<!--quoteo(post=164892:date=Oct 1 2006, 03:49 PM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Oct 1 2006, 03:49 PM) [snapback]164892[/snapback]</div><div class='quotemain'><!--quotec-->
But what´s the new healing system? By disabling this function what will change in this healing function?
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The new healing system is a mod that is not actually in the modpack. So enabeling it will have no effect whatsoever. This mod is meant to be included in Build 13.1. It will add two new health items: Bandages and Cauterization Kits. These items will be reasonably common, while the original potions will be more rare and more expensive. This mod wouldn't really add much in the sense of actual realism, but it would add what I call "fake realism". It doesn't change the workings of the game at all, but the new items feel more real as health increasing items. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=164892:date=Oct 1 2006, 03:49 PM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Oct 1 2006, 03:49 PM) [snapback]164892[/snapback]</div><div class='quotemain'><!--quotec-->
Maybe it would be fine if these two functions could be adjusted particularly. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid="
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What do you mean by that? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=164900:date=Oct 1 2006, 05:43 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 1 2006, 05:43 PM) [snapback]164900[/snapback]</div><div class='quotemain'><!--quotec-->
I try to do this but I end up with several cool ships that I can't bear to part with, so I always have 1 or 2 extras tailing me.
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Do you know the Ship Berthing mod? With that mod, you can berth your ships at any port. Then these ships will not sail with you, but you can relaunch them any time you want again. This mod might not be working entirely right, but it's worth a try. Last time I checked, it did work pretty well. And if it doesn't work well anymore, we'll know one more bug to fix. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=164997:date=Oct 2 2006, 08:56 AM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Oct 2 2006, 08:56 AM) [snapback]164997[/snapback]</div><div class='quotemain'><!--quotec-->
Is some limit for ships´ number in these open Shpiyards? I have 80 ships present now. If it is limit in that and if this number could be extended yet it would be fine.
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80 ships??? I always have about 10 or 20, never more. There might be a limit on the number of ships, but I don't know where. I think there might be a good reason to have a limit. I can imagine it'll be pretty hard on the game to have 80 ships in one shipyard.
<!--quoteo(post=164997:date=Oct 2 2006, 08:56 AM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Oct 2 2006, 08:56 AM) [snapback]164997[/snapback]</div><div class='quotemain'><!--quotec-->
In opposite case I would try to block those small ships as tartanas in my game and maybe some further absent ships would appear yet. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid="
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That would be a good solution, I think. Open up PROGRAM\SHIPS\ships_init.c and set all ships you don't want to appear to <i>refShip.CanBuy = false;</i>. If this line is already there for a ship you don't want, make sure it is set to false. If it isn't there yet, just add the line manually. After you have done this, load the game and press
to reinitalize. No new game required, as long as you press . <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="" border="0" alt="doff.gif" />