Dude ok may the reputation dosen't matter but i walk in town hall( after i speak with thomas tiampan in tortuga for son of the amiral) and i don't fiind the admiral only the governor .I use beta 1 veriosn

but i know that reputation its an important thing in this misions
Which Townhall are you going to -- it is not the same one as the one used for the Lucas quest in the Nat Hawk Standard storyline ( New Horizons )
In Jack Sparrow you need to go to Santo Domingo townhall , on Hispanola
If the Admiral is not appearing then the quest might be bugged
Can you enable error logging and if Admiral does not appear post the error logs ( system - compile - error ) here as an attachments to a post.
the code to start the Lucas quest in Jack Sparrow Story is this -- from quests_reaction.c
Code:
case "findecotbp":
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", 25000);
AddPartyExpChar(pchar, "Sneak", 200);
}
else { AddPartyExp(pchar, 25000); }
bSuppressResurrection = false;
//AddQuestRecord("IslaDeMuerteI", "3");
//CloseQuestHeader("IslaDeMuerteI");
ChangeCharacterAddress(characterFromID("Barbossa"), "none", "");
ChangeCharacterAddress(characterFromID("Elizabeth Swann"), "none", "");
SetOfficersIndex(Pchar, 3, GetCharacterIndex("Mr. Gibbs"));
LAi_SetOfficerType(CharacterFromID("Mr. Gibbs"));
//setCharacterShipLocation(pchar, "Redmond_shore_02");
//--> CTM
if(GetAttribute(pchar, "Lucas") != "0")
{
//AddQuestRecord("IslaDeMuerteI", "3");
//CloseQuestHeader("IslaDeMuerteI");
AddQuestRecord("Curse Of", 5);
CloseQuestHeader("Curse Of");
LAi_QuestDelay("Sail_DMC_Jack", 0.0);
}
else
{
//AddQuestRecord("IslaDeMuerteI", "4");
//CloseQuestHeader("IslaDeMuerteI");
AddQuestRecord("Curse Of", 6);
CloseQuestHeader("Curse Of");
LAi_QuestDelay("Sail_free_Jack", 0.0);
}
//<-- CTM
break;
// Bartolomeu o Portugues COTBP Finishes Here
case "Sail_DMC_Jack":
//StorePassengers("Blaze");
ResetSound();
PostVideoAndQuest("LegendJackSparrow\jack_exit_DMC", 1, "DMC_prestart");
bMainMenuLaunchAfterVideo = true;
break;
case "Sail_Free_Jack":
ResetSound();
//StorePassengers("Blaze");
//PostVideoAndQuest("LegendJackSparrow\jack_exit", 1, "whatever_now");
PostVideoAndQuest("COMMON\ENGLISH\credits", 1, "whatever_now");
bMainMenuLaunchAfterVideo = true;
break;
case "whatever_now":
//pchar.jack = "finished";
PostEvent("DoInfoShower",100,"s","");
QuestToSeaLogin_PrepareLoc("Redmond", "reload", "reload_3", false);
QuestToSeaLogin_Launch();
ResumeAllSounds();
break;
// Captain Maggee's DMC Starts Here - Explaining Davy <--
case "DMC_prestart":
QuestToSeaLogin_PrepareLoc("Redmond", "reload", "reload_3", false);
QuestToSeaLogin_Launch();
PostEvent("DoInfoShower",100,"s","");
ChangeCharacterAddressGroup(CharacterFromID("Thomas Tipman"), "Tortuga_Tavern", "goto", "goto9");
Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "Tortuga help";
pchar.quest.DMC_Start.win_condition.l1 = "location";
pchar.quest.DMC_Start.win_condition.l1.location = "Santo_Domingo_townhall";
pchar.quest.DMC_Start.win_condition = "DMC_Start";
ResumeAllSounds();
break;
case "DMC_Start":
ChangeCharacterAddressGroup(CharacterFromID("Joaquin Da Saldanha"), "Santo_Domingo_townhall", "goto", "goto1");
PChar.quest.lucas = "";
break;
case "Luc_start":
SetEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check", 0);
break;
case "Luc_start_check":
if(makeint(PChar.rank) >= 4)
{
ChangeCharacterAddressGroup(CharacterFromID("Joaquin Da Saldanha"), "Santo_Domingo_townhall", "goto", "goto1");
}
break;
case "Lucas_search_refused":
PChar.quest.Lucas = "refused";
DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");
break;
case "Lucas_search_start":
PChar.quest.Lucas = "search";
PChar.Lucas = "0";
DeleteEnterLocationQuest("Santo_Domingo_townhall", "Luc_start_check");
//JOURNAL
SetQuestHeader("Lucas");
AddQuestRecord("Lucas", 1);
break;
I can't see anything there that refers to reputation
In the Joacquin Da Salanda _dialog.c file For Jack Sparrow there is this:-
Code:
// -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷ÃÂ
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "dialogs\0\009";
dialog.text = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";
if (makeint(pchar.reputation) >= 0 && PChar.quest.Lucas == "")
{
dialog.text = DLG_TEXT[2] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[3])]) + DLG_TEXT[5];
link.l1 = DLG_TEXT[6];
link.l1.go = "Find_Lucas2";
}
if (PChar.quest.Lucas == "refused")
{
dialog.text = DLG_TEXT[7];
link.l1 = DLG_TEXT[8];
link.l1.go = "Find_Lucas5";
link.l2 = DLG_TEXT[9];
link.l2.go = "Find_Lucas_exit_refused";
Which I think means he should talk to you whatever your reputation .
In Nathaniel Hawk the Joacquin Da Salanda _dialog.c file has
Code:
// -----------------------------------Äèàëîã ïåðâûé - ïåðâàÿ âñòðå÷ÃÂ
case "First time":
Dialog.defAni = "dialog_stay1";
Dialog.defCam = "1";
Dialog.defSnd = "dialogs\0\017";
Dialog.defLinkAni = "dialog_1";
Dialog.defLinkCam = "1";
Dialog.defLinkSnd = "dialogs\woman\024";
Dialog.ani = "dialog_stay2";
Dialog.cam = "1";
Dialog.snd = "dialogs\0\009";
dialog.text = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "Exit";
if (makeint(pchar.reputation) >= 50 && PChar.quest.Lucas == "")
{
dialog.text = DLG_TEXT[2] + GetMyFullName(&Characters[GetCharacterIndex(DLG_TEXT[3])]) + DLG_TEXT[5];
link.l1 = DLG_TEXT[6];
link.l1.go = "Find_Lucas2";
}
if (PChar.quest.Lucas == "refused")
{
dialog.text = DLG_TEXT[7];
link.l1 = DLG_TEXT[8];
link.l1.go = "Find_Lucas5";
link.l2 = DLG_TEXT[9];
link.l2.go = "Find_Lucas_exit_refused";
}
if (PChar.quest.Lucas == "search")
{
dialog.text = DLG_TEXT[10];
link.l1 = DLG_TEXT[11];
link.l1.go = "Exit";
Which means I think that in Nat Hawk story you need at least a Neutral reputation -
But in Both Story lines The Admiral should be in the Town Hall

Your reputation will just affect if he talks to you or not.
The Actual dialog should be these lines from Joacquin Da Salanda _dialog.h file
string DLG_TEXT[50] = {
"Captain, your reputation stinks. I have no intention of dealing with you.",
"That's your choice, I suppose. And your loss.",
"Allow me to introduce myself. I am ",
"Joaquin Da Saldanha",
"Joaquin Da Saldanha",
", admiral of the Spanish fleet. I'm glad to meet you, captain - the governor recommended you as a man who can deal with any trouble.",
"The governor flatters me. Although I do have a great deal of experience with trouble....",
"Captain, have you changed your mind about helping me find my son?",
"Yes, I think I can help you now. But I'll need something to start with. Can you at least give me a general idea of where I should look?",
"I'm sorry, admiral, but I can't help you at the moment.",