Quote:
Originally Posted by Bakkels
The starting locations are in the flotilla.cfg file. It's in the \silent hunter III\data\cfg map. You can just edit it with wordpad.
It's a file with a huge amount of text, so just press ctrl-f and enter the name of the port your flotilla is currently based.
A couple of lines below the name of your flotilla's port you'll find these lines:
DeparturePointLong0_0=1218360.000000
DeparturePointLat0_0=6521927.000000
(just an example, these are from Kiel)
You can edit those figures, but I have no idea how coördinates work exactly, so you'll have to ask someone else about that... Hope this helps a bit.
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Thanks, I thought it was probably controlled by the flotillas file, but it's never occurred to me to type in a base name and let Windows search the file for the right section. D'oh!
If nothing else we can see what the values are in the unmodded GWX install and compare them with what's in the file he's got now, if they're different then they can be changed back and that should move the starting points to their original locations at the subpens. Provided nothing else alters the file afterwards, and certainly none of the mods listed would alter the starting locations AFAIK even if they were disabled and re-enabled and allowed to overwrite stuff again.
@ ryanglavin: I wonder was there a time that you had start at sea checked and then for some reason didn't roll back after exiting the game? Not sure if you're using Auto-Rollback or doing it manually.
Because if you had 'start at sea' checked and didn't roll back, Commander would've changed the DeparturePoint info when you launched the game, and it would never have gotten changed back when you exited. Then even unchecking the option again wouldn't do anything, since the altered DeparturePoint info would still be in the game files and Commander would have no reason to overwrite it either way.
Anyway - a comparison of the data from your flotillas.cfg and one that hasn't had the DeparturePoint data altered will tell us something.