Will the Guard IDs cause any problems/Bugs/cheatmessages, when they are still mounted ?
And how long will that timespan be, in which the Guard ID should be changed to the regular one ?
' Wrote:Junker Guard ID is dropped. Gallic Junkers get their own ID. All guard IDs will be dropped/invalidated (players are requested to switch them to their nonguard versions - yes, even on battleships).
This'll probably be my last update before the release. I have spent the last 6 ish hours working over the IDs from a partially finished, easter egg rich project Dusty was involved in. Sanitizing it and merging it into the DLLs was a royal pain in the rear, but it needed doing. Only thing now is some last minute testing of some of the FLHook items that were not working properly - carrier docking and the jump drive systems mainly. If we can't get em to work, we'll prolly just release with those disabled and fix them later.
Time for some shuteye.
[Edit] Oh, I asked around with some pirate factions? The organized ones are looking forward to a flurry of gunboat-sinking. Bombers have some weapons that are specifically suited for dealing with gunboats.
So. Uh. Does this mean the mod won't be released until after you wake up and fix the rest?
No. My main task was getting those IDs sorted, and that was done. The remaining tasks are something I'm not directly involved in so I can safely snooze knowing it won't block things.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:No. My main task was getting those IDs sorted, and that was done. The remaining tasks are something I'm not directly involved in so I can safely snooze knowing it won't block things.
Then snooze away my friend. I think i speak for everyone when i say, you've earned it.
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Friday worked away last night and today and revised all the Kusari lore and trade rumors that needed revising. So those got in after all.
Final market_commodity.ini committed just minutes ago.
6 hours I've been sitting here since I got home from work at just before 4 pm. Time for some dinner.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.
Well, the mod's out but it's not quite stable yet. There are several clientside crash issues and some serverside ones - we're trying to get them sorted out ASAP. One that probably was crashing the server a lot were 2 Hessian trade routes, a remnant from Vanilla, not being able to dock at Freistadt anymore. With those deleted and a patrol path in Munich fixed, we should be a bit more stable.
Keep reporting issues when found - but doublecheck if someone hasn't reported the same thing already. It's taking a LOT of time sorting through the various problems and condensing them into unique bugs.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
An update for Omicron Minor went through several different iterations before the final looks. There were other variants too. Here are two screenshots of alternative looks that were considered for Toledo during the development.