898,z = -15.3169
crs same
crs not same
not need create new group
crs same
crs not same
not need create new group
Incorrect location id 'SetCharacterShipLocation' (location '' not found)
Incorrect location id 'SetCharacterShipLocation' (location '' not found)
Error: Sea_LoginGroup sGroupID = CrRedmond5, but group doesn't contain any quest ships!
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
PauseAllSounds
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: sea_map
SETTING MUSIC: music_map
ResumeAllSounds
PauseAllSounds
Group_DeleteGroup sGroupID = CrFalaiseDeFleur1, can't find group
crs same
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
crs not same
not need create new group
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Group_DeleteGroup sGroupID = CrFalaiseDeFleur3, can't find group
crs same
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
crs not same
not need create new group
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
Group_DeleteGroup sGroupID = CrFalaiseDeFleur5, can't find group
crs same
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
crs not same
not need create new group
Incorrect location id 'SetCharacterShipLocation' (location 'FalaiseDeFleur_port' not found)
ResetSoundScheme
AddSoundScheme: sea
SETTING MUSIC: music_spokplavanie
AddSoundScheme: sea_weather
ResumeAllSounds
PauseAllSounds
ResetSoundScheme
locator_name = reload_2 lockedReloadLocator =  
reload_cur_island_index = 0
reload_cur_location_index = -1
reload_island_index = -1
reload_location_index = 13
Start reload
ResetSoundScheme
PauseAllSounds
ReloadStartFade
ReloadEndFade
LoadLocation(ref loc) Falaise_de_fleur_shore
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàöèÿ Falaise_de_fleur_shore
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ãðóïïà encdetector
Ãåíåðàöèÿ ýíêàóíòåðîâ: Ëîêàòîð enc01
ÑÈÑÒÅÌÀ ÃÅÍÅÐÀÖÈÈ ÝÍÊÀÓÍÒÅÐÎÂ ÑÎÎÁÙÀÅÒ: ÒÈÏ ËÎÊÀÖÈÈ: seashore
ItemLogic: On load location Falaise_de_fleur_shore
ItemLogic: found 0 buttons
ItemLogic: Loaded model itemsRum
ResetSoundScheme
ResetSoundScheme
AddSoundScheme: land_day
AddSoundScheme: seashore_weather
SETTING MUSIC: music_jungle
locator_name = reload2_back lockedReloadLocator = reload1
Can't reload...
Location not found: id = FdF_jungle2
Init weathers complete. 320 weathers found.
Init encounters complete.<!--QuoteEnd--></div><!--QuoteEEnd-->Alan Smithee, is this your doing? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

I have regular B12 installed (and all upgrades), with my new chars for the tailor shop and the new blacksmith mod (full). <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Any clue as to why this is happening? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Location not found: id = FdF_jungle2  <!--QuoteEnd--></div><!--QuoteEEnd-->Hm, seems that something was forgotten. In location.id "Falaise_de_fleur_shore" is a link to a location.id "FdF_jungle2" that doesn't exist. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
It happened to me too, yesterday <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Maybe it is because you're not "supposed" to visit Falaise de Fleurs right after Oxbay was attacked in the stock game? Not at all sure though... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Nope, this is an ongoing thing. Even now that little Oxbay bit is long over, the passage is still unpassable.

Everytime i wanted to visit FdF, i attack it, plunder, go back to the ship, then moor, until there are people walking around. Then i got tired of that and just paid the diplomat at QC :p
 
<!--`QuoteBegin-emrep`+--><div class='quotetop'>QUOTE(emrep)</div><div class='quotemain'><!--QuoteEBegin-->
Location not found: id = FdF_jungle2  
Hm, seems that something was forgotten. In location.id "Falaise_de_fleur_shore" is a link to a location.id "FdF_jungle2" that doesn't exist. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />[/quote]

Most probably, and "FdF_jungle2" is a Post Build12 location.
ALAN ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Eh, I can hear everyone shouting my name... Sorry, yeah, I'll look into this. I added some jungle between FdF town and the beach, and maybe I forgot to change the references back to the originals... the additions will be in a quest or two later one. But it looks like you can just change the reference to a nonexisting location to the right one.

(the additions expand the jungle, lead over a high rope bridge and eventually get you on the other half of the island, hitherto blank and unreachable.)
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I am thoroughly intrigued by this addition, and it sounds great! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Maybe we could add another nation to the mix! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

In looking at the code, however, I could not see a quick and easy fix like you suggest... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Unless of course, I am just not seeing it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid=":ko" border="0" alt="ko.gif" />

Maybe you could elaborate on what exactly this edit has to be? I messed with it some, and there's just too much extra code there - I did not know what to replace - everything I tried did not make a difference...

ALTHOUGH I realized later that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> you DO have to start a new game for anything like this to take effect. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

We're going to have to figure out how to put this ingame without having to start a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Put <a href="http://millenniumdock.bravepages.com/storage/others/FalaiseDeFleur.c" target="_blank">http://millenniumdock.bravepages.com/stora...alaiseDeFleur.c</a> in the PROGRAMlocationsinit folder and it should be fixed. However, this, as Catalina said, only works with new games.
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->(the additions expand the jungle, lead over a high rope bridge and eventually get you on the other half of the island, hitherto blank and unreachable.)[/quote]Hooray! Someone finally actually be doin' dis! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> Widout even needin' tew add no new islands, thar be soooo much room fer expansion! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Eh, I can hear everyone shouting my name... Sorry, yeah, I'll look into this. I added some jungle between FdF town and the beach, and maybe I forgot to change the references back to the originals... the additions will be in a quest or two later one. But it looks like you can just change the reference to a nonexisting location to the right one.

(the additions expand the jungle, lead over a high rope bridge and eventually get you on the other half of the island, hitherto blank and unreachable.)[/quote]

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Just thinking ... maybe you could change the Reload locator to your expanded jungle, to a point far up or down the beech (the FdF beech is very long) away from the town entrance.

Then way people can avoid stumbling into it during normal game play, while you continue to work on the jungle expansion.
 
THANK YOU, PIETER! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Maybe we could add another nation to the mix!<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Caporegime was working on the italians... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
It would have to be a nation very strongly allied with France at the time to share half their island complex... Nobody comes to mind; I always took the French for a cantankerous, flippant, whimsical lot.

So, you got it cleared up Cat? Thanks Pieter. The only changes that need be made, by the by, are to the reload from the jungle to the shore and the shore to the jungle... "falaise_de_fleur_jungle" and "falaise_de_fleur_shore" are the two IDs I think. The code sections for the two locations are one right after the other in the file. To be extra sure I copied that reload section out of an untouched game file, myself.

My only problem using this bridge from Isla Muelle is that on FdF, the bridge is clearly connecting two penensulae which are otherwise surrounded by water, but the IM bridge has water on one side and land on the other. I wish I could raise the sea level and cover that big of land (even though that would put the bridge that must closer to the sea, whereas when you float under it in your boat, goind around FdF, it's way up there).

I'll include all this finished stuff in one neat package, when it's all done, and try and keep it out of any other activity on FdF in the intervening time. Is "intervening" the right word here?
 
It would be cool to have that half of the island full of natives - not the Akellani specter natives, but real people - Clement could be studying them! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Maybe we could FINALLY design a quest around those crystal skulls... Use the Animists cave and altar for some kind of "place it here" ceremony... Hmmmm... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

I was wondering the other day whether you could FLOP (reverse) a location so that instead of the door opening to the east, it could open to the west - it would be a complete reversal of the entire model. Could that be done, I wonder? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> (I am not a modeler, just wondering) Or could you reverse and clone the "ocean view" half of the bridge and put it on the other side?

We really could use some more modelers around here! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<b>Interval</b> might have been the word you were looking for, Alan... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Can't keep English and French and Russian in your head and use them all the time without (understandably!) getting a bit scrambled, eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
But I think it needs to be an adverbial form of the word... Or is adverb not the right form? Grammar least of all do I know. (There are times I can think of the Russian word for something before the English... these times are not during tests.) Ah well. Nichevo.

The spatial orientation of a locator is kind of relative... an entrance will point west if you link to it from one direction, and east if the other, essentially. ...Right? And I may try cloning the location and flopping it, good idea. But I don't know if that would cover over the mountain in the way, or even have water surrounding it. Probably not. But I'm willing to live with a mountain in the way if I must; I'm not one to move mountains.

---

That's the main idea I had for Clement, you having to take him around the islands exploring or something. I'd like to work in a Stephen Maturin character perhaps with a similiar function. Or maybe some visiting `real-life` scientists of the age. If I recall, Newton was alive and well in the late 17th century.
 
What about meantime instead of intervening time?

At Catalina: JIKES! That `worship-smiley` looks SCARY when directed at me! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
 
<b>alan_smithee</b>, yes, we must have Newton in the game by all means. But please, don't waste him on something unimportant, he`s sort of special to me.

Would you like me to try to cut away that mountain for you ? What's the model's name?

Edit: Found it
 
<!--`QuoteBegin-Fred_Bob`+--><div class='quotetop'>QUOTE(Fred_Bob)</div><div class='quotemain'><!--QuoteEBegin--> Widout even needin' tew add no new islands, thar be soooo much room fer expansion!  :cheeky[/quote]
Absolutely right <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> And Jack Rackham has already proven it with Devil's Island <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

And it's also rather easy. If you can edit a textfile and read a tutorial you can create vast new jungleareas and towns as well. So would anyone like to adopt an island for enlargement? Alan is working on FdF, I on Oxbay, but the other island are FAIK still virgin territory (locationcloningwise, that is <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Wow, can you do that, Inez? It would look so much better for that bridge between the two islands at FdF! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I love the idea of a scientist like Newton to interface with Clement - that would be VERY cool!!! I have often thought that Corsair1, Fatman2_1, fisherman1 (with sleeves), man3, man6 (Artois Voyssey), man6_1, or searcher would make a good `scientist-type` - and I have always liked the Dutch soldier heads with the beret... That might be a fun skin to play around with... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> WORK?!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> <hmmm, where did Catalina go?> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
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