There is no way to do this properly without the module system. Because the crew size of the ships is not only relevant for the campaign map but also for the positioning of the npcs on the ship models in the sea battles.a non base code/source code way of altering the final .txt files to make the Byrding and Knorr have a bit more crew size than 7 and 9?
We haven't been aware of the bug until today 10:15 CET. Sorry for the inconvenience.ariel127711 said:You've released an update but the BUG has not yet been fixed ?
That is pretty much it. Let me elaborate a bit further on the "on-rails travel" on rt_bridge: it is just a "bait" for the AI. As soon as they touch the bait (rt_bridge) they will be transformed into a party that can perform free travel on the sea. So the AI expects it to be a "on-rails travel" as long as they are on land, but as soon as they are on water, nobody will use the rails. The rails are a illusion.kalarhan said:VC uses both systems for sea. Free travel (go anywhere with sea water), just like in land; on-rails travel (uses the bridge terrain to create a path on the water, but that is actually land).
passable terrains for a party with the pf_is_ship flag are: rt_water, rt_river and rt_bridgeThe problem is that the party that takes the player captive does not adhere to the rails, but rather goes all over the place at it pleases them (it?) even on terrain that should be unpassable.