A lot of good points are being brought up in this thread. And a lot needs to be done about the game balancing. The mods themselves are good, but the balancing is not. I think that along with bugfixing, gamebalancing should be one of the most important things on our to-do lists. I fear, however, that it would take very much effort indeed, along with lots of rewriting, which could again introduce new bugs. So should we do all this for Build 13? Or should we release a Build 13 that is not balanced entirely properly and after that work on a new Build 14 that WILL be working entirely properly. I think it is important to release Build 13 very soon. But there is so much things we should still change that if we'd wait until we HAVE changed it, we are yet another year further and we'd STILL not have a Build 13. I think we should make an imperfect Build 13 soon and then work on a much better Build 14.
Note: I am catching up on the events of last week now and I have no time to read all previous posts in this thread at the moment. Sorry for that.
Many modders actually DO put toggles on their own mods. I added a toggle on the bladedamage mod, for example.
About broken blades: This was something new in the latest update. I did change it so you shouldn't find broken blades, but apparently it doesn't work. If only I knew how to fix that... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="

" border="0" alt="modding.gif" />
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There is one other thing - i find it a good example of overcomplication when 'hiring' crew takes you till nightfall. Especially with the bug that does this even if you dont hire any. What does this 'feature' add? In my opinion, nothing, it just forces you to visit stores/shipyards/taverns in a particular order.
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There is a reason for that though. There used to be a problem with too little crew being available from taverns sometimes. So CouchcaptainCharles added some code so that, depending on player rank, there will ALWAYS be some crew available for hire when you open the interface. He added the time delay to prevent this from becoming a cheat. Otherwise you could open the interface over and over again and fill up your crew entirely while there shouldn't be too much crew available. I do agree that the delay should NOT occur if you don't hire any crew or fire them instead. Somebody will need to figure out how to code that in though.