[MOD] Privateers, Pirates, and Buccaneers

Kailric

Jack of All Trades
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Mar 25, 2008
Messages
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Marooned, Y'isrumgone
Privateers, Pirates, and Buccaneers (Full Version) v0.5f Alpha DEBUG version
For Colonization version 1.01f

Things to Note:

This is a Debug and Testing version so please post all crashes or things that don't seem right.

Bug Report Update: 9/29
Changes for v 0.5f
- Pirate Leaders start with only 2 Freebooters and a Privateersman instead of 3 and a Unique Unit
-Fixed several bugs
-Freebooters now get a bonus to growing Sugar
-The Kings's Pirate Hunter has Combat Str of 10 and 100% bonus vs Pirates
-New Promotion for Naval units "Pirate Hunter" which gives 100% bonus vs Pirates
-The Swashbuckler profession now cost 50 guns and 25 Rum.. the Rum is lost when used so have a full stock if you want to keep these guys

Play test this version and let me know if the changes help to balance things out please.

v0.5e
- Added a few more discriptions to make learning the game easier
- Slaves can no longer change to the Freebooter profession
- Watergeuzen, Huguenot, and Sea Rover can now do Smuggler Missions

v0.5c Fixes error of not being able to build a Smuggler's Inn

Help Wanted!
If anyone out there would like to help translate the text files into any other languge that would be very much apprieciated!

French XMLs
Thanks to Michelon for his hard work on adding French to the XMLs. Here is the link to his upload.

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***Downloads***

Patch V 0.5h
This patch fixes a a few bugs thanks to Aymerick's help. It may help with saved games not being able to be loaded as well. I haven't fully tested this so feed back is welcome. View attachment Patch v0.5h Fixed.rar

Download Full Version Here

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If your game crashes:
Spoiler :
Concerning the error with loading of saved files in your mod I found on one of forums quite simple recommendation. This advice was related to one combined mod where "Privateers, Pirates, and Buccaneers 0.40a" where included as one of component part.

The advice is elementary simple. After desktop crash
- switch off computer,
- after few minutes switch on PC,
- load your mod and then the saved file where error happens during loading.

As result the "psevdo-defected" file could be loaded without problems. I tried this method on my files where I had crash on desktop and can confirm the successful loading.

Therefore, I don't think you could find reason of this error in the files that will be send you. At least my "defected" file you and TC01 could load without problems.

If the game crashes when you try to start a game or while playing take note of all the game settings and post any relevant information here. Post a saved game if possible.

If the game crashes during the loading screen take note at what point it crashes:

(This post is a work in progress. Last updated: 8-16-09)

About:

I started this mod to add a bit more flavor to the Privateer side of the WoI. During the period leading up to the Revolution hundreds of ships prowled the seas flying a black flag in search of plunder. Some had recieved a commision from their king to attack enemy shipping while others attacked anything that sailed the seas if it looked like easy prey. During the time of the WoI, Privateers played a major role in naval warfare. While the Rebels had a very small Navy they did have some 2,000 privateers working for their cause. Thanks to all the unit modders and whos graphics I used or moddified.


Note to Modders:
Source code is included. Search for my //tk and //tkend tags before all added code.
Note: I found a few of the changes I made that was not marked with //tk tags but hopefully your compiler will find the discrepancies for you and I'll fix this in next update.

Features of this Mod:

- Play as a Buccaneer Captain with traits designed for Privateering, Raiding, and Pirateing
- New Founding Captains that give you benefits to your whole colony.
- Capture ships with the new Freebooter Unit
- Open a Smuggler's Port and put your Idle Pirates to work in your Colony running Contraband (Cargo that has been band by your King)
- More uses for Criminals. Think they are useless? Think again!
- Over 23 new Units (Art is mostly reskins)

Important:

Very few of the Descriptions have been filled in. But you can find in the Game Concepts section of the Pedia 3 new Categorys for this mod, they are:
- Pirate Affiliation and Infamy
- Privateers, Pirates, Buccaneers, and Freebooters
- Smugglers
Please refer to those while in game for an overview of what to do.

Whats New for v 0.5:

Version 0.5b
-Fix an error that prevented all Privateers from getting all the new Crew Promotions.
- Difficulty settings now effect how early and how often the AI gets new ships. There is a new attribute in the Handicapinfos.xml that effects this, the lower the easier. The settings should go from 0 to 130;
Code:
<iPrivateerReinforcements>50</iPrivateerReinforcements>


Version 0.5
-Plunder Trade Route mission changes: This command works as follows... Your Ship will leave for the High Seas and can be seen on the Europe screen. After a few turns the unit will make a check to see if any target transport ships can be intercepted. Only enemy ships that are either in route to Europe or returning from Europe can be intercepted. If one is found your unit will appear at the targets location and you will receive a popup asking you if you want to attack, the combat odds are displayed. You can also evaluate your surroundings and see if what units may can attack you the next turn. If you choose to attack the battle will take place, if not you can control your unit as normal. You can attack that unit, another unit, sail to Europe, or move in another direction.

-Naval Spys: You can now send your transport ships to perform Naval Spy missions. Just move them within the borders of a Rivals territory that you are friendly with and the command will appear. Once your unit becomes a spy you will be able to see that Nations cargo manifest when you mouse over a unit that belongs to that nation. Also, you will be able to see what the unit sees, but you can no longer command that unit. As long as your unit is alive you will be able to do this. If your unit should die you will lose these benefits. Spy Units are listed in your Military Advisor screen as Naval Spys.

-Slaves: You can now capture units. Units that have the new Slaver Promotion have a 50% chance in enslave a unit it defeats. If your Privateers or Pirates defeat a ship at sea that has a Colonist aboard you will automatically receive a slave.

- New Unit- Slave: These units are acquired as above. They have -2 to Manufacturing goods and do not gain the full benefits of bonus resources. Any slave can be "set free" how ever. Just move the Slave into a city and the command to "Purchase Freedom" will appear. This command will cause the unit to accept your leadership and work as one of your normal Colonists. Specialists slaves like Experts and Masters cost more to purchase their freedom. Slaves can not produce crosses, bells, or become students. They can not be missionaries, learn from natives, or become soldiers.
slave.jpg
If one of your units is captured by the Enemy and you recapture it the unit will not be considered a slave as it was yours to begin with. Natives are turned into Converted Natives when you purchase their freedom. When you select a Slave it will be named as such, but its true nature, such as Expert Fisherman, will be displayed out next to its name in the Unit Help Text. Slaves can have the Slave Worker profession which is basicly the pioneer profession but their workrate is reduced by half. If a Nation does not have a City you can not capture any slaves from it at sea.

Pioneer Capture Change: Pioneers use to be the only unit you could capture. That is changed now. Pioneers will defend themselves when attacked now and only "Slavers" can capture them.

-Two new Promotions: Slaver as described above, and Plunderor. Plunderor allows your Privateers to find more plundered treasure when they defeat another ship at sea.

-Sloop-O-War has be reballanced as a anti-Privateer/Pirate ship with a bonus to attack and defend against these units.

-Unload options: When unloading Pirated loot a popup will appear asking you if you want to unload the unit. Once pirated loot is unload into the city it can no longer be spent to increase a City's Pirate Affiliation.

-The Barbary Pirates, Cicilians, or the Knights of Malta are NOT playable yet. I have work still yet to do in codeing their features. Lots of the art is in the game already however.

Whats New for v 0.4:

Spoiler :
- Pirate Coves now let you unload trade goods there, which will automaticly be transported to the transporters Home City. Just make sure they have a home city assigned and the goods will arrive safely. You can also now Spend Pludered loot at a Pirate Cove which increases that Unit's Home City's pirate affiliation. Also the Captain is consumed in the Founding of a Pirate Cove so make sure you pick a good spot.

- Founding Captains no longer automaticly award you with a free unit. Instead that Captain is added to the list of possible Captains that you can aquire when a Unit "makes a name for himself". If you have any Founding Captains on that list they will be the next in line to "make a name". Captains have three stats; Prowess, Seamanship, and Leadership. Founding Captains have better stats than other Captains. See the new entrys in the Pedia for more details.

- The French, English, and Dutch have a new Unique Privateering unit each. See the included pics. Privateering Leaders each start with this unit but can not build more until certain conditions are met. See the game for details.

- New unit the Swashbuckler. This unit is the "Dragoon" unit for the pirates. Takes 50 Rum and 50 Guns.

- Cities that have more Freebooters/Criminals in them than other Colonists will create a Freebooter instead of a Free Colonist when the city does its +200 food growth

searover.jpgwatergeuzen.jpghuguenot.jpg
newunits.jpg

Whats New for v 0.3:

Spoiler :
-All Empty Trade Ships should have at least a small amout of Plundered Loot on board

-New Founding Captains: By Privateering, pirateing, building pirate buildings, selling pirated loot, etc, you can gain Privateer and Pirate Captain Points. These Points can be spent on the new Founding Captains much like Founding Fathers. Each Captain has its own trait that improves your whole colony. Also, each Captain has its own special unit. Ships with Founding Captains has extra Prowess, Seamanship, and Leadership.

-New Unit Class called: Freebooter

-New or Improved Units:
-Freebooter: This unit is created by sending units to the Smuggler's Inn or Buccaneer's Den. Freebooters can not have the Professions Missionary or Soldier. Instead of a Soldier when equiped with Weapons they become Buccaneers. Freebooters have other special benefits describe below but are the similar to Criminals when working trades in your cities. They do however have a Natural ability in Trapping, Rum Making, and Coat Making. They get a +50% bonus to those professions.
-Master Weaver is now a Female!!! For reasons described below
-Sheebooter: If you have Captain Calico Jack in your Founding Captains he allows the female units to become Sheebooter's when intoxicated instead of Criminals. They are the same as Freebooters in all respects except looks, and thank goodness for that.
-Buccaneer: This is the soldier unit for the Freebooter. Has Grenadier1 instead of Veteran1.
-New Skin for Freebooter Pioneer
-Fast Galleon: a Faster version of the Galleon, holds as much as Merchantman but faster and stronger.

New Freebooter Commands:
-They can turn your trade ships into a Privateer ship excect there is no need to be at war. Just move to a city with Guns and Tools, load the unit into the ship, then select the Freebooter and command it to Covert the trade ship to a Privateer.
-You can Load Freebooters on to anyship, even Privateers and Pirate ships. When you do this if you attack a ship and defeat it you get the option to spend your Freebooter and Capture the ship.

Revised Building:
-Pirate Haven is now a Smuggler's Port. Your Pirate units can be put to work in these Smuggler's Ports. Just send the unit to the City and choose the Change Profession command when on the World Map. You can not be in the City Management Screen to do this.
-Also, each city with a Buccaneer's Den or Smuggler's port gives your Privateers/Pirates one extra chance to Evade death when defeated.
-Smugglers need to consume Rum each turn but when kept well Intoxicated your Pirates can smuggle Contraband goods and sell the excess in your colony each turn instead of it being waisted or lost. As a added benefit from all that extra trade Trade Goods are generated each turn based on the level of the Smuggler.
-Buccaneer's Den: Putting your Colonists in here and Intoxicating them now turns them into Criminals and then Criminals can be turned into full fleged Freebooters!

Three new Leaders:
- one each for Dutch, English, and Frech Colonies. These Leaders are designed as Buccaneer/Privateer leaders and their traits reflect this. When you choose these leaders you also get a different set of starting units. You will start with a Privateer Fast Galleon, a Freebooter Pioneer, a Freebooter Colonist (Used to Capture your first Cargo Ship), and a Buccaneer.

-New Sounds: when Privateers attack you here sounds of crews fighting and if there is a captain on board you here him cheering them on. Other sounds as well.

Warning the Below information may be out of date. See the above information for what is changed.

Major Rule Changes:
Spoiler :
- More Naval units will be built by Colonial Powers. Also they will begin to build standing navys to help prevent Pirate attacks. Kings will sometimes send Pirate Hunters to scout for Pirates and Privateers if to many such attacks have been made against his Colony.

- The cost of Privateers has been decreased.

- Privateers can now also be created by moving a Transport Naval unit into a colony and selecting the "Issue Letter of Marque" comand. You will then recieve a pop up detailing the cost amount to upgrade this ship to Privateer status. The cost depends on the type of ship and consists of gold, muskets, and tools. The unit will then change its flags and sails to that of a privateer. You must be at war with a Colonial Power or in your Revolution to create Privateers in this manor. Once Created and if war ends the unit will revert back to its previous status.

- A new concept called "Pirate Affiliation" or PA has been added to the game. There is two ways to increase a towns PA. One you must "Spend Loot" or Pirated goods in that City or Assign that City as a Home city to a Pirate or Privateer then have that unit attack any other unit. A new Icon, a Red Gold coin, will then appear on the City's Billboard name which is next to Defense and Rebel Sentiment and will have a percent next to it displaying the cities PA. A city can build different additional buildings, create Pirates, allow your colony to under go Smuggling Missions, and such depending on its PA. Pirates and Privateers will auto select a Home City if one is not chosen for them when they first attack a vessel.

- New Buildings. At 1% PA a city can build a Smugglers Inn. This building allows a player to turn a citizen into a Pirate by comsuming Rum. It can then begin to under take Smuggling Missions. At 50% PA a city can build a Buccaneer's Den then Pirates and Privateers can start to use this city as an evasion city. At 100% PA the city can build a Pirate Haven. This building increases the cities defense by 25% and allows for the smuggling of goods for 75% profit.

- Pirated Loot: Loot that is captured by your Pirates/Privateers will be tagged as (Pirated) out next to its name. Only Pirated Loot can use the Command "Spend Pirated Loot" while in a city. Once spent it will increase that City's PA. If Pirated Loot is unloaded into a City it will lose its Pirated tag and then revert back to a normal Cargo Unit. Pirated Loot is not Auto unloaded with the new Return Home command.

-Rum: Rum has more uses in this mod. Pirates/Privateers use Rum to perform missions. The new Pirate Buildings require Rum in order to be built. Pirates/Privateers do not auto unload rum when using the Return Home command.

-Two new Commands, Return Home, and Assign Home have been added. Only used by units that can hold Cargo. Use Assign Home to set that Units Home City. Then when you command the unit to Return Home it will head to its home city and auto unload its cargo. If no city is set as home it will return to the nearest city.

- Plunder Trade Routes mission: For Privateers and Pirates. Cost 100 gold and consumes 10 rum which must be stored on the ship. The ship will then make sail for the European trade lanes and once it leaves the map it can be seen on the Eurapeon screen. While "Plundering" the ship is considered to be prowling the shipping lanes in search of a trade vessel to attack. If one is found your ship will attack in real time and you will be able to see the battle take place. Other events can happen while out Plundering and can even be attacked by a Pirate Hunter!

- New Unit called "Plundered Treasure" can be aquired while on Plundering Missions. This Unit is much like a Treasure unit and can be traded in Europe for gold OR can be spent in a coastal town to increase that town's Pirate Affiliation. To spend gold in a town you must move the unit to the town and select the "Spend Loot" command

- New Command: Build Pirate Cove or PC, a PC can only be built near the Coast and costs 500. Any friendly unit can then use the Pirate Cove as a "Safe Hide Out" as it acts as a friendly city. Pirates and Privateers can thus stay here to heal even if an enemy unit is in an adjacent space. Only one per Player can be built. If one is contructed while another exists the original will be destroyed. Best if contructed outside of your Cultural Borders. If within cultrual borders word may get around and the Pirate Cove could be discovered and destroyed by enemy units. They can be contructed by Found Captains or by Privateer Flotilla.

- New Unit: Sloop-O-War, this unit has the same stats as a Privateer but has a bonus vs Privateers. It can use Drydocks and Ship Yards as Evasion Cities. Good for initial defense from Privateers.

- A new concept is introduced called "Infamy": Each player owned Pirate or Privateer keeps a running total of the missions it undertakes and the success of those missions. As a Unit completes missions its Infamy increases. Once a Unit reaches a certain Infamy level the captain of that ship will create a name for itself. That Unit will then be called by that Captains name.

- Pirate Captains: Once an AI Privateer or your Pirate recieves a captain the graphic will be updated and its name changed. Captains can recieve new types of promotions and a new ability at certain Infamy levels called Infamy Upgrade. This ability allows you to add a ship to your fleet increasing its power and cargo size.

- Gaining Infamy: There are two ways to gain Infamy. One is by defeating enemy ships in real time battles the other is by undertaking a "Plunder Trade Routes" mission. As a Captain recieves Infamy his title will grow in rank. All Captains start with "The Shady" title. A captain can also lose infamy if he fails to many missions. The titles are as follows from least to greatest:

The Awful, The Shady, The Foul, The Wicked, The Vile, The Notorious, The Infamous, and The Dread.

- New Command: Infamy Upgrade, this command becomes available twice during a Pirate/Privateers career and requires a certain level of Infamy. It allows the unit to add another unit to its squadron thus increasing cargo space and power.


- Pirate Crews: New promotions are available to Pirate/Privateer Captains in the form of New Crew members. Each successful mission a Captain undertakes offers a chance to add a new Crew Member to his ship. These new promotions can be seen in the Pedia.

- Ocean heal rate has been greatly lowered. Damaged ships must make port or be near the shore to Carreen in order to heal effectively.

- Smuggle Mission: a colony must have a Smugglers Inn in order to start a Smuggle Mission. Only performed by Pirates. Best used for goods that can not be sold in Europe. The ship will attempt to smuggle to Europe goods on board the ship and sell them for a percentage. Goods sold this way do not effect the cost of Europe goods on the market. Percentages are based on what level of PA your colony has and are noted in the smuggle mission help text. Ships with Captains aboard have a better chance to avoid Pirate Hunter's while on mission.

- Recruiting John Paul Jones now gives you the John Paul Jones unit instead of a Frigate


Pirate Strategy:
Spoiler :
To start turning your Colony into a full fledge Pirate Haven you will need your first Privateer. You can hire one from the Europe market, build one with DryDock, or Declare War on a European Empire and issue one of your ships a Letter of Marque. Once you have aquired your Privateer assign it a Home City thats on the Coast and start plundering ships or send it on a Plundering Trade Lanes mission. Attacking another ship alone will increase your Privateers home city's Pirate Afiliation by 1%. At 1% you can build a Smuggler's Inn. Now you can start to smuggle band goods to Europe and turn Citizens into Freebooters by intoxicating them with Rum for a number of turns. Continue plundering ships and spending the loot in your city. At 50% Pirate Afiliatioin build the Buccaneer's Den. Now your Privateers and Pirates can use this city has an Evasion city. When the Pirate Affiliation reaches 100% or more you can then build the Smuggler's Port! Cheers and happy hunting on the account!


Difficulties:
Spoiler :
- Here I will add what the attributes in the GlobalDefinesAlt.xml do exactly and how they effect the game


~Thanks to the modders whos graphics and such I borrowed, like Kael and his team. If you see something of yours and I haven't acknowledged you please let me know. Its hard to keep up with everything I downloaded used or didn't use.



The numbers:
Spoiler :

Infamy Upgrades are at Infamy levels 6, 25, and 45. Level 6 is automatic while the other two require you to have another ship available to add to the fleet.

The Define Intergers are found in the GlobalDefinesAlt.XML and I will describe a few below.

OCEAN_HEAL_RATE = 2: determines the heal rate of ocean squares

PRIVATEER_INFAMY_MUTIPLIER = 10: determines the number of levels between each title rank of Infamy.

PRIVATEER_FAME_UPGRADE_ONE = 5: Captain makes a name for himself at 6 (do to a <= bug the Global = 5 though)
PRIVATEER_FAME_UPGRADE_TWO = 25: can use the Infamy upgrade ability
PRIVATEER_FAME_UPGRADE_THREE = 45: can use the Infamy upgrade ability

PRIVATEER_XP_PER_MISSION = 3: determines the amount of xp earned for each Plunder Trade Routes mission

PRIVATEER_FAME_TIME_NEMESIS = 25: determines at what infamy level does the King send warships to track down the infamous Pirate


Testing:

The main thing I am concerned with right now is how many privateer Captains a player can have when he declares Indepence and how this effects the Revolution. Does the added strength of the Captains make the Revolution to easy? And if so what changes need to be made to balance out their effects?


New things to come:

- AI uses all the new rules
- colonies can become Pirate Havens offering new commands and such(Done as of this version)
- Captains will be unique with their own set of abilites(More done now)
- new mission results
- new promotions
- capture ships in real time combat(Done)
- and more

smuggling.jpg stars.jpg ss2.jpg
 
wow, sounds real interesting. been wanting the naval aspect to be beefed up a bit, this seems like a good start, with some real potential for interesting gameplay :)
 
wow
It sound's good
I'll try it after i try marenostrum
 
wow, sounds real interesting. been wanting the naval aspect to be beefed up a bit, this seems like a good start, with some real potential for interesting gameplay :)

The aim of this mod is just that. To add a bit more interest to the gameplay but yet not to extravagant that it distracts from the over all theme of the game. The "Plunder Trade Routes" mission, for example, is pretty simple to manage. All a player needs is a Privateer, 100 gold, and 20 rum for the crew (why is the rum always gone?) then once you start the mission the Privateer pretty much takes care of itself until it returns. If it needs to unload to make room for captured goods it will do so automaticly, if it needs to repair before it sails(the crew want sell with a damaged ship) it will do so automaticly. This helps to eliminate some of the micro managing.
 
I recommend that you check out the Pirates! mod for Warlords (It's in the database on this site) It contains a large number of sea-going promotions that you may wish to consider for your mod.
 
can you tell me how i add a ship to a fleet? becuase i cant seem to have two ships plundering together
 
can you tell me how i add a ship to a fleet? becuase i cant seem to have two ships plundering together


I believe there is a bug in the original code that caused errors when ships that are in a group sailed to Europe. The unofficial patch causes all units in groups when sailing to Europe to leave their group to prevent this bug. Plundering ships also leave any groups they are in to prevent this bug.

If you are refering to the Infamy Upgrade ability that allows a privateer to add a ship to its fleet this ability is only availabe at Infamy levels 25 and 45. Also note while the graphic shows two ships the unit still functions as a single unit.
 
Very nice, this looks like a fun mod. :cool:

Yes, well if I can find my orginal CD so I can run the new patch. I resently moved and can't find it, so until I do or find some other means I can't test anything using the new patch...
 
Note to Modders:

Here is one thing that needs to be fixed with my current code. In the CvCity.cpp at lines 1419 and 1498 there needs to be added a check for "isHuman()" so that only human players have to "Issue Letters of Marque". This is because the AI does not know how to use the command "Issue Letter of Marque" so they want build any Privateers. I may change this in a later update but for now it makes it simple just to let the AI build Privateers like normal.

When I get the new patch up and running I'll correct this in my next update.
 
Yes, well if I can find my orginal CD so I can run the new patch. I resently moved and can't find it, so until I do or find some other means I can't test anything using the new patch...

Is the CD actually required to run the patch? I have never seen this as requirement to patch other games and moreover, the official patch actually removes the CD requirement for Colonization (so after installing you can play without a CD inserted)
 
Is the CD actually required to run the patch? I have never seen this as requirement to patch other games and moreover, the official patch actually removes the CD requirement for Colonization (so after installing you can play without a CD inserted)

Really, well why didn't someone say so!!
 
Is the CD actually required to run the patch? I have never seen this as requirement to patch other games and moreover, the official patch actually removes the CD requirement for Colonization (so after installing you can play without a CD inserted)

Yea, this rocks. Let us hope its a trend that other games will start to follow. :king:
 
I dont understand how anyone is using this? I think this sounds AMAZING however, when I load the mod about 25 errors occur yet the game still loads. I can then see the civilopedia with the new units but when I try to start a game it crashes and says "...Colonization has stopped working." Any Ideas?
 
I dont understand how anyone is using this? I think this sounds AMAZING however, when I load the mod about 25 errors occur yet the game still loads. I can then see the civilopedia with the new units but when I try to start a game it crashes and says "...Colonization has stopped working." Any Ideas?

Perhaps you have already upgraded your game with the official patch 1.01f? It's recommended because of the fixes it brings and necessary for the newest versions of most others mods, but this one hasn't been made compatible yet (see first post)
 
I dont understand how anyone is using this? I think this sounds AMAZING however, when I load the mod about 25 errors occur yet the game still loads. I can then see the civilopedia with the new units but when I try to start a game it crashes and says "...Colonization has stopped working." Any Ideas?

Yes, sorry I haven't updated this just yet. Had lots of other things going on. But your post does encourage me more so hopefully I'l get too it soon. Just keep checking in on the top post to see when its been updated.
 
Well pooh. Well I really want to play this. Is there any way to uninstall a patch? Oh and by the way can 2 MODs be added together? Cause I'd like to use this one MOD I downloaded for everything. Its the Extra Victories one so if anyone knows anything about that I'd appriciate it.:confused:
 
Nevermind a little experimenting does wonders. I copied a few files here and there and got the Victories to work with this one. Yes I said this one:p. However I couldnt figure out how to uninstall a patch so I just uninstalled my game and reinstalled lol. However I look forward to the patched version so I can play LAN with my lil bro.
 
Sorry to post again but Im just curious if there is something im doing wrong or can this mod not be played multiplayer? Cause me and my lil bro keep playing lan and direct connect but everytime one of us tries to issue a letter of marque the game goes out of sync and when we resync the privateer is gone and back to whatever it was before.
 
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