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Dale
September 23, 2008, 08:52
.

Dale
September 23, 2008, 08:53
Screenshots:

http://rtw.apolyton.net/images/aod2ss1.jpg

http://rtw.apolyton.net/images/aod2ss2.jpg

http://rtw.apolyton.net/images/aod2ss3.jpg

http://rtw.apolyton.net/images/aod2ss4.jpg

http://rtw.apolyton.net/images/aod2ss5.jpg

http://rtw.apolyton.net/images/aod2ss6.jpg

http://rtw.apolyton.net/images/aod2ss7.jpg

http://rtw.apolyton.net/images/aod2ss8.jpg

http://rtw.apolyton.net/images/aod2ss9.jpg

http://rtw.apolyton.net/images/aod2ss10.jpg

http://rtw.apolyton.net/images/aod2ss11.jpg

http://rtw.apolyton.net/images/aod2ss12.jpg

http://rtw.apolyton.net/images/aod2ss13.jpg

http://rtw.apolyton.net/images/aod2ss14.jpg

http://rtw.apolyton.net/images/aod2ss15.jpg

http://rtw.apolyton.net/images/aod2ss16.jpg

http://rtw.apolyton.net/images/aod2ss17.jpg

http://rtw.apolyton.net/images/aod2ss18.jpg

http://rtw.apolyton.net/images/aod2ss19.jpg

Nikolai
September 23, 2008, 09:09
Sounds like a first thing to do when I've got the game, is to DL this mod Dale.:)

conmcb25
September 23, 2008, 10:02
Wow, obviously you could do this because you were a beta tester? If not, Im amazed!

But I have always loved your mods and will be looking to check this out after a vanilla game or two.

What are your future plans for this mod? More changes?

Thanks!

Dale
September 23, 2008, 16:10
Yep, I was a beta-tester. :) And yes, there's more plans and I'll also take suggestion for changes so if you think of something good let me know.

Seen
September 23, 2008, 17:36
Can we play with 5/6 people mp with this, each having its own nation? :)

Dale
September 23, 2008, 17:52
I haven't touched anything with MP, but I would say yes as there are 6 playable nations: England, France, Dutch, Spain, Portugal & Pirates. :)

Ekmek
September 23, 2008, 22:35
very cool! I'm DLing it once i get colonization!

JungleIII
September 24, 2008, 05:30
Any issues with Vista? I can't get to run, and assumed it was vista, but all seems correct - i.e. have applied HOF Vista fix suggestions, etc and still won't run. My HOF 1.74.003, old Age of Discovery, etc all running normal.

Suggestions welcome...

Dale
September 24, 2008, 05:45
Hi Jungle, this mod is for Civ4 Colonization, not for Civ4 or any of those expansions. :)

Civ4 Colonization is the NEW game by Sid Meier released today. :)

JungleIII
September 24, 2008, 05:56
doh... missed that! I thought you were updating your older mod... when I read "as an expansion to Civ4"

Guess I will have to wait until Colonization is out here downunder on Friday or Monday. Bummer, thought I would get some practice to get in the mood...

conmcb25
September 24, 2008, 15:08
We need German Bankers that we can take loans from.

The prize goes to whomever can identify that obscure reference ;)

probablymike
September 24, 2008, 23:59
i think i can fugger it out.

;)

Flash
September 25, 2008, 02:42
Dale,

I set up a game. Thanks for increasing the speed of the Caravels.

After 10 turns, I founded Jamestown.

After 20 turns, I took a peek at the compitition, The Pirates haven't moved and everyone else is just cruising around the ocean. Difficulty is Explorer.

N35t0r
September 25, 2008, 09:10
They thought, why bother with all this colony nonsense, where we can starve, get raided by natives, or plundered by other Europeans, and decided to just cruise around.

Nikolai
September 25, 2008, 09:41
So far, I've had fun with both the game and this mod, but as it is now, it easily gets unplayable. The pirates has after a few turns a city and 3-5 ships AT LEAST circling around between Europe and me. In my current game which I started an hour ago, I've lost 6 ships in 10-12 turns. Obviously, that is not going to work. The tax rate keeps rising, I can't sell anything(as it goes to the bottom of the sea) and I am lucky if I get through with new colonists or arms. I have no money and is unable to buy a ship that can protect me. Last game also started like this, but there I barely managed to get enough money to buy me a protecting ship.

Felch
September 25, 2008, 10:32
Are the pirates meant to be playable, or just a foil for the players? They're definitely a cool addition, I'm just not certain what the intent was with them.

Nikolai
September 25, 2008, 10:35
You can start as them, it seems.

Felch
September 25, 2008, 11:16
Yeah, I played a bit with them. No Europe to trade with, or buy supplies from changed the game around quite a bit. They seemed like they might be over powered early on, especially since they start with a privateer.

Todd Hawks
September 25, 2008, 11:34
While your mod certainly sounds good, it also seems to have some problems so I am wondering if you could make a separate version in which you just implement the fixes?

snoopy369
September 25, 2008, 11:46
I'll probably develop something with just the fixes, and some fixes of my own, at some point in the near future once I'm comfortable with the game enough to be sure my fix ideas are sound... maybe a new thread should be started for that?

conmcb25
September 25, 2008, 12:05
Yes, I believe so.

How is your pitboss guide for Civilization IV: Colonization coming along? ;) :D

Flash
September 25, 2008, 14:41
I played through 35 turns and still nothing from the other Europeans, ex. the Pirates never moved. Do you think if I started the game over, this condition might change? Maybe give the other civs a starting city when I found Jamestown?

snoopy369
September 25, 2008, 14:47
My PTBS guide for C4:Col will start when that is possible ;)

probablymike
September 25, 2008, 15:54
I'm missing the fluyt graphic in europe scene... and also i had to place the assets, the game wasn't reading the mod folder, and i'm wondering what i'm doing wrong?

otherwise, it's pretty nifty!

mike

Dale
September 25, 2008, 18:53
Are you getting the other features of the mod such as Portugal and Pirates nations?

Also, you probably had to create a Mods folder in the base directory.

Flash
September 25, 2008, 19:08
The mods directory in MyGames folder worked as long as as you use My Games/.../MODS/AgeofDiscoveryII;
But You can't directly access the Col1maps from in game, but only from the directory.

Dale
September 25, 2008, 19:22
Oh don't use the MyGames folder!

Use the actual game folder instead.

EG: for me it's C:\Games\Colonization\Mods\

By default it's something like C:\Program Files\Sid Meiers Colonization\Mods\

Flash
September 25, 2008, 19:32
Dale,
So I have to make a new folder? Okay.

Could that be why I'm having problems with the Euros in the other thread?

Flash
September 25, 2008, 19:53
Dale,

I fixed the folder issue, thanks.

But For some reason the Pirates still don't move, any suggestions?

Flash
September 25, 2008, 20:01
Dale,

Okay, next experiment. I tried playing as the pirates, and everything works for them.

Dale
September 25, 2008, 20:38
That's wierd they're not working. I know there's lots of issues with pirates at this early stage, but that's not one I though would crop up. :)

Laughlyn
September 25, 2008, 22:14
Aah, great work! Patched up most everything I was missing from the original col, plus that little extra. The abjectly horrible, ahistorical random tribe-placement seems to be fixed too? Fine pick of music for the pirate civ as well, adapted from the overly haussed feature films, I suspect? :)

That being said, the pirate civ seems to be built on a native american template; they sport indian-unique diplomacy reactions, and the text needs to be updated a bit, I don't get an initial message.

Flash
September 26, 2008, 01:10
Dale,

This is going to sound insane.

I went back to a save I made just 2 turns after meeting the France & Spain. I went into the editor and added in some Euro Cities. Now they are heading back to their cities. Even the Pirates are now headed for Port Royal, Jamaca.

Flash
September 26, 2008, 01:27
It backfired,

France settled a new colony in stead of returning to Montreal.

Flash
September 26, 2008, 17:45
Just a quick note,

There is something screwy that happens when you change starting location and units.

Most of the euros only run around exploring and a few disappear.

If you add a starting city, a few Civs work, pirates still frozen. A few civs ships disappear within a few turns.

If you add a second full ship to the Pirates, both are frozen.
If you add a second ship to the disappearing ones, The disappearing ships now work but now the civ has two ships.

Dale,
I'm at a total loss.

Dale
September 26, 2008, 18:27
I'm wondering if there is something odd with your installation of the mod, as I'm not seeing these types of results.

I've done some autoplay test games for 200 turns (whilst working on my REF Reduction) and seeing well established colonies by the other euros, of numerous cities, blah blah.

Also, I haven't touched any of this component of the AI, only the part relating to treasure management.

Flash
September 27, 2008, 00:26
Dale,
Tell me...When I extract the mod to the mod folder... What should the name be....

If it extracts it adds an extra folder... or should I tranfer the files minus the extra folder into the MODS folder?

Flash
September 27, 2008, 01:18
urg

Flash
September 27, 2008, 01:21
Dale could you look at this?

probablymike
September 27, 2008, 02:19
Originally posted by probablymike
I'm missing the fluyt graphic in europe scene... and also i had to place the assets, the game wasn't reading the mod folder, and i'm wondering what i'm doing wrong?

otherwise, it's pretty nifty!

mike

ok, i had to copy the europe_fluyt.dds to the front end's sreen folder and now there's a nice image of a fluyt in the europe screen. you wouln't think it would matter that much, but it was this bright big pink square you get when a missing graphic.

i think this might be a problem with my system not seeing into folders. my other strat game mods, in sega and paradox have the same problem installing and have to go to the top layer to be seen.

great game. right now i'm getting used to it by playing a custom scenario with only nederlands and irioquois. i really don't care for the 'me win' situation that much in any of these games -- the satisfaction for me is in modeling a possible realism as the game grows.

but, how to take out the number of turns. the ini setting doesn't have anything to do with these scenrios, no? and, how can i create a scenario i can reload -- instead of reloading the first move's savegame?

probablymike
September 27, 2008, 10:53
ok, saving a scenario -- duh. so, it's only a question, for me, of how to take the publisher's game-win part out of the game... how to have unlimited turns.

someone decried (bitter tears) the absence of 'event's but i never cared for the arbitrary political event in games like this -- where you had no king but your king suddenly makes a move. one kind of event which would be fun though is eventing the homeland's prohibition of Manufacturing -- the home industry wants only raw material from the colonies and not competing market goods. but, some of these colonies were private companies and manufacturing finished goods would be only an extension of the company's scale, furnishing goods for the company's home warehouses. something like this would stress the game-play a little, and be an actual cause of revolution, not the bogus 'tax rater' problem -- the home peoples were taxed even worse, not having the political clout of the colony's sponsor and protectors. and, speaking of which, monarchy can be much more arbitrary than we're seeing in this game -- the market can be closed or modified in many ways... not to mention how european wars affect both trade and colonial policy.

Originally posted by probablymike


ok, i had to copy the europe_fluyt.dds to the front end's sreen folder and now there's a nice image of a fluyt in the europe screen. you wouln't think it would matter that much, but it was this bright big pink square you get when a missing graphic.

i think this might be a problem with my system not seeing into folders. my other strat game mods, in sega and paradox have the same problem installing and have to go to the top layer to be seen.

great game. right now i'm getting used to it by playing a custom scenario with only nederlands and irioquois. i really don't care for the 'me win' situation that much in any of these games -- the satisfaction for me is in modeling a possible realism as the game grows.

but, how to take out the number of turns. the ini setting doesn't have anything to do with these scenrios, no? and, how can i create a scenario i can reload -- instead of reloading the first move's savegame?

Unimatrix11
September 27, 2008, 11:59
I am no mod here, and i dont wanna sound pissy, but you can edit existing posts, people... No need to send like 3 in a row. And certainly no need to quote your own post, when its still the most recent one - thats just silly... (and ´urg´ is hardly worth a post, or is it some kind of abbrev. ?)

Flash
September 27, 2008, 12:43
Unimatrix,

It was a messed up post that I couldn't fix.

probablymike
September 27, 2008, 18:46
Originally posted by Unimatrix11
I am no mod here, and i dont wanna sound pissy, but you can edit existing posts, people... No need to send like 3 in a row. And certainly no need to quote your own post, when its still the most recent one - thats just silly... (and ´urg´ is hardly worth a post, or is it some kind of abbrev. ?)

building the concept and you don't know who's going to post while you're writing your response. too, the ideas are different and the quote gives an immediate reference for anyone really looking for the post's meaning.

maybe you've got slow dial-up though and it just takes to long to load? that can't be our criteria.

Flash
September 27, 2008, 22:11
Dale,

Have you figured out what the problem with the game I wanted you to look at is?

Dale
September 27, 2008, 23:37
You didn't say what the problem was, just to download it. :)

Flash
September 28, 2008, 00:18
Okay, Smart Alec.

I just wanted you to look at disappearing issues, and why the AI isn't building settlements.

ducatitom916
September 29, 2008, 05:01
Help
I have no MOD folder in my game directory where I can extract the files.Only in the my games folder it is shown up
What is wrong?

Nikolai
September 29, 2008, 05:05
You need to create the folder.

ducatitom916
September 29, 2008, 05:11
:)
Thanks for help Nikolai
It works now

Nikolai
September 29, 2008, 05:45
No problem.:)

Dale
September 29, 2008, 07:09
Originally posted by Flash
Okay, Smart Alec.

I just wanted you to look at disappearing issues, and why the AI isn't building settlements.

I'm working on a fix for this, as it is affecting other scenarios. I'm addressing this in the Snoopy/Dale patch. :)

Flash
September 29, 2008, 10:14
Thank you very much.

ducatitom916
September 29, 2008, 10:17
:lol:
Thats good news
Thank you Dale

themightydouche
September 29, 2008, 21:13
Devout trait - +25% Cross production.
Tolerant trait - -25% Crosses needed for immigration.

Devout is a less powerful version Tolerant, i.e. pointless.

probablymike
September 29, 2008, 21:21
doesn't 'tolerant' mean that you don't judge the religion of an immigrant? and 'devout' means you'll only accept someone from your own religion? so, minus crosses equals plus immigrants and plus crosses equal only the holy?

themightydouche
September 29, 2008, 21:43
Originally posted by probablymike
doesn't 'tolerant' mean that you don't judge the religion of an immigrant? and 'devout' means you'll only accept someone from your own religion? so, minus crosses equals plus immigrants and plus crosses equal only the holy?

I'm not sure if i inderstand you...are we talking about the meaning of the words, or the actual game mechanics behind them?

As far as I'm aware, the mechanic's of both traits amount to a cross bonus, with Devout being marginally less.

Dale
September 29, 2008, 23:09
Originally posted by themightydouche
Devout trait - +25% Cross production.
Tolerant trait - -25% Crosses needed for immigration.

Devout is a less powerful version Tolerant, i.e. pointless.

(PS: Tolerant is actually -25% immigrant cost)

This subject was discussed in full at CFC, but here's the summary. :)

Early game:
Tolerant > Devout as rush buy and cross cost of immigrants is less.

Mid game:
Tolerant == Devout as both nations effectively produce the same.

All game religious FF generation:
Devout > Tolerant as more crosses means Portugal produces more religion FF points.

They aren't the same. :)

So England gains big benefit at start of game due to lower costing immigrants. Portugal has a small gain all game due to higher religious FF point generation (means more religious FF's).

Sid1
October 2, 2008, 04:46
Downloaded and installed easily on Vista. Now playing--looks good--thank you very much.

goddy
October 3, 2008, 09:38
a little suggestion, please give a better icon of Pirates to the next version, the current one is too blur. :P

N35t0r
October 3, 2008, 19:44
Do you plan to add custom houses?

Dale
October 3, 2008, 23:07
Originally posted by N35t0r
Do you plan to add custom houses?

No, but I do plan to make warehouse expansion work better.

N35t0r
October 4, 2008, 03:57
Cool.

I still haven't played that far, but if ti sells at 50% and ignores tax I'd call it useful.

I played with the pirates a bit and have a couple of comments/suggestions:

I'd have the pirate ship replace the caravel or merchantman, rather than the privateer, and have them be able to produce privateers as well. Also, remove hidden nationality from pirates and pirate ships: you shouldn't be able to plunder european settlements without fear of reprisal. Also, it's impossible to start next to natives as they will attack you as soon as you land...

Having them able to build new colonists from scratch makes them too overpowered... Even if they can't get skilled units from europe, you can take prisoners from other european ships.

Besides, all you need is to spam colonies in wooded areas and have them incrementally spam new pirates. You can then sell all those extra guns to the natives, and kick everyone to the sea.


Maybe add an european port for them to trade as well ('European Smugglers') with lower buy and higher sell prices, no option to purchase or train units, and only criminals, servants, colonists, and the occasional (armed) pirate available from crosses (could they be modded to skulls for the pirates?).

Then add treasure coves to their building list, and have new pirates spawn as cash gets added to them (as otherwise there is little else you can do with the cash.. maybe I'm missing something but I can't even buy buildings). Maybe with a delay, to avoid them being able to create large stacks from nothing, though that doesn't seem too far-fetched.. what if price goes up for each subsequent buy, but then goes down with time, like crosses and european immigrants? Maybe tie liberty bells in here?

They are also currently able to build FF points, but unable to stockpile any.

You should also restore them the ability to build most buildings. This would also allow them to do something useful with treasures.

GeoModder
October 6, 2008, 18:51
IF pirates were able to sell their cargo in European ports they essentially would be privateers, going to a nation which gave them their letter of marque.
Just throwing a little reality stuff in the mix here. ;)

Capturing colonists from other ships sounds like the way to go for a pirate 'civ', but it might take a bit longer for them to establishing a thriving colony. :b:

N35t0r
October 7, 2008, 04:08
That actually happened to me on my last game :nod:

There's absolutely nothing I can do with the cigars though... (Well, I can sell them to the natives for money, but I can't use that money for anything ;) )

Dale
October 7, 2008, 06:04
Yes, something needs to be done about the Pirates to make them better to play.

Any ideas? :)

Flash
October 7, 2008, 07:13
Dale,

On the One city start with the extra ship (except Pirates), the game is working pretty good through 150 turns. The Iroquois Declared War aganst the French and took Montreal. The French wanted me to join them, But 1) I had a colonist training in one of their villages and 2) my 2 veterans and cannons had not arrived yet.

I had noticed in a test game that if you get near Port Royal, that they send out the ships. They have about a pop of 9 or 10.

GeoModder
October 7, 2008, 08:08
Not that I have found the feature yet, but according to the game guide money can be used to rush production? If that is in, I suppose the pirate's profit from selling goods could be used for that?

Originally posted by Dale
Yes, something needs to be done about the Pirates to make them better to play.

Any ideas? :)

Perhaps something on the letter of marque thought: let a pirate player be legitimate as the privateer of a King. The player would be able to sell goods in Europe then.
I suppose the difference with a normal colony would be that a pirate player can only gather goods by plunder, pillage and piracy. But can sell the loot in Europe under the auspices of his current letter of marque provider. A secondary trait could be that a player can "contact" another king to offer his services to change "ports of call" so to speak, perhaps because the profit from the loot decreases the more you bring in.

JF00
October 14, 2008, 03:37
Originally posted by Dale
Yes, something needs to be done about the Pirates to make them better to play.

Any ideas? :)

First, I like the idea of 'European Smugglers'.

Here is some ideas:

*Buildings:

-Drinking House (in place of Church)
-Tavern (in place of Cathedral)
Those two produce Gold with Rum

-CatHouse (in place of Printing Press)
-Bordello (in place of Newspaper)
=> YieldModifier Gold

-Governor Palace (in place of Townhall)
Produce Fame (*)

*Professions:

-Bartender
<YieldProduced>YIELD_GOLD</YieldProduced>
<YieldConsumed>YIELD_RUM</YieldConsumed>
<SpecialBuilding>SPECIALBUILDING_TAVERN</SpecialBuilding>

-Buccaneer
<YieldProduced>YIELD_FAME</YieldProduced>
<YieldConsumed>YIELD_GOLD</YieldConsumed>
<SpecialBuilding>SPECIALBUILDING_GOVERNOR_PALACE</SpecialBuilding>

(*) Fame can be raised too by pillaging cities or sunking enemy ships.

Use it if you think that it could be a good addition :)

FlashAron
October 15, 2008, 06:34
Hi there,

thank you for your great work ... but seems I have encountered a bug ...

When I play Netherland and starting with that "Flyte" Everytime when I arrive in Europe all Icones are gone. So I couldn't buy or load anything , when I leave the harbor everything is back ... so seems when that Flyte Icone arrives in the harbor that refresh or show command for all the other icons have been forgotten. I hope that explaination helps.

I will try it with another nation ...

THX

FlashAron
October 16, 2008, 05:54
.. no sorry happens with all nations ... without the AoDII no problems ...
I have the steam version with Blue Marble and Dale/Snoopy PatchMod both Integrated into the Mainprogramm ... all okay but when I activate the MoDII ... I couldn't load anything in the harbor of Europe (apart from settlers - load all) all other buttons are gone, at the point when a ship "sprite" is in the harbor ... when two ships are in the harbor, you could only see alway ONE ...
ANYONE A CLUE ?
THX

Dale
October 16, 2008, 07:48
Originally posted by FlashAron
.. no sorry happens with all nations ... without the AoDII no problems ...
I have the steam version with Blue Marble and Dale/Snoopy PatchMod both Integrated into the Mainprogramm ... all okay but when I activate the MoDII ... I couldn't load anything in the harbor of Europe (apart from settlers - load all) all other buttons are gone, at the point when a ship "sprite" is in the harbor ... when two ships are in the harbor, you could only see alway ONE ...
ANYONE A CLUE ?
THX

That happens with ANY ship? That's strange. I would expect the Fluyt to maybe throw a problem since that's one of the ships I added, but not all. Must be something unique to your installation then.

Anyways, I'll be uploading a new version soon (in the next 12-24 hours). When that is up give it a try and see if the problem persists. :)

Dale
October 16, 2008, 07:51
I've added some screenshots to the first page of the thread under the changlist. :)

Dale
October 16, 2008, 08:32
AoDII v1.01 posted!

Please see the first post for updated changlog and download. :)

Flash
October 17, 2008, 06:34
Why was the immigration threashold increased to 20%?

That makes the time of first immigration on Marathon from 9 turns to 15. I decided to increase the total number of turns from 900 to 1200 with 3 month intervals.

the other option is Epic with 600 turns of 6 months.

Dale
October 17, 2008, 08:37
Actually, it was REDUCED to 20. It was 25. :)

Flash
October 17, 2008, 08:48
Okay, Reduced.

But what was the rationale for crosses needed for immigration increased?

Because doesn't that affect tolerant verses devout?

snoopy369
October 17, 2008, 09:57
Crosses needed was reduced to 20% from 25%. So you will have a decreased amount of crosses needed for immigration beyond the fourth immigrant (yay integer division).

5-first
6-second
7-third
8-fourth
9-fifth
instead of
5-first
6-second
7-third
8-fourth
10-fifth

... etc. (mult by 10 and add 50 to get first-turn price). This was a change we made in PatchMod and Dale also put it into AoDII.

Flash
October 17, 2008, 10:23
So that is why cost went to 400 on Marathon for the English?

On normal the first immigrant is 100gold correct?

snoopy369
October 17, 2008, 10:33
That's because of the growth rate increase, of course. :) I don't believe it was an intentional change, but I am not significantly involved in AOD2...

Flash
October 17, 2008, 10:41
I try it out and see.

I changed growth rate for Marathon to 500 percent to scale it with Epic when I increased turns to every 3 months and 1200 turns. so, I'm looking at 1000 food verses 1200. I'll let you know how it turns out.

Flash
October 17, 2008, 11:38
Just to let you guys know...

Situation: Basic Pioneer on Grassland tile with Corn and Forest.

It will take:
20 turns to build a road!!
30 turns to crop the forest!!!
80 turns to irrigate at this point!!!

This is way too long.

Changed back to 300%

FlashAron
October 17, 2008, 15:22
Hi there,

thank you ... with the new version, ships could be loaded ... found a new one ... which both versions had.

Seems that SOMETIMES or everytime I got the converted natives instead of the cpu player, which has the missionary in that town ???
As I don't know if I get all from them, I couldn't say, when it happens ... but at least that town had to be explored from me ...

Dale
October 17, 2008, 16:19
The converts is a known bug. Thanks. :)

FlashAron
October 20, 2008, 02:46
Hi there,

just finished a game with the new version (epic)... on the map Colonization ...

Is there a difference between "Colonization-copy" and "Colonization" Scenarios ?

Also in the new Version I never encountered the pirates ? Are the gone ? When I choose the Colonization Scenario they have been there to choose as a starting group but in the game they haven't ?

Also ... in the description from the original game, when you build an armory, there stood NEEDED FOR ARTILLERY but they could never be built ! Could they beeing modded in ?

Also maybe it should be possible to buy from the other KINGS "Men-o-war" Ships ?

THX

Dale
October 26, 2008, 21:36
Age of Discovery II v1.02 released!

Please update from the first post. :)

One of the biggest changes I would like some feedback on, is how Global Sentiment is calculated. I have changed it from TOTAL population to COLONY population. It no longer counts units outside of colonies.

Flash
October 28, 2008, 10:08
Dave,

I have a wierd problem.

In the European screen, the number of crosses just reset. On marathon, the first colonist took 9 crosses, and the second one is going to take 9 crosses.

Third colonist will cost 12 crosses.

So, I got a Seasoned Scout with the second pick. The ship arrives to pick him up a turn later. I have a hardy Pioneer that I can choose for 260 gold. I take him too. The crosses reset from 1/12 to 0/12.

This isn't normal is it?

Dale
October 28, 2008, 15:03
Yeah that sounds about right. I've increased the map sizes, and want to promote the building of more colonies with more settlers, so I have reduced the cross increase to a bare minimum. So immigration should really kick into turbo when you get a church running. :)

Flash
October 28, 2008, 15:04
Dale,

Okay, thanks. It caught me off guard.

Flash
October 29, 2008, 13:24
Dale,

New issue, I bought a galleon and sent it to the new world. When it finally arrived, it ended up ouside the bottom of S. America. I backtracted to see it was a random location, it isn't after it left the euro screen. I will go back to the euro screen and try again.

Okay,
I went back to before I launched the Galleon, and it still comes back to the bottom of the map.

Anyway to fix this?

PrinceMyshkin
December 1, 2008, 16:19
Hi Dale,

I have a suggestion coming from original colonization.

Fort and fortress can open fire at one nearby hostile ship per turn.

Fort damage = 1 + 1 from every cannon inside.

Fortress damage = x1.5 modifier.

This would actually give forts, fortresses and cannons a reason to exist.

I don't know, but as it is now, I never build forts or fortresses, or buy or build any cannons as it is a complete waste of resources.

I just go ships and dragoons...

Thanks

Supr49er
December 2, 2008, 13:06
I liked that feature for forts also, but I don't know how realistic it was. Did forts really just blast away at any ships they saw?

PrinceMyshkin
December 2, 2008, 16:31
Hey Supr49er,

I've answered you on the other thread! :)

PrinceMyshkin
December 4, 2008, 10:48
I have same problems with new ships. They all seem to spawn in the poles for the first time.

Supr49er
December 4, 2008, 13:15
Originally posted by PrinceMyshkin
Hey Supr49er,

I've answered you on the other thread! :)

OK, saw it. Thanks.

Arrian
December 4, 2008, 14:09
Yeah... my newly bought ships are turning up at the north pole.

-Arrian

PrinceMyshkin
December 5, 2008, 19:45
Hmmm.... I've installed and noticed I only get the Portugese as a new nation!

How come? I do not use the MyGames folder, but the prime destination of the game...

Some help please! :( :)

PrinceMyshkin
December 5, 2008, 22:02
More problems, other than the bloody missing pirates.

The diplomacy menu refused to open. Then I loaded the game at some point, and brought me the diplomacy panel, as many times as I clicked before... and it didn't open... I had to click about 10 times cancel.... crazy stuff!

Moreover fortify appears problematic, it never jumps to next unit.

Finally the turn doesn't skip with the space, I have to press the green button and that's annoying!

Another point which I should mention is the spawning point. The CPU insists to spawn me ALWAYS on two points on this map, I tried to play with different races, but I've always got my first landing at the very same position near the Amazon, or the position by Buenos Aires (Buenos Aires is superb for my taste though)!

I am really sorry, if I appear frustrated, I think Dale did a brilliant job overall!

From the gameplay point of view, since I read about your cross boosting, that gave me a good idea about an early rush.

Patriot level against two AI on standard classic "Western Hemisphere".

Crosses have been significantly boosted on this mod, and for english with an early church and someone inside, recruits at docks appear ridiculously fast!

Since Washington only needs 37 muskets for a soldier, I've tried an uber early rush with Washington and an early church.

I got the Dutch annihilated and knocked out within two turns. Within 10 turns, I had like 5 foot soldiers.

Then the Portugese followed and it didn't take me long.

I think your cross production needs further thinking, as it could be abused with an early Washington rush.

I was so surprised to see the AI paying minimal attention to defence in the early game even at patriot level!

HTH

Dale
December 8, 2008, 16:55
I'm working on a new version. :)

Will include:
- Player achievements
- A fix for something that's PO'ed me since its release (hurry goods shortage at end of production)
- New victorys

Here's the new victories:

Dale
December 8, 2008, 16:57
And buying the goods shortage at end of production:

PrinceMyshkin
December 9, 2008, 08:58
Looks good!

What would be the key to industrial victory? Hammers, finnished buildings, goods produced?

Dale
December 9, 2008, 16:12
Industrial victory is purely based on total yield rate, which is how much total crap you make per turn. :)

PrinceMyshkin
December 9, 2008, 17:06
XD

Crap = Hammers + Goods + Bells?

Mark123jansen
December 9, 2008, 17:39
Oeh, I'm looking forwards to that update! New non-violent victories is exactly what this game needs.

Dale
December 9, 2008, 17:57
Originally posted by PrinceMyshkin
XD

Crap = Hammers + Goods + Bells?

ALL yields, including education. ;)

Dale
December 9, 2008, 18:08
v1.03 Released!

See the first post for DL and updated changelog. :)

PrinceMyshkin
December 9, 2008, 21:45
OMG!!!!!!!!!!!! EVERYBODY PANIC!!!

GOT TO TRY IT!!!!!!!!!!!!!!!

PrinceMyshkin
December 9, 2008, 21:58
YAY AND I GET THE PIRATES TOO!!!!!!!!

PrinceMyshkin
December 9, 2008, 22:05
Hmmmmm... all achievement images are missing, there is a purple curtain. :P

Dale
December 9, 2008, 22:14
Did you change the foldername of the mod? Unfortunately the path for those images is relative to the root Col folder not the actual mod's folder. :(

PrinceMyshkin
December 9, 2008, 22:20
Achievents worked perfectly though... what should be the mod's folder?

Currently it is,

D:\Games\Colonization II\Mods\AgeOfDiscoveryII

PrinceMyshkin
December 9, 2008, 22:24
My achievements mod has an extra directory called "CvGameCoreDLL", won't I need this in my AoDII mod folder?

PrinceMyshkin
December 9, 2008, 22:27
That's my achievements directory, and I can see the pics as well from windows explorer....

D:\Games\Colonization II\Mods\AgeOfDiscoveryII\Assets\Art\Achievements

Maybe I should restart my PC, but I run a simulation and I cannot now...

Dale
December 9, 2008, 22:46
Replace this file in /Mods/AgeOfDiscoveryII/Assets/XML/Events/

EDIT:
I'm re-uploading the full mod with the fixed file. So 30 mins after this message and you should be right to get it. :)

PrinceMyshkin
December 9, 2008, 23:27
Cheers mate

PrinceMyshkin
December 9, 2008, 23:37
I was playing with pirates just for fun at governor level.

It's too late and I was just checking around and messing about... see what has happened by 1532.

I didn't even know, what to do with them, never played them before. Didn't even know they can't produce any bells, nor build anything!

Pretty much obligerated spanish and dutch colonies...

I attach the save game at AoDII, v1.03.

I am wondering aren't they COMPLETELY imbalanced?

Also what do the pirates do with a treasure? I have one, but I have no option to sell it anywhere...

And do the pirates only play for economic and industrial victories? If they cannot build anything, is this possible?

Other than this, three words: THIS MOD ROCKS.

Dale
December 9, 2008, 23:56
Yes, pirates are completely un-balanced. :) I did note this for v1.02 and that's why they were disabled. But everyone wanted to play them anyways so they are back, still un-balanced. ;)

PrinceMyshkin
December 10, 2008, 00:15
Oooooooooooooh! This is why I couldn't play them!

Nerf the bastards I say! :P

So, if I play proper colonization, is there a chance they may pop up as random opponents?

PrinceMyshkin
December 10, 2008, 00:16
Oooooooooooooh! This is why I couldn't play them!

Nerf the bastards I say! :P

So, if I play proper colonization, is there a chance they may pop up as random opponents?

Also what do they do with their treasures?

Mark123jansen
December 10, 2008, 01:26
Originally posted by PrinceMyshkin

Also what do they do with their treasures?

They bury it of course!

PrinceMyshkin
December 10, 2008, 08:14
ROFL MAN! XD

Dale
December 12, 2008, 05:41
For those interested, the intro movie:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/KELQQkV0W_E&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/KELQQkV0W_E&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Supr49er
December 12, 2008, 11:24
Dale,

Download says its version 1.02.
Is that right?
Your doc says 1.03 is the latest.

Dale
December 12, 2008, 16:12
Says 1.03 for me. Try direct link: http://rtw.apolyton.net/aod2/AoD2_1.03.zip

Supr49er
December 12, 2008, 16:35
Got it thanks. :b:
I'll try it after work tonight.

Hermann the Lombard
December 13, 2008, 20:59
Hi Dale! I'm enjoying my first try with this mod (well, my second after I screwed up the first). I'm playing the Dutch and the Fluyte is a nice touch, as are the other unique ships. The Pirates made my life "interesting" by haunting my coastline with their ship...until I got my galleon through with enough treasures to build a frigate.

Meanwhile they made it *more* interesting by building Port Royal three tiles from New Amsterdam, then their second town 2 tiles from that, beating me to an intended site by one turn :complain: -- followed by their third town 2 tiles from that, and then breeding like rabbits.

Actually, all of that was great, but on the unbalanced side, when I took Port Royal I captured THIRTY free colonists! :eek: Talk about too much of a good thing!!

One other detail: all of the pirate towns were inland, which just doesn't seem right.

Anyway, thanks for the mod, and I'll let you know if I find anything else.

Dale
December 15, 2008, 05:10
Here's an interesting series of pics. Ignore the fact I placed extra land to trap the Spanish caravel (who I'm at war with). ;)

http://rtw.apolyton.net/images/fort1.jpg

http://rtw.apolyton.net/images/fort2.jpg

http://rtw.apolyton.net/images/fort3.jpg

Dale
December 15, 2008, 08:39
Okay after completing fully the fortress bombarding (it is much more complete than it was when I took the screenies above) I implemented a cap on the total increase number of REF each time the King adds units.

There is a new XML tag in Civ4HandicapInfos.xml called iKingUnitIncreaseCap which controls the maximum number of units added per increase. For pilgrim I have set this cap to 1, so each time the REF is increased only 1 unit will be added. Revolutionary is capped to 20, so only a maximum of 20 units per increase will be added. The other difficulty levels are spread evenly between those values.

This will require play-testing and observation from you the players of my Mod to ensure that REF growth is correct for the level you are playing. I hope you'll provide feedback on this when v1.04 is made available soon. :)

What this change means is that no matter how many REF increases you incur, the actual number of units added will stop increasing at a level appropriate for that difficulty level. This will be another part of the whole encouraging large Empires push that I've been on. It should also stop those ridiculous 2000+ REF's to combat when you actually do make a huge Empire.

Hermann the Lombard
December 15, 2008, 13:22
Hi Dale. I found a couple of buglets in 1.03 and I can try to look for saved games to illustrate them.

I completed a wagon train in a town, got the next item list, and selected "Examine Settlement." Upon return to the next item list I had the option to rush completion of my completed wagon, for zero gold.

When I captured the 30 colonists, 29 of them appeared adjacent to the (razed) town rather than in it. This placed all those undefended units next to hostile units. Note that one colonist remained in the tile with my conquering unit.

I saw a strange thing where I'm not quite sure what happened: all of a sudden I had one free colonist appear on the wrong side of my border with Portugal. I didn't move it there and I did not have Open Borders with Portugal. I noticed there was also a Portuguese free colonist in the same tile. Perhaps they appeared as a matter/antimatter pair? ;)

Dale
December 15, 2008, 16:05
Hey Hermann,

The first item is fixed in 1.04 (I've already acted on that one).

The other two I've no idea how they came about. I've not made any changes anywhere near razing colonies. Strange, I'll see if I can reproduce.

Have you ever had that before?

Dale
December 15, 2008, 16:57
The current list for v1.04 (not due out yet):

- Added intro movie
- Added cutscenes with New World quotes
- Added achievement advisor icon
- Added new victories to Royal Charter (DoM screen)
- Added fortress ability to fire on ships with cannons
- Changed Pirate Ship strength 4 -> 3
- Changed requirement for Economic & Industrial victories to double
- Changed REF increases to include a cap based on difficulty
- Changed Europe Screen "Sail East" and "Sail West" buttons to visually indicate which is which
- Fixed victory condition capitalisations
- Fixed broken 50 cross achievement text
- Fixed achievements not recognising earlier style buildings (eg: not getting 5 stockades when 1 is a fort)
- Fixed achievement popups appearing on first player for all players
- Removed button pointer for Achievement interface message when not needed

Will keep this list updated. :)

PrinceMyshkin
December 15, 2008, 21:57
It's been a pleasure working with you Dale. You are a hard working bastard. :)

We will be glad to provide you, sincere and immdediate feedback.

Dude, I just cannot believe, you have made all this happen!

I have worked with modders, who were too lazy to update their mods, even though I had updated the code for them. :)

Let's all help Dale to make this mod, the best ever! :)

A big hail to Dale!

PrinceMyshkin
December 15, 2008, 22:07
So, here is my promise.

- You need to update the following erroneous achievements text.

"Built ten BellTools" to "Built ten Tools".

- When you declare revolution the nation flags are changing, but the change is not immediate for all units. If you load the flags revert back to the initial mother-countery flag. Is there a fix around this?

Also the following issues need to be addressed with "pirates" faction.

- They are too strong in the early game (reducing pirate ship power was smart move).

- How can pirates achieve victory?

- What do pirates do with a treasure? (option to sell it?)

- Wouldn't it be nice, if they could have some buildings and bigger pirate ships (with more hammers)? As it is they only have two units really, which makes them very boring play.

List of possible ships they could have:

The Sloop style of Pirate Ships - small ships, 100 tons carried about 75 pirates (This could be their starting ship)

The Brigantine style of Pirate Ships - 150 tons, carried about 100 pirates (A possible middle stage ship with more hammers?)

The Frigate style of Pirate Ships - 360 tons carrying about 190 men (Their ultimate weapon?)

Source: http://www.elizabethan-era.org.uk/famous-pirate-ships.htm

By not having specialists, ability to produce bells and increase productivity and finally get any FFs, they have received big blows already. So they can potentially be "balanced".

- It would be nice to increase the required hammers for "pirates" as well - so they don't spam up like hell (eg 33 pirates in a city Hermann mentioned).

HTH :)

PrinceMyshkin
December 15, 2008, 22:13
@ Hermann

Did the Portuguese borders expanded and you had "closed borders" with them?

When this happens, and you have a unit falling inside their cultural borders, the unit gets automatically transferred to a random tile out of their borders.

PrinceMyshkin
December 17, 2008, 11:02
Was checking LoF mod version 1.4. Some interesting points there are (- what he has, * my comment):

- Increased growth of native villages, (reduced threshold for growth by 20%, from 100 to 80)

* In my games indian villages seem to get stack to 1-2 pop size, dunno maybe even more than 20%. In principle he is right.

- Halved unit bombardment rates for cannon/artillery/frigate/ship of the line/man o war (seiges of colonies to destroy fortifications will take 2x time/units)

* I like this. There are way more units in C4C than in Col. I. It gives a better feeling. These fortresses can't go down in one turn.

maiph
December 17, 2008, 18:33
This is a great mod, much closer to how the game should be and I have just had a happy hour trying it out on medium skill lvl.

I played the English and after dodging the pirates in the early game I finally amassed enough cash for a frigate. First chance I got I went to destroy the pirate ship off Jamestown.

Imagine then my disappointment when my nice new frigate was sunk!, surely this cannot be right. It's the only option for defending against pirates and it is too weak to do the job!
That was it, game over, I just cant be bothered to save up for another frigate, what is the point?

Dale
December 17, 2008, 18:44
maiph:

In version 1.04 of the mod the pirate ship has been toned down one strength point to 3. This puts it on par with caravel/carrack/fluyt in strength. I've also modified the navy stats too for the Frigate to make it much cheaper to build/buy.

Your frigate should have a better time at it now. :)

I am going to do a lot of work on the Pirates nation for the next version (1.05) so look out for that one. :)

maiph
December 17, 2008, 18:48
Thanks Dale for your prompt reply, I see now the pirate ship is listed in the changes for 1.04. good move.

Dale
December 17, 2008, 18:51
v1.04 Released!

See first post for download link and updated changelog. :)

v1.03 - 1.04 changes:
- Added intro movie
- Added cutscenes with New World quotes
- Added achievement advisor icon
- Added new victories to Royal Charter (DoM screen)
- Added fortress ability to fire on ships with cannons
- Changed Pirate Ship strength 4 -> 3
- Changed requirement for Economic & Industrial victories to double
- Changed REF increases to include a cap based on difficulty
- Changed Europe Screen "Sail East" and "Sail West" buttons to visually indicate which is which
- Changed navy stats to reflect strength/cost/cargoholds better
- Fixed victory condition capitalisations
- Fixed broken 50 cross achievement text
- Fixed incorrect 10 bells achievement text
- Fixed achievements not recognising earlier style buildings (eg: not getting 5 stockades when 1 is a fort)
- Fixed achievement popups appearing on first player for all players
- Removed button pointer for Achievement interface message when not needed

PrinceMyshkin
December 17, 2008, 19:14
:D Xmas present! Thanks Dale

maiph
December 17, 2008, 19:14
hmmm
i cant get the download link to work
i get the message;
"The requested URL /aod2/AoD2_1.03.zip was not found on this server."

is it just me?

PrinceMyshkin
December 17, 2008, 19:35
Dale there is a bug.

SoL has 4 movement, Frigate and MoW 5.

I am sure it was meant to be 5 for all. :)

Otherwise IT ROOOOOOOOOOOOOOOOOOOOCKS!!!!!!! :D

PrinceMyshkin
December 17, 2008, 19:51
Also why does the carrack and fluyt have 3 movement, while caravel has 4?

Is this intentional?

Cheers

Dale
December 17, 2008, 19:59
Originally posted by maiph
hmmm
i cant get the download link to work
i get the message;
"The requested URL /aod2/AoD2_1.03.zip was not found on this server."

is it just me?

Could be a web cache issue with the page. Try it direct here (http://rtw.apolyton.net/aod2/AoD2_1.04b.zip). :)

Dale
December 17, 2008, 20:00
Prince:

There's always one thing you miss. :( Oh well.

As for carrack/fluyt, yes that's intentional. They get an extra cargo bay over a caravel.

PrinceMyshkin
December 17, 2008, 20:11
Damn man, sorry!

I should have spotted it earlier. :(

Want to make me official AoD II beta tester? Will spot everytime all the mistakes and give you a list. XD

But just checked, you had 5 in your list this morning! :(

http://apolyton.net/forums/showthread.php?s=&threadid=182559&perpage=30&pagenumber=1

Ship of the Line
130 Tools (down from 300)
480 Hammers (up from 400)
240 Guns (down from 300)
5 Movement
Cargo 0
Strength 12 (up from 8) ---> now 10
Price 6000 (down from 8000)
Europe price increase 1500

Dale
December 17, 2008, 20:44
Yeah I changed SoL and MoW based on your comments in that thread. Also adjusted guns to match them.

PrinceMyshkin
December 17, 2008, 20:48
My comment had been on strength of SoL and MoW, not movement.

Frigate and MoW movement is 5, SoL is 4; is this intentional?

Dale
December 17, 2008, 20:55
The SoL move 4 is not intentional. It's supposed to be 5. :(

PrinceMyshkin
December 17, 2008, 20:58
OK!!! :D All good then! We will fix it, that's easy! Even I can do it! :D

My favourite moto: Only those who don't do anything, never make any mistakes. ;)

Mark123jansen
December 18, 2008, 04:11
Ah yes, perfect are the lazy, my favorite motto :)

Dale
December 18, 2008, 17:14
As promised, I said I was going to majorly overhaul the Pirates for the next version. :)

Here's the beginnings of the Tortuga screen (Europe screen).

jenks
December 21, 2008, 12:35
Love it. :)

Keen to know whats the plan for Tortuga? Is it a direct replacement for Europe (i.e. sail from the high seas?) Will it to allow a victory for the pirates by trading X amount of goods?

Dale
December 21, 2008, 15:15
Ahhh..... all those answers and more answered in the coming couple of weeks. :D

GreenMarine
December 21, 2008, 18:59
Looking Good Dale, i believe that the pirates should start with a transport like the other empires.
Else they either just become a pain, I've had them destroy my starting ship before i can start a town and few times seen them wipe themselves out before they had created one, removing themselves from the game.

Hermann the Lombard
December 21, 2008, 18:59
Originally posted by Dale
The other two I've no idea how they came about. I've not made any changes anywhere near razing colonies. Strange, I'll see if I can reproduce.

Have you ever had that before?
Sorry about the delay, I've been abusing natives in vanilla.

No, I never saw those in vanilla or PatchMod and this was my first try with AoD II. If you want I can look for saved games just prior to the problems, but you're working on 1.05 and this was 1.03.

Prince: I'm not sure if the border had moved toward me (I thought it might have but didn't reload to look), but the anomalous unit was on the wrong side of the border, not on my side, and I think we had closed borders.

Dale
December 26, 2008, 00:45
Screenshots updated. Post #2 of this thread. :)

Dale
December 26, 2008, 20:52
Version 1.05 released!

Includes complete revamped Pirates, a new victory type, and other balances. :)

Please see the first post for download details and updated Changelog.

Thanks for playing
Dale :)

N35t0r
December 27, 2008, 14:38
:expect:

Great mod dale! It has rekindled my interest in this game!

Asmodean
December 28, 2008, 16:24
Aye...great mod. Really love the way you have gone with this mod :)

Now the only thing this game is missing is the REF being scaled with something other than bells :(

Asmodean

PrinceMyshkin
December 29, 2008, 06:49
Yahoooooooooooooo!

PrinceMyshkin
December 29, 2008, 07:21
Hmmmm Dale read your notes about the bug.

I had faced this bug several times when building large fleets.

If I can help in any way please let me know. I've made a post on this forum about this bug some weeks ago.

PrinceMyshkin
December 29, 2008, 07:50
Europe appears broken to me.

Please see the attachment.

PrinceMyshkin
December 29, 2008, 08:33
Ship of the line still needs fixing, it can only move 4.

Dale
December 29, 2008, 09:07
Yeah flyut and carrack pics were missed. Sorry. :)

Hermann the Lombard
December 29, 2008, 14:05
Hi Dale.

1.05 Buglet report: I started building a Rum Distillery in a town without tools, then suspended construction to build a Warehouse. Just prior to completion of the Warehouse I delivered the 75 tools to the town. I got "A Rum Distillery in Fort Orange is awaiting tools for completion." This was with 18 turns to go on the Distillery, and with the tools available. [Saved game available, I think.]

N35t0r
December 29, 2008, 18:15
Are pirates not supposed to be able to get dragoons and not be able to build ships other than the pirate ship and pirate barge?

Dale
December 30, 2008, 01:08
Originally posted by N35t0r
Are pirates not supposed to be able to get dragoons and not be able to build ships other than the pirate ship and pirate barge?

That's correct.

N35t0r
December 30, 2008, 10:48
Doesn't it make them too underpowered? I'm losing barges way too often against caravels, I don't know what I'll be doing against frigates...

Hermann the Lombard
December 30, 2008, 16:17
Originally posted by N35t0r
Doesn't it make them too underpowered? I'm losing barges way too often against caravels, I don't know what I'll be doing against frigates... Losing ships. :D

Dale
December 31, 2008, 03:20
Originally posted by N35t0r
Doesn't it make them too underpowered? I'm losing barges way too often against caravels, I don't know what I'll be doing against frigates...

The Pirate Brig is the "trading" vessel of the Pirates. The AI doesn't chase down these ships either (unless you're at full war with that AI). The Pirate Ship is the "war" vessel of the Pirates. It is "AlwaysHostile" true so you can attack other ships without a DoW, and the AI will actively chase those ships down. :)

The Pirate Brig is ~equivalent to a galleon, whilst a Pirate Ship is ~equivalent to a privateer. So yes, Frigates will hurt if they catch you in the open.

Hermann the Lombard
December 31, 2008, 11:56
Hi Dale.

I have more test results for you, one trivial, one major. The trivial one was the reported achievement of my first trade when I had not yet made a trade. I have saved games shortly before and instantly after.

The major one occurred when I bought a 2nd caravel (as the Spanish in Ozzy's America), loaded up a fisherman and a firebrand, but I can't sail. I click the button but the ship just sits there. I tried saving and loading, no joy. I reloaded before the problem, bought the caravel and loaded it again...it won't sail. I thought briefly that it might be waiting for the first caravel to return ("See, we didn't fall off the edge!") but I waited and still couldn't sail, and also the first caravel was coming back from its second trip. I have a saved game where I can't sail.

PrinceMyshkin
December 31, 2008, 22:35
Ups!

Dale
December 31, 2008, 23:37
Originally posted by Hermann the Lombard
Hi Dale.

I have more test results for you, one trivial, one major. The trivial one was the reported achievement of my first trade when I had not yet made a trade. I have saved games shortly before and instantly after.

The major one occurred when I bought a 2nd caravel (as the Spanish in Ozzy's America), loaded up a fisherman and a firebrand, but I can't sail. I click the button but the ship just sits there. I tried saving and loading, no joy. I reloaded before the problem, bought the caravel and loaded it again...it won't sail. I thought briefly that it might be waiting for the first caravel to return ("See, we didn't fall off the edge!") but I waited and still couldn't sail, and also the first caravel was coming back from its second trip. I have a saved game where I can't sail.

If you can upload the save of the stuck caravel, would like to mess with that. :)

For the trade achievement, are you sure you didn't buy or sell anything from anyone? (other colony, native, etc)

Also, you didn't notice whether a yield gift from a native triggered it off?

Dale
December 31, 2008, 23:38
Here is the updated list of changes from v1.05 - v1.06. This list will be updated as development progresses to release of the new version.

ADDS:
- Modified Better BTS AI 0.45
- Exporter trait: Free Cargo Hold promotion (naval) (LooF)
- Seafarer trait: Free Navigation I promotion (naval) (LooF)
- Explorer trait: -50% scout equipment required (LooF)
- New promotion: Cargo Holds - +1 cargo bay (LooF)
- Added ability to change cargo bays by profession (for Zuul)
- Added ability to define a building as single instance (only one allowed for nation) (for Zuul)
- Added ability to define obsoleting building classes (for Zuul)
- Added Regenerate Map button to main menu popup for first turn of the game (like Civ4)

CHANGES:
- Musket price in Europe at game start now 15/13 (note there is still a little randomisation in start price +/-2)
- Pirate Ships not as plentiful
- Prince Henry Aviz: Seafarer (Thanks Ekmek for LH)
- Martim de Sousa: Exporter (Thanks C.Roland for LH)
- Portugal: Explorer
- Upped Looter promotion from +50% to +100% gold from pillaging (LooF)
- Attack crossing river modifier now -20% (was -10%) (LooF)
- Attack from ship modifier now -40% (was -25%, is -20% in vanilla, attempt to fix a single and multiplayer exploit of loading loads of cannons on a ship and attacking without chance of counter attack) (LooF)
- Added +1 horse to stables, +2 horse to ranch, upped costs (LooF)
- Increased gold from capturing enemy colonies up to 20 gold, +20 gold per population (was +10gold per pop) (LooF)
- Increased growth of native villages (reduced threshold for growth by 20%, from 100 to 80) (LooF)
- Changed all Founding Fathers values and free units (LooF)
- Changed all Founding Father traits (LooF)
- Increased Europeans by 1 on each world size (standard and higher has all 6 Europeans)
- Veteran Soldier +50% colony attack & defense.
- New Diplo greet texts for Henry and Sousa (thanks Leonpoi)
- New Europe screen looks like a port (sorry Koma)
- Amphibious promotion now requires Veteran4 (up from Veteran2) (LooF)
- In line with bigger maps and faster immigration, number of game turns for each game speed increased (300/450/900/1200).
- Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.
- Disabled cutscenes

FIXES:
- AI will now hurry immigrants on the docks.
- Changed text "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only] (LooF)
- Changed text "2x as likely chance to get Treasure from Ancient ruins" (LooF)
- Fixed CTD when clearing specialty within colony screen
- AI will now buy a better navy (some more galleons, but many more combat vessels)
- Tax rate now set to flat 25% after DoI (fixes bug where tax stayed at pre-DoI rates)

PrinceMyshkin
January 1, 2009, 07:36
1. Don't forget to upgrade SoL movement from 4 to 5. :)

2. Dale, what is LooF? Land of our Fathers?

3.
- Added +1 horse to stables, +2 horse to ranch, upped costs (LooF)


Does this mean a stable will produce +1 on its own, or a colonist will produce +1?

4. - Changed all Founding Fathers values and free units (LooF)
- Changed all Founding Father traits (LooF)

Could I have some details here please? I think LooF FFs are in general much better, but sometimes overmodded, and sometimes worse.

Dale
January 1, 2009, 09:56
It's a very long list of FF changes. I'll try to get a compiled list from Jenks. :)

Yes, LooF == Land of our Fathers.

And....... an update to the Europe screen (sorry Koma). :)

PrinceMyshkin
January 1, 2009, 15:43
Dale,

Please do, because it is unclear to me which are the currently active changes at LooF.

Also do you know, if % increases in LB production, crosses and purchasing indian lands, stack, cummulate, or is it just the highest % which dominates?

To my understanding the highest % only applies. Jenks says all FFs are now useful, but I am not sure, I have a feeling the better % will cancel old %s. Can we clear this out please?

A couple other comments as well, but I am not sure about which are the active current changes.

Dale
January 1, 2009, 19:01
The FF changes as made by Jenks:

EXPLORATION
Juan Ponce de Leon (conquistador who discovered Florida searching for fountain of youth ... vanilla gives x2 chance to get treasure from ruins)
to x2 chance to get treasure from ruins
Gonzalo Jimenez de Quesada (wealthy conquistador & explorer who searched for El Dorado ... vanilla gives all burial grounds and ruins visible)
to all burial grounds and ruins visible, plus +1 movement for galleons
Pedro Alvares Cabral (portuguese discoverer of Brazil in 1500, which Europeans then filled with sugar plantations ... vanilla gives -50% travel time to and from Europe)
to +25% sugar production in all settlements, plus +1 Expert Sugar Planter
Vaco Nunez de Balboa (first expedition leader to reach and see the pacific ocean ... vanilla gives +25% defense in all settlements)
to +1 movement for all scouts
Jacques Marquette (french missionary who mapped the mississippi river ... vanilla gives +1 movement scouts)
to free promotion (Explorer I) to mounted units, plus +1 Jesuit Missionary
John Smith (colony leader, survived capture by Algonquan indians, popular pioneer and explorer ... vanilla gives -50% cost of native lands)
to buildings require 25% less Tools, plus +1 Hardy Pioneer
Giovanni de Verrazano (explorer, first European to explore the Atlantic coast of North America including New York Harbor ... vanilla gives +1 caravel)
to + 1 caravel, plus +1 movement for caravel
Juan de Bermudez (navigator, discoverer (and gave name to) Bermuda ... vanilla gives +1 movement to caravel, merchantman, galleon)
to -50% travel time to Europe
Alexander von Humboldt (explorer/scientist - creator of 'biogeography' ... vanilla gives +50% production of colleges and universities)
to +100% production of schoolhouses, colleges, and universities
Lewis and Clark (military pioneers and traders exploring across N America, land and sea, to the pacific ... vanilla gives -50% tools for pioneers)
to +1 movement wagon trains, +1 movement merchantmen, -10% hammers required for all buildings

RELIGION
Bartolome de las Casas (spanish priest and bishop who voiced opposition to indian slavery & torture ... vanilla gives +50% conversion from natives)
to +25% conversion rate from missions, +1 relations with natives, one off auto-peace
Gabriel Lallemant (jesuit missionary killed by the iroquois, patron saint of canada ... vanilla gives +50% production of church & cathedral)
to +1 Jesuit missionary, +25% conversion rate
William Brewster (pilgrim leader and pastor at Plymouth .. vanilla gives -25% cost to native lands)
to +50% construction of churches & cathedrals
Juan de Sepulveda (spanish theologian argued for the right of conquest, colonization and evangelization of America ... vanilla gives +2 converted natives)
to +2 Jesuit missionaries, -20% cost of native land
Nathanial Hawthorne (puritan noveliston the morals of humankind ... vanilla gives +3 elder statesmen)
to +1 hammer per church, +2 hammer per cathedral
Gregorio de Mattos e Guerra (brazilian religious poet and satirist ... vanilla gives +2 bells per church, +3 bells per cathedral)
to +1 cross per printing press, +2 crosses per newspaper
Thomas Hooker (puritan minister of conneticut ... vanilla gives 3 jesuit missionaries)
to +1 Firebrand Preacher, plus +50% cross production
William Penn (pacifist quaker, champion of democracy and religious freedom, founder of Pennsylvania ... vanilla gives +3 crosses per town hall, plus strengthens relations with natives)
to free church in all settlements
Sor Juana (catholic nun, poet and scholar ... vanilla gives +3 crosses per church & cathedral)
to +1 cross per settlement, +1 crosses per church, +2 crosses per cathedral
Roger Williams (English theologian, proponent of religious tolerance, separation of church and state and fair dealings with Natives ... vanilla gives +25% conversion from natives, plus +2 strengthens relations with natives)
to +2 bells per church, +4 bells per cathedral, plus strengthens relations with natives
John Harvard (clergyman who left half his estate to the first Cambridge schoolmaster ... vanilla gives free schoolhouse per settlement)
to +50% education in all settlements, free schoolhouse in all settlements

MILITARY
Chief Powhatan (warchief of powhatan indians ... vanilla gives +50% strength for converted natives)
to +50% strength for converted natives, and +1 movement for converted natives
Francisco Pizarro (conquistador, conqueror of peru and the incan empire ... vanilla gives Free promotion of Looter for Gunpowder Units)
to free promotion Looter (melee, gunpowder, mounted, seige units, plus Looter promotion doubled in strength to +100% gold from pillaging)
Diego Velazquez de Cuellar (governor of cuba authorised slave import ... vanilla gives Provides 3 indentured servants)
to +2 Indentured servants, +1 Veteran soldier
Francisco de Coronado (first conquistador to visit the grand canyon ... vanilla gives +1 movement for Dragoons)
to free stockade in every colony
Hernan Cortes (conquisatdor who overthrew the aztecs ... vanilla gives Free Stockade for each settlement)
to +50% great general emergence, +10% str vs indians
Paul Chomeday de Maisonneuve (the french officer who fought off the Iroquois invading Montreal ... vanilla gives free promotion (Formation) to Gunpowder units, plus +1 movement converted natives)
to +25% defense in all settlements
Hernando de Soto (explorer, conquistador, horseman, fighter and military tactician ... vanilla gives free promotion (grenadier I) for gunpowder units)
to +1 Master Rancher, +50% production of stables and ranches
Marquis de La Fayette (general under washington who managed to organize a retreat at brandywine despite being wounded in battle ... vanilla gives Increases Gun production by the tax rate)
to +1 movement for Dragoons, plus free promotion Skirmisher I (mounted units)
John Paul Jones (americas first great naval leader ... vanilla gives Provides 1 Frigate)
to +1 Frigate, free promotion (Veteran I) for all Naval units
Ethan Allen (leader of the green mountain boys, guerilla revolutionaries who took vermont ... vanilla gives Free promotion of Ranger I and Mountaineer I for Gunpowder Units)
to Free promotion of Ranger I and Mountaineer I (Gunpowder Units)
Dom Pedro I (Brazils first emperor who declared its independance form portugal ... vanilla gives +50% Great General emergence, Free promotion of Veteran I and Minuteman I for Gunpowder and Mounted Units)
to +50% Great General emergence, free promotion of Veteran I and Minuteman I for Gunpowder and Mounted Units

TRADE
Peter Minuit (trader who bought manhattan for the equivalent of $24 ... vanilla gives -25% purchase cost in Europe)
to -60% cost of buying native land
Lord Baltimore (settler, governor, proprietor of the Maryland colony - a catholic refuge in the english civil war ... vanilla gives increased cross production by tax rate)
to increases cross production by current tax rate, plus +25% construction of churches & cathedrals
Jan de Witt (dutch republican, merchant leader, politician ... vanilla gives -50% tools per building)
to buildings require 25% less Tools, -10% cost of buying units in Europe
John Rolfe (the english tobacco planter who married pocahontas in 1614 ... vanilla gives +25% Tobacco in all settlements)
to +25% Tobacco in all settlements, plus +1 Expert Tobacco Planter, plus +1 relations with the natives
Alexander Hamilton (industrialist, nationalist, first secretary of the treasury, established import taxes ... vanilla gives +3 hammers per settlement)
to +1 hammer per settlement, increases hammer production by current tax rate
Eli Whitney (inventor of the cotton gin in 1793, a device which allows seeds to be speedily seperated and re-planted - device also strengthened the countries economic reliance on slavery ... vanilla gives +50% cotton in all settlements)
to +25% cotton in all settlements, plus +1 Expert Cotton Planter, plus +2 Indentured servant
John Jacob Astor (owner of the american fur company in 1808, multi-millionaire through fur trading ... vanilla gives +50% fur in all settlements)
to +25% fur in all settlements, plus +1 Expert Fur Trapper, plus +1 Master Fur Trader
Adam Smith (the father of modern economics ... vanilla gives +50% hammers for production of cloth/rum/cigar/coat factories)
to +100% hammers for production of cloth/rum/cigar/coat factories
Cyrus McCormick (inventors of agricultural machinery including the 'reaper' in 1834, a 19th century tractor ... vanilla gives +1 food on tiles with 2 food, plus +50% sugar in all settlements)
to +1 food on tiles with 2 food, +1 food on tiles with 2 sugar, +1 food on tiles with 2 cotton, +1 food on tiles with 2 tobacco

POLITICS
Pocahontas (indian native who saved John Smith and later married John Rolfe ... vanilla gives strengthened relations with natives, plus one off auto-peace)
to +1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives, -10% cost of indian land
John Winthrop (Puritan leader and governor, respected political figure ... vanilla gives +1 Cross per Town Hall)
to gives +1 cross per church, +2 crosses per cathedral
Samuel Adams (republican, statesman, politician, writer, political philosopher, brewer, instrumental in garnering support of the colonies for rebellion against Britain ... vanilla gives Increases Liberty Bell production by the tax rate)
to increases liberty bell production by tax rate, plus increases gun production by tax rate
Thomas Paine (English revolutionary, inventor, and intellectual argued for the rights of man and guaranteed minimum income ... vanilla gives Increases hammer production by the tax rate)
to increases liberty bell production by +25%
Alexis de Tocqueville (french democratic political thinker and historian ... vanilla gives +50% education in every settlement, +3 Liberty Bells per University)
to +1 Liberty Bell per Schoolhouse, +2 Liberty Bells per College, +3 Liberty Bells per University
Betsy Ross (seamstress said to have sewn the first American flag incorporating stars representing the first thirteen colonies ... vanilla gives +3 Cloth from Weaver's House, Weaver's Shop, and Textile Mill)
to +1 liberty bell, +1 cloth per weaver's house, +2 liberty bell, +2 cloth per Weaver's shop, +3 Liberty bell, +3 cloth per Textile mill
Washington Irving (America's first genuine internationally best-selling author ... vanilla gives +1 Liberty Bell per Schoolhouse, +2 Liberty Bells per College, +3 Liberty Bells per University)
to +50% education in all settlements
James Madison (Father of the Bill of Rights, president and economic revivalist ... vanilla gives +3 Guns per Armory, Magazine, and Arsenal)
to +1 liberty bells per printing press, +2 liberty bells per newspaper, -20% cost of purchasing units in Europe
John Jay (statesman, revolutionary, diplomat, and key opponent of slavery ... vanilla gives +25% Liberty Bells per settlement)
to +1 guns per armory, +2 guns per magazine, +3 guns per arsenal
Patrick Henry (influential republican, denunciatiator of corruption in government officials and defender of historic rights ... vanilla gives 3 Liberty Bells per Town Hall)
to +2 bells per town hall, +2 bells per printing press, +4 bells per newspaper
Ben Franklin (author, political theorist, scientist, inventor, statesman and diplomat who secured the french intervention ... vanilla gives +3 Liberty Bells per Printing Press and Newspaper )
to +1 galleon, +1 ship of the line +4 veteran soldiers, +4 cannons

jenks
January 2, 2009, 07:16
Dale,

Please do, because it is unclear to me which are the currently active changes at LooF.

Also do you know, if % increases in LB production, crosses and purchasing indian lands, stack, cummulate, or is it just the highest % which dominates?

To my understanding the highest % only applies. Jenks says all FFs are now useful, but I am not sure, I have a feeling the better % will cancel old %s. Can we clear this out please?

A couple other comments as well, but I am not sure about which are the active current changes.

Yes it allows you to focus your strategy/specialise. I've tested the accumulators where I can see effects, and yes they all add together. The +% modifiers accumulate, as they each apply a new trait to the leader with the FF (hover over the production/resource and you will just see the FF's name and the bonus they apply). No limit I have seen to how many traits can be applied to a leader/civ at any given time.

So, you can get all the FF with +ve native attitude modifiers to accumulate to get around a +6 modifier to relations.

Its difficult to test effects on discounted Indian land purchasing as it isn't listed or visible anywhere. But I definately notice a drop off in prices even after getting Minuit, adding Pocahontas.

If you get England, Lord Baltimore, William Brewster, & Thomas Hooker - that gives you -25% crosses required for migrants in Europe, +50% crosses (+ additional +%crosses by tax rate), and +75% production of churches and cathedrals. Get a preacher working and Hello immigrants :)

Dale
January 2, 2009, 09:03
Updated the 1.05-1.06 changelog in post #176

PrinceMyshkin
January 3, 2009, 05:17
Jenks your post helps me a lot.

Will post all my comments soon. Your work is really good, but got some things which I would like to discuss.

PrinceMyshkin
January 3, 2009, 06:33
EXPLORATION

Pedro Alvares Cabral (portuguese discoverer of Brazil in 1500, which Europeans then filled with sugar plantations ... vanilla gives -50% travel time to and from Europe)
to +25% sugar production in all settlements, plus +1 Expert Sugar Planter

Vaco Nunez de Balboa (first expedition leader to reach and see the pacific ocean ... vanilla gives +25% defense in all settlements)
to +1 movement for all scouts

I suggest switching positions between Pedro and Vaco. +1 scout movement is more relevant in the early game and less powerful.

Jacques Marquette (french missionary who mapped the mississippi river ... vanilla gives +1 movement scouts)
to free promotion (Explorer I) to mounted units, plus +1 Jesuit Missionary

I believe it has to be shifted up and before Pedro on the list.

Alexander von Humboldt (explorer/scientist - creator of 'biogeography' ... vanilla gives +50% production of colleges and universities)
to +100% production of schoolhouses, colleges, and universities

As it is, I will always avoid Alex. What about a +20% education bonus, +50% production of college and uni bonus?


RELIGION
Bartolome de las Casas (spanish priest and bishop who voiced opposition to indian slavery & torture ... vanilla gives +50% conversion from natives)
to +25% conversion rate from missions, +1 relations with natives, one off auto-peace

Very good change, I will do my best to get this guy. Indian relations hurt me most in the early game.

William Brewster (pilgrim leader and pastor at Plymouth .. vanilla gives -25% cost to native lands)
to +50% construction of churches & cathedrals

I will always jump this guy for another. What a +20% cross bonus and 50% production bonus for churches and cathedrals?

Nathanial Hawthorne (puritan noveliston the morals of humankind ... vanilla gives +3 elder statesmen)
to +1 hammer per church, +2 hammer per cathedral

It may need a slight boosting.

Thomas Hooker (puritan minister of conneticut ... vanilla gives 3 jesuit missionaries)
to +1 Firebrand Preacher, plus +50% cross production

I think +50% cross production is very strong. What if the preacher goes with William?

William Penn (pacifist quaker, champion of democracy and religious freedom, founder of Pennsylvania ... vanilla gives +3 crosses per town hall, plus strengthens relations with natives)
to free church in all settlements

I wouldn’t take him, even if you give him to me for free. Especially if you consider he comes after Thomas, and he is so weak. This guy definitely needs serious boosting. What about free church and 20% cross bonus?


MILITARY
Chief Powhatan (warchief of powhatan indians ... vanilla gives +50% strength for converted natives)
to +50% strength for converted natives, and +1 movement for converted natives

I never bothered with this guy, I doubt I would ever have any convert in the very early game, and later on I would prefer to have soldiers and use converts as farmers, or my favourite straight in schoolhouses.

Chief Powhatan is indifferent to me, I will definitely skip him.

What about +1 movement for converted natives AND converts can be turned into soldiers and dragoons? So, I could make them soldiers without having to train them in schools. 

Francisco Pizarro (conquistador, conqueror of peru and the incan empire ... vanilla gives Free promotion of Looter for Gunpowder Units)
to free promotion Looter (melee, gunpowder, mounted, seige units, plus Looter promotion doubled in strength to +100% gold from pillaging)

Is it effective? I don’t think I would ever rush for this guy. ;) What about a free treasure as well? Sounds more I am a crap, but I give you a cookie. Take me please! 

Francisco de Coronado (first conquistador to visit the grand canyon ... vanilla gives +1 movement for Dragoons)
to free stockade in every colony

This guy is seriously underpowered. I can usually build a fort in one turn in my developed colonies, let alone a stockade.

What about free stockade and a +10% defense in all settlements?

John Paul Jones (americas first great naval leader ... vanilla gives Provides 1 Frigate)
to +1 Frigate, free promotion (Veteran I) for all Naval units

Thinking if he is going to make things too easy for us. ;)

Ethan Allen (leader of the green mountain boys, guerilla revolutionaries who took vermont ... vanilla gives Free promotion of Ranger I and Mountaineer I for Gunpowder Units)
to Free promotion of Ranger I and Mountaineer I (Gunpowder Units)

Not of my interest. Needs boosting. What about of % increase production of muskets by tax rate?
TRADE
Peter Minuit (trader who bought manhattan for the equivalent of $24 ... vanilla gives -25% purchase cost in Europe)
to -60% cost of buying native land

Very good change. But 60% is excessive in my opinion. I would suggest 50%.

Lord Baltimore (settler, governor, proprietor of the Maryland colony - a catholic refuge in the english civil war ... vanilla gives increased cross production by tax rate)
to increases cross production by current tax rate, plus +25% construction of churches & cathedrals

William comes much later and he is not 1/10 as good as this guy. I would move him down the list, he looks too strong.

Alexander Hamilton (industrialist, nationalist, first secretary of the treasury, established import taxes ... vanilla gives +3 hammers per settlement)
to +1 hammer per settlement, increases hammer production by current tax rate

Hmmm… why +1 hammer per settlement? Increase production by tax rate is sufficiently strong in my opinion. 

Eli Whitney (inventor of the cotton gin in 1793, a device which allows seeds to be speedily seperated and re-planted - device also strengthened the countries economic reliance on slavery ... vanilla gives +50% cotton in all settlements)
to +25% cotton in all settlements, plus +1 Expert Cotton Planter, plus +2 Indentured servant

+2 indentured servants? Quite strong. What about 1?

Adam Smith (the father of modern economics ... vanilla gives +50% hammers for production of cloth/rum/cigar/coat factories)
to +100% hammers for production of cloth/rum/cigar/coat factories

I will skip this guy. What if he gives also +1 hammer per settlement and 2 indentured servants?

POLITICS

Samuel Adams (republican, statesman, politician, writer, political philosopher, brewer, instrumental in garnering support of the colonies for rebellion against Britain ... vanilla gives Increases Liberty Bell production by the tax rate)
to increases liberty bell production by tax rate, plus increases gun production by tax rate

LB and guns production by tax rate!!!? OMG RUUUUUUUSH!!!! I would split this ability in two. What about drop muskets to Ethan?

Betsy Ross (seamstress said to have sewn the first American flag incorporating stars representing the first thirteen colonies ... vanilla gives +3 Cloth from Weaver's House, Weaver's Shop, and Textile Mill)
to +1 liberty bell, +1 cloth per weaver's house, +2 liberty bell, +2 cloth per Weaver's shop, +3 Liberty bell, +3 cloth per Textile mill

She rocks! Go Betsy Go! Never underestimate a woman… Hottest chick in town! ;)

Washington Irving (America's first genuine internationally best-selling author ... vanilla gives +1 Liberty Bell per Schoolhouse, +2 Liberty Bells per College, +3 Liberty Bells per University)
to +50% education in all settlements

What if you make this 40% and give a 10% to the free churches guy?

James Madison (Father of the Bill of Rights, president and economic revivalist ... vanilla gives +3 Guns per Armory, Magazine, and Arsenal)
to +1 liberty bells per printing press, +2 liberty bells per newspaper, -20% cost of purchasing units in Europe

Looks somehow stronger than I would expect.

+ 20% + 10% from Jan de Witt becomes stronger than vanilla Pit who is 25%. Do we want this?

What do you guys think? What if we top the bells a bit, and drop a -10% cost to an underpowered guy eg Adam?

Ben Franklin (author, political theorist, scientist, inventor, statesman and diplomat who secured the french intervention ... vanilla gives +3 Liberty Bells per Printing Press and Newspaper )
to +1 galleon, +1 ship of the line +4 veteran soldiers, +4 cannons

What if you drop the galleon for more troops?

PrinceMyshkin
January 3, 2009, 06:40
EXPLORATION

Pedro Alvares Cabral (portuguese discoverer of Brazil in 1500, which Europeans then filled with sugar plantations ... vanilla gives -50% travel time to and from Europe)
to +25% sugar production in all settlements, plus +1 Expert Sugar Planter

Vaco Nunez de Balboa (first expedition leader to reach and see the pacific ocean ... vanilla gives +25% defense in all settlements)
to +1 movement for all scouts

I suggest switching positions between Pedro and Vaco. +1 scout movement is more relevant in the early game and less powerful.

Jacques Marquette (french missionary who mapped the mississippi river ... vanilla gives +1 movement scouts)
to free promotion (Explorer I) to mounted units, plus +1 Jesuit Missionary

I believe it has to be shifted up and before Pedro on the list.

Alexander von Humboldt (explorer/scientist - creator of 'biogeography' ... vanilla gives +50% production of colleges and universities)
to +100% production of schoolhouses, colleges, and universities

As it is, I will always avoid Alex. What about a +20% education bonus, +50% production of college and uni bonus?


RELIGION
Bartolome de las Casas (spanish priest and bishop who voiced opposition to indian slavery & torture ... vanilla gives +50% conversion from natives)
to +25% conversion rate from missions, +1 relations with natives, one off auto-peace

Very good change, I will do my best to get this guy. Indian relations hurt me most in the early game.

William Brewster (pilgrim leader and pastor at Plymouth .. vanilla gives -25% cost to native lands)
to +50% construction of churches & cathedrals

I will always jump this guy for another. What a +20% cross bonus and 50% production bonus for churches and cathedrals?

Nathanial Hawthorne (puritan noveliston the morals of humankind ... vanilla gives +3 elder statesmen)
to +1 hammer per church, +2 hammer per cathedral

It may need a slight boosting.

Thomas Hooker (puritan minister of conneticut ... vanilla gives 3 jesuit missionaries)
to +1 Firebrand Preacher, plus +50% cross production

I think +50% cross production is very strong. What if the preacher goes with William?

Even without the preacher Thomas looks by far the strongest on the religion list. I would move him at the far end of the list.

William Penn (pacifist quaker, champion of democracy and religious freedom, founder of Pennsylvania ... vanilla gives +3 crosses per town hall, plus strengthens relations with natives)
to free church in all settlements

I wouldn’t take him, even if you give him to me for free. Especially if you consider he comes after Thomas, and he is so weak. This guy definitely needs serious boosting. What about free church and 20% cross bonus?


MILITARY
Chief Powhatan (warchief of powhatan indians ... vanilla gives +50% strength for converted natives)
to +50% strength for converted natives, and +1 movement for converted natives

I never bothered with this guy, I doubt I would ever have any convert in the very early game, and later on I would prefer to have soldiers and use converts as farmers, or my favourite straight in schoolhouses.

Chief Powhatan is indifferent to me, I will definitely skip him.

What about +1 movement for converted natives AND converts can be turned into soldiers and dragoons? So, I could make them soldiers without having to train them in schools.


Francisco Pizarro (conquistador, conqueror of peru and the incan empire ... vanilla gives Free promotion of Looter for Gunpowder Units)
to free promotion Looter (melee, gunpowder, mounted, seige units, plus Looter promotion doubled in strength to +100% gold from pillaging)

Is it effective? I don’t think I would ever rush for this guy. ;) What about a free treasure as well? Sounds more I am a crap, but I give you a cookie. Take me please! :)

Francisco de Coronado (first conquistador to visit the grand canyon ... vanilla gives +1 movement for Dragoons)
to free stockade in every colony

This guy is seriously underpowered. I can usually build a fort in one turn in my developed colonies, let alone a stockade.

What about free stockade and a +10% defense in all settlements?

John Paul Jones (americas first great naval leader ... vanilla gives Provides 1 Frigate)
to +1 Frigate, free promotion (Veteran I) for all Naval units

Thinking if he is going to make things too easy for us. ;)

Ethan Allen (leader of the green mountain boys, guerilla revolutionaries who took vermont ... vanilla gives Free promotion of Ranger I and Mountaineer I for Gunpowder Units)
to Free promotion of Ranger I and Mountaineer I (Gunpowder Units)

Not of my interest. Needs boosting. What about of % increase production of muskets by tax rate?

TRADE
Peter Minuit (trader who bought manhattan for the equivalent of $24 ... vanilla gives -25% purchase cost in Europe)
to -60% cost of buying native land

Very good change. But 60% is excessive in my opinion. I would suggest 50%.

Lord Baltimore (settler, governor, proprietor of the Maryland colony - a catholic refuge in the english civil war ... vanilla gives increased cross production by tax rate)
to increases cross production by current tax rate, plus +25% construction of churches & cathedrals

William comes much later and he is not 1/10 as good as this guy. I would move him down the list, he looks too strong.

Alexander Hamilton (industrialist, nationalist, first secretary of the treasury, established import taxes ... vanilla gives +3 hammers per settlement)
to +1 hammer per settlement, increases hammer production by current tax rate

Hmmm… why +1 hammer per settlement? Increase production by tax rate is sufficiently strong in my opinion. :)

Eli Whitney (inventor of the cotton gin in 1793, a device which allows seeds to be speedily seperated and re-planted - device also strengthened the countries economic reliance on slavery ... vanilla gives +50% cotton in all settlements)
to +25% cotton in all settlements, plus +1 Expert Cotton Planter, plus +2 Indentured servant

+2 indentured servants? Quite strong. What about 1?

Adam Smith (the father of modern economics ... vanilla gives +50% hammers for production of cloth/rum/cigar/coat factories)
to +100% hammers for production of cloth/rum/cigar/coat factories

I will skip this guy. What if he gives also +1 hammer per settlement and 2 indentured servants? He started the industrial revolution after all. :P

POLITICS

Samuel Adams (republican, statesman, politician, writer, political philosopher, brewer, instrumental in garnering support of the colonies for rebellion against Britain ... vanilla gives Increases Liberty Bell production by the tax rate)
to increases liberty bell production by tax rate, plus increases gun production by tax rate

LB and guns production by tax rate!!!? OMG RUUUUUUUSH!!!! I would split this ability in two. What about drop muskets to Ethan?

Betsy Ross (seamstress said to have sewn the first American flag incorporating stars representing the first thirteen colonies ... vanilla gives +3 Cloth from Weaver's House, Weaver's Shop, and Textile Mill)
to +1 liberty bell, +1 cloth per weaver's house, +2 liberty bell, +2 cloth per Weaver's shop, +3 Liberty bell, +3 cloth per Textile mill

She rocks! Go Betsy Go! Never underestimate this woman… Hottest chick in town! ;)

Washington Irving (America's first genuine internationally best-selling author ... vanilla gives +1 Liberty Bell per Schoolhouse, +2 Liberty Bells per College, +3 Liberty Bells per University)
to +50% education in all settlements

What if you make this 40% and give a 10% to the free church guy?

James Madison (Father of the Bill of Rights, president and economic revivalist ... vanilla gives +3 Guns per Armory, Magazine, and Arsenal)
to +1 liberty bells per printing press, +2 liberty bells per newspaper, -20% cost of purchasing units in Europe

Looks somehow stronger than I would expect.

+ 20% + 10% from Jan de Witt becomes stronger than vanilla Pit who is 25%. Do we want this?

What do you guys think? What if we top the bells a bit, and drop a -10% cost to an underpowered guy eg Adam?

Ben Franklin (author, political theorist, scientist, inventor, statesman and diplomat who secured the french intervention ... vanilla gives +3 Liberty Bells per Printing Press and Newspaper )
to +1 galleon, +1 ship of the line +4 veteran soldiers, +4 cannons

What if you drop the galleon for more troops?

A general comment, I think all these changes will make the game easier than vanilla, is there a way to counter this (eg by increase of starting REF or give free promotions to REF)?

PrinceMyshkin
January 3, 2009, 08:32
Dale,

I can confirm in three games I had so far pirates stay idle, and do nothing. They just stay where they landed. :-)

Hermann the Lombard
January 3, 2009, 16:13
If you can upload the save of the stuck caravel, would like to mess with that. :)

For the trade achievement, are you sure you didn't buy or sell anything from anyone? (other colony, native, etc)

Also, you didn't notice whether a yield gift from a native triggered it off?
I don't remember whether a native gave me something. I'm sure I had not yet bought or sold anything.

Attaching file...

...grrrrrrrr I've tried to attach the file as both a colonization save and as a zip file, and it *looked* like the attachment worked both times, but there's no attachment. It must not work the way it appears to work. Do you have an alternate method I can use?

PrinceMyshkin
January 3, 2009, 16:43
Attachments are broken and colonization saves are not supported anyway. zip the file, but again it won't work...

Sorry! :(

HTH

Dale
January 3, 2009, 17:11
With attachments:

1. Click "Manage Attachments" and a new popup opens.
2. Click "Browse" and find file.
3. Click "Upload" and the file will upload. It will show in "current attachments".
4. Click "Close this Window" to return to the post window.
5. Click "Submit reply" to post your attachment. :)

PrinceMyshkin
January 3, 2009, 20:44
Hmmmm...

Colonization.jpg:
Upload of file failed.

Colonization_small.jpg:
Upload of file failed.

It seems it doesn't let me do it. Anyone else, who has similar forum rights with mine?

Dale
January 4, 2009, 01:56
Hmmmm...

Colonization.jpg:
Upload of file failed.

Colonization_small.jpg:
Upload of file failed.

It seems it doesn't let me do it. Anyone else, who has similar forum rights with mine?

Yeah good point, can someone else try?

Dale
January 4, 2009, 01:57
Updated changelog for the next version in post #176 (http://apolyton.net/forums/showpost.php?p=5504299&postcount=176)

LOTS of cool new goodies in the list. :D

Hermann the Lombard
January 4, 2009, 05:14
Let me try again. Note that the privilege list says that I may post attachments.

[Edit] :huh:

Hermann the Lombard
January 4, 2009, 05:19
OK, I have a theory, as there was one thing I did differently this time.

Drum roll...

[Edit] So much for that theory, and sorry about the double post.

Prince M is quite right that the system rejects files with the ".ColonizationSave" extension, I still had to zip the file.

One note: this game was on the "Ozzy's America" map, if that matters.

Dale
January 4, 2009, 06:26
I'll blow your theory out of the water. Logins not in the mods group couldn't post attachments till just recently. ;)

One of the benefits of having staff room access. :D

I've also requested .ColonizationSave be added to the accepted list. With all the other stuff going on, it may take the techs a few days to do.

PrinceMyshkin
January 4, 2009, 07:09
I am sooooooo looking forward for this new patch!

Still cannot upload attachments... :(

I did some commenting about LooF FFs on #185. HTH ;)

Hermann the Lombard
January 4, 2009, 13:29
I did some commenting about LooF FFs on #185. HTH ;)
LooF FFs on #185???

That looks like assembly language!

PrinceMyshkin
January 4, 2009, 13:51
:D

I mean my opinion on Foundation Fathers in "Land of our Fathers" mod, post #185

I am still so jealous of your caravel!

Dale
January 4, 2009, 15:13
Hermann, Prince check ya PM's. A present from the tooth fairy. :D

PrinceMyshkin
January 4, 2009, 16:44
Me likes tooth fairy! :D

Thanks!

Hermann the Lombard
January 5, 2009, 12:30
Hermann, Prince check ya PM's. A present from the tooth fairy. :D
Thanks! You reminded me to schedule a cleaning for my teeth. :p

Oh, and THANKS! :unworthy:

jenks
January 6, 2009, 17:51
A general comment, I think all these changes will make the game easier than vanilla, is there a way to counter this (eg by increase of starting REF or give free promotions to REF)?

Loads of feedback there! cheers much Ill take it on board for the next design :)

I agree with most of your education points, and I'd definately consider a late game education boost useful with Humboldt...

I'll definately have a review (of everybody!) at some point soon, just gonna give a couple more people a chance at a playtest (at least for v1.06).

Yes, I think that the FF are now ALL more valuable ... I'd look to consider upping the Exploration/Religion/Trade/Military/Political points for all the FF (say increase the base cost for all by 10% (again probably after 1.06).

Dale
January 6, 2009, 18:14
Jenks:

I intend to lower the education threshold rise rate to 5 in the next version. I think education still ramps up too fast making uni's useless.

Dale
January 7, 2009, 02:00
Here's the completed Intro movie. It takes the concept of the Col1 intro movie and upgrades it to modern-day 3D. :)

Yes, I snitched bits from AoE3 and C4C intros at the end. ;)

http://au.youtube.com/watch?v=NE9DKUEAKIQ

Dale
January 7, 2009, 02:00
Here's the completed Intro movie. It takes the concept of the Col1 intro movie and upgrades it to modern-day 3D. :)

Yes, I snitched bits from AoE3 and C4C intros at the end. ;)

http://au.youtube.com/watch?v=NE9DKUEAKIQ

PrinceMyshkin
January 7, 2009, 05:23
@ Jenks

Cool! Glad you liked it.Let's stay in touch. :)

@ Dale

1. EDUCATION_THRESHOLD_INCREASE is 5 already, 10 is for Snoopy\Dale patchmod

I think educational system needs redesigning... and indeed has problems. Setting it to 0, and upping eductaion times would be better. I believe times should depend on profession...

2. Movie is awesome! Do not forget to give a refernece to AoE III, we don't want legal troubles with them. ;)

Dale
January 11, 2009, 19:17
Version 1.06 released!

Please see the first post for details. :)

PrinceMyshkin
January 12, 2009, 05:49
YAHOOOOOOOOOOOOOOOOOO! :D

Dale,

what about wagons can they trade without OB treaty?

Dale
January 12, 2009, 06:33
No, you need OB for wagons to go through.

PrinceMyshkin
January 12, 2009, 06:40
Since trade ships are allowed, wouldn't it make sense for WTs as well?

Dale
January 12, 2009, 06:55
I see WT's more as supply trains, which were Govt sanctioned (and usually had Govt soldiers). Whereas ships were the general domain of freemen.

PrinceMyshkin
January 12, 2009, 07:58
OK thanks, happy there is a reason behind this.

PrinceMyshkin
January 12, 2009, 12:21
Dale, it appears Portugese traits are not displayed correctly.

http://i165.photobucket.com/albums/u50/princemiskin/Traits.jpg

PrinceMyshkin
January 12, 2009, 15:18
Dale,

One more bug.

The moment you discover pacific, both atlantic and pacific buttons lead to pacific.

Dale, if there is a quick fix on this one, plz let me know how to do it, as this has made the game unplayable.

Thanks a lot!

Hermann the Lombard
January 12, 2009, 22:23
The moment you discover pacific, both atlantic and pacific buttons lead to pacific.
Is that in the 1.06 "Release"? It never happened to me with the 1.06 Beta.

Dale
January 12, 2009, 22:57
Europe screen fix for 1.06 release attached. Put in \Mods\AgeOfDiscoveryII\Assets\Python\Screens\ over writting the existing file. :)

Now back to hospital.

PrinceMyshkin
January 13, 2009, 04:19
Hermann: European screen is updated! Dale took into account all your comments! ;)

You had to see my face when my ships would return only in the Pacific ocean till to find out what was happening! >.<

Dale: LoL man!

Thank you very much! :)

jenks
January 13, 2009, 11:13
Dale this was my complete 'to do' changelog from testing 1.06, I'll PM it again on civ fanatics

-------------
Dale,
Based on some of the feedback coming in as before, and from the version I have been testing (1.06) I have made the following suggestions, (which I have since changed in my version). Not sure if you have made any changes to 1.06 build yet yourself, but if need me to archive and upload a version or even any individual XML files I will.

GENERAL
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Added option to purchase a Free Colonist in Europe for 750 gold
- Veteran soldiers now have +25% settlement str (attack & defense)
- Portugal's national trait is now -50% horses required for scouts, plus the Explorer II promotions to mounted units, plus -50% horse requirement for buildings
- Stockade/Fort/Fortress buildings upped in base hammer costs by a 1/3, Stockade 30 hammers to 40 hammers, Fort from 90 hammers +50 tools, to 120 hammers +50 tools, and Fortress from 270 hammers +100 tools, to 360 hammers +100 tools
- Added a +25% overall horses yield with a Stables, and a +50% overall horses yield with a Ranch
- Increased the Canister Shot I, II, & III promotions to add 5% more benefit to each of the first levels, with another +5% bonus with a general, giving new values of Canister Shot I (+10% vs Gunpowder units), II (+15% vs Gunpowder units), & III (+25% vs Gunpowder units, requires General)
- Changed the Minuteman III benefit from +10% str vs. Melee to +10% str vs. Gunpowder units
- Added +10% attack str vs. settlement to the Looter promotion
- Doubled the base gold (average +5 to average +10) recouped from pillaging the farm/lodge/mine improvements
FATHERS
- Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
- Washington Irving moved forwards to be the 3rd father in the Political FF tree
- Sor Juana switched positions with Thomas Hooker in the Religion FF tree
- Ethan Allen now gives additional +2 Cannons, plus the ranger I & mountaineer I promotions for gunpowder units
- William Penn now gives +1 cross per Town Hall, free church all settlements
- Sor Juana now gives +2 crosses/church, +4 crosses/Cathedral
- Washington Irving now gives +25% education in all settlements
- Alexander von Humboldt now gives +50% production of colleges & universities, plus +25% education in all settlements
- Peter Minuit now gives -50% price of Indian lands
- Pocahontas now gives +2 Indian relations, +1 convert (no longer gives -10% price of Indian lands)
- Chief Powhatan now gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
- Hernando de Soto now gives +100% production of Stables and Ranch, +1 Rancher
- Ben Franklin now gives +1 Frigate instead of +1 Galleon (as well as +4 soldiers, +4 cannons, +1 ship of the line)
- William Brewster now gives +25% production of churches and cathedrals, and -10% crosses required for immigration
-------------

Good luck in the hospital!

PrinceMyshkin
January 13, 2009, 13:43
Excellent, I like all proposed changes.

I am not in hopsital any more!!! ;)

Hermann the Lombard
January 13, 2009, 14:15
Congratulations on escaping the hospital. The nurses were probably tired of you. ;)

Dale: unfortunately the new Europe screen breaks Tortuga. Nobody appears on the dock, and--better still--ships in the harbor are invisible and cannot be touched (so they stay there forever as ghost ships).

PrinceMyshkin
January 13, 2009, 20:26
Mmmm...nurses. Actually one of them was cute. Wish she could give me a special treatment!

Ah, I had the same problem. It's because you tried to load v1.06beta with v1.06... :)

You got to start a new game. Try Jose... ;)

Nikolai
January 14, 2009, 12:46
I'm retrying this game after being so massively let down at release. Yet no patch, Firaxis is really becoming a shitty company in regards of supporting their game. Paradox would have released at least 2 or 3 patches which improved the game massively by now...:bored: But I decideded to try out AoD2, and liked that there are more ways to win.:b: My question is, are there any wiki or something where I can get some strategies on how to win? Military is not an option, I suck at war.;)

Hermann the Lombard
January 14, 2009, 13:35
Ah, I had the same problem. It's because you tried to load v1.06beta with v1.06... :)

You got to start a new game. Try Jose... ;)
OIC

I'm quite a ways into my Pirate game (of which more anon) so I'm reluctant to start a new game right now. I've used Jose a lot though not with the new lineup of Founding Fathers...speaking of which sometimes I wish I could use the new features with the original FF. [Any chance of making LooF an option?]

Nikolai, no Wiki that I know of and AoD II is a bit limited in distribution compared to the original.

So far, I think that the Economic victory simply means go for a full-blown economy with lots of towns pumping out "stuff" and freely boosting your output with Liberty Bells since the size of the REF is irrelevant. The conditions--like any victory conditions--can be exploited, but Dale is considering basing the condition on value of trade rather than sheer quantity of trade.

I found the Industrialization victory hard(er) to do and accidentally won via trade well before reaching the production threshold. However, it's still a matter of building a rip-roaring economy. The basics of that are amply covered in other threads.

jenks
January 15, 2009, 04:51
OIC

I'm quite a ways into my Pirate game (of which more anon) so I'm reluctant to start a new game right now. I've used Jose a lot though not with the new lineup of Founding Fathers...speaking of which sometimes I wish I could use the new features with the original FF. [Any chance of making LooF an option?]

optional XML is not really an option!
i might ask - is it a Father's trait you miss or a specific bonus they gave?

Hermann the Lombard
January 15, 2009, 10:55
Well, mostly I miss the vanilla Cabral/Minuit combo.

Your version presents a different set of challenges, of course. I'm stumbling along trying to figure out my best strategies...well, actually I'm just playing and evaluating each FF as he or she becomes available, and some are much more attractive and effective than they used to be. For example, I took the "double the chance of treasures" FF for the first time, as in vanilla that option arose after I had cleaned out whole continents so it was never of use.

PrinceMyshkin
January 17, 2009, 14:48
Hi guys,

This time I've scored industilization victory at 1592. I think industilization and economic win thresholds should go by a factor of 5.

Seems problematic as vanilla early rush.

Could someone please tell me how can I remove the annoying message "XYZ has won an indiustrilization victory" which covers my screen?

Thanks

Hermann the Lombard
January 19, 2009, 05:39
I was thinking a factor of 2 not 5, sounds like I'm just not as good at it!

PrinceMyshkin
January 19, 2009, 13:23
Ok 2!

moriety
January 21, 2009, 09:31
Hi Dale et al,

I've noticed a bug:

As soon as my treasury goes higher than (about) 3,000, when the next turn processes the AI removes a random amount of money from my treasury, and will do it each turn until it is below the (about) 3,000 mark. This is making it impossible for me to save up for a ship of the line.
On one turn I had about 20,000 after my Euro sales; j-u-s-t short of the amount needed, clicked next turn and bingo- my treasury went down to 16,000 (approx).

Toby

Hermann the Lombard
January 21, 2009, 16:46
I was just surprised by either a bug or a feature. I was about to attack the Dutch when I noticed an approaching Fluyt so I waited a turn while it sailed in. When my Dragoon attacked I got "Your dragoon has destroyed a Fluyt." Ships defend towns? Merchant ships defend?

PrinceMyshkin
January 22, 2009, 04:25
A bug. Achieving industrial win disables delcaration of independence. Thanks

Hermann the Lombard
January 22, 2009, 12:36
Doesn't *any* win disable other victory conditions? For example, if an AI wins you can no longer declare independence.

[Edit] Just saw Dale's confirmation in another thread.

PrinceMyshkin
January 22, 2009, 14:56
As far as I know it was not supposed to work like that. It seems, it is hardcoded and hard to implement.

So if you like hack and slash, untick the alternative victory conditions. ;)

moriety
January 25, 2009, 17:27
Does anyone know what the maximum allowable number of FF's are?
(I got 12 onboard in my last game, but first AoD II game).

Also, does Adam Smith double production output, or half the cost of building the factories? (If the latter, then he is way too far along the tree.)

Dale
January 25, 2009, 18:14
As far as I know it was not supposed to work like that. It seems, it is hardcoded and hard to implement.

So if you like hack and slash, untick the alternative victory conditions. ;)

Actually it's logical that if someone hits a victory condition all further victory conditions are stopped. That's the end of the game. The ability to do "one more turn" does not allow for further victories to occur.

So there's no bug. :)

Hermann the Lombard
January 26, 2009, 00:58
Does anyone know what the maximum allowable number of FF's are?
(I got 12 onboard in my last game, but first AoD II game).
Umm...I think the maximum number of allowable FFs is the number of FFs in the game.

PrinceMyshkin
January 26, 2009, 05:11
I confirm. In my last game I got them all, but two.

Stuie
February 4, 2009, 14:27
My game crashes when I hit end turn - here's the save. I tried going back to the previous turn's save, and it still crashed at the end of the May 1647 turn.

Was enjoying AoD2 very much up until then. :(

Edit: I suppose I should mention I'm using faireweather map script and blue marble. I'm pretty sure neither of those would cause a problem of this nature.

PrinceMyshkin
February 4, 2009, 20:11
Blue marble? Hmmm... I thought that wasn't in AoDII.

moriety
February 6, 2009, 15:46
Hi mate,

I've had a couple of crashes- what I'd did to get past them was to delete all native units near to me and delete all European ships (via the world editor).

In one crash I did partial deletes and then re-loads of the game, the crash was being caused by two ships (one Dutch, one Pirate) who were both next to each other and I presume heading for the same square- that fixed the crash, BUT, later on in the same game I've seen two ships from different nationalities ending up in the same tile, but no crash.....

PrinceMyshkin
February 6, 2009, 16:09
Double post, please delete me.

PrinceMyshkin
February 6, 2009, 16:11
Suggestions for AoD II:

- Missionaries

Colonists could require a church, or Cathedral, or to arrive in Europe to become missionaries.

Vanilla 1994.

- George Washington

Both Dragoons and Soldiers could require only 25 muskets.

As it is, the bonus is often a penalty.

- Portugese

Both Dragoons and Scouts could require only 25 horses.

Same as above, avoid many complications.

- French

Pioneers could require only 40 tools.

French are currently underpowered.

- Expert Scouts

Expert scouts could gain +1 visibility bonus.

The unit becomes completely useless after talking to all Indian camps, and exploring all ruins.

In vanilla 1994 the unit could negotiate, so it had a purpose even in the endgame.

- Frigates

Frigates could gain +1 visibility bonus.

Frigates will become a tool of strategic importance together with navigation I; matching their role in history.

- Gold from Razing camps or colonies

A minimum value of gold should be guaranteed for razing an indian camp or a colony.

During my last game I got the humongous amount of 74 gold for razing an Indian camp. A minimum value of 500 gold is proposed.

- Pillaging

The loot from pillaged farms, mines and lodges is currently insignificant and needs to be increased.

As it is, the profit varies from 5-20 gold, even with FF Francisco Pizzaro (FP). These values are proposed to vary between 50-100 gold without FP, and 100-200 gold with FP.

It is also proposed FP to double the value of treasures, which are earned after razing camps or colonies.

Stuie
February 6, 2009, 20:58
Hi mate,

I've had a couple of crashes- what I'd did to get past them was to delete all native units near to me and delete all European ships (via the world editor).

Deleting the Euro ships worked. Thanks! :)

I really do hate resorting to this type of work-around though.

Hermann the Lombard
February 8, 2009, 00:30
- Gold from Razing camps or colonies

A minimum value of gold should be guaranteed for razing an indian camp or a colony.

During my last game I got the humongous amount of 74 gold for razing an Indian camp. A minimum value of 500 gold is proposed.

- Pillaging

The loot from pillaged farms, mines and lodges is currently insignificant and needs to be increased.

As it is, the profit varies from 5-20 gold, even with FF Francisco Pizzaro (FP). These values are proposed to vary between 50-100 gold without FP, and 100-200 gold with FP.

It is also proposed FP to double the value of treasures, which are earned after razing camps or colonies.
I question these last few items. I don't think razing native villages should have a guaranteed payoff. Looting the natives should be profitable in general, but you shouldn't be able to count on a hefty minimum payoff. Also, some tribes would tend to be richer or poorer than average (as they already are, I think). Similarly I agree that looting and Pizarro are underpowered, but maybe not *that* underpowered. So basically I agree about the direction but not the magnitude.

Hermann the Lombard
February 8, 2009, 00:34
I also have a bug report: I captured and burned a Pirate town, and when I did so I captured a Veteran Soldier, a Free Colonist, and a Petty Criminal...only one of which was in the tile with the ruins, the other two were in an adjacent tile. Saved games (before & after) available.

PrinceMyshkin
February 8, 2009, 08:22
Haha, I recognize this! This is our game! Good job there! These pirates badly needed a lesson!

Remember capturing this indian fishing village, yielded 74 gold! I bet even the indian tents would worth more! I couldn't beleve the game would create a "treasure" unit for only 74 gold. From my point of view a 0 is missing in the end.

I do miss the beautiful treasures one could get from 1994 vanilla! Sometimes it was even 11,000 gold for razing an Incan city. Generally, I think treasures in C4C may be more, but in total are much less rewarding.

As for the bug, sounds like a wild one! Good catch there, Ed!

jenks
February 9, 2009, 05:14
Suggestions for AoD II:

- Missionaries

Colonists could require a church, or Cathedral, or to arrive in Europe to become missionaries.

Vanilla 1994.
Like it, more value to a church/cathedral, but not sure how easy to implement

- George Washington

Both Dragoons and Soldiers could require only 25 muskets.

As it is, the bonus is often a penalty.
Don't see the penalty here so not keen on the change - it makes it easier to assemble infantry only? I like it that way!

- Portugese

Both Dragoons and Scouts could require only 25 horses.

Same as above, avoid many complications.
Again. Not sure of the neccessity. Plus could overpower the trait.

- French

Pioneers could require only 40 tools.

French are currently underpowered.
I'd suggest 25 tools (-50%, in keeping with other traits), and I don't mind this at all. It doesn't make that much of a difference down to 40!

- Expert Scouts

Expert scouts could gain +1 visibility bonus.

The unit becomes completely useless after talking to all Indian camps, and exploring all ruins.

In vanilla 1994 the unit could negotiate, so it had a purpose even in the endgame.
Well I find a use, as I normally make them my 'Mobility' scouting dragoon or my 'Medic III'. Yeah they are weak keeping as scouts though. Kinda like it but not 100% if thats the right bonus to give...

- Frigates

Frigates could gain +1 visibility bonus.

Frigates will become a tool of strategic importance together with navigation I; matching their role in history.
Frigates aren't important enough, nor are privateers.

- Gold from Razing camps or colonies

A minimum value of gold should be guaranteed for razing an indian camp or a colony.

During my last game I got the humongous amount of 74 gold for razing an Indian camp. A minimum value of 500 gold is proposed.
Razing is underpowered. As is pillaging ....... !

- Pillaging

The loot from pillaged farms, mines and lodges is currently insignificant and needs to be increased.

As it is, the profit varies from 5-20 gold, even with FF Francisco Pizzaro (FP). These values are proposed to vary between 50-100 gold without FP, and 100-200 gold with FP.

It is also proposed FP to double the value of treasures, which are earned after razing camps or colonies.
Pillaging is underpowered, but that might be tooo much. It only costs 20 gold to build the farm/mine in the first place. I think it needs doubling (FP would then give you a random number up to 20 gold) - See my (long-time!) proposed changes below!


Still my compiled a wishlist of XML changes I'd like from 1.06!

GENERAL

- Added +10% Withdrawal chance to Privateers, Pirate brig, and Pirate Ship
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Added option to purchase a Free Colonist in Europe for 750 gold
- Veteran soldiers to have +25% settlement str (attack & defense)
- Portugal's national trait to be -50% horses required for scouts, plus the Explorer II promotions to mounted units, plus -50% horse requirement for buildings
- Stockade/Fort/Fortress buildings upped in base hammer costs by a 1/3, Stockade 30 hammers to 40 hammers, Fort from 90 hammers +50 tools, to 120 hammers +50 tools, and Fortress from 270 hammers +100 tools, to 360 hammers +100 tools
- Added a +25% overall horses yield with a Stables, and a +50% overall horses yield with a Ranch
- Increased the Canister Shot I, II, & III promotions to add 5% more benefit to each of the first levels, with another +5% bonus with a general, giving new values of Canister Shot I (+10% vs Gunpowder units), II (+15% vs Gunpowder units), & III (+25% vs Gunpowder units, requires General)
- Changed the Minuteman III benefit from +10% str vs. Melee to +10% str vs. Gunpowder units
- Added +10% attack str vs. settlement to the Looter promotion
- Doubled the base gold (average +5 to average +10) recouped from pillaging the farm/lodge/mine improvements

FATHERS

- Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
- Washington Irving moved forwards to be the 3rd father in the Political FF tree
- Sor Juana switched positions with Thomas Hooker in the Religion FF tree
- Ethan Allen now gives additional +2 Cannons, plus the ranger I & mountaineer I promotions for gunpowder units
- William Penn now gives +1 cross per Town Hall, free church all settlements
- Sor Juana now gives +2 crosses/church, +4 crosses/Cathedral
- Washington Irving now gives +25% education in all settlements
- Alexander von Humboldt now gives +50% production of colleges & universities, plus +25% education in all settlements
- Peter Minuit now gives -50% price of Indian lands
- Pocahontas now gives +2 Indian relations, +1 convert (no longer gives -10% price of Indian lands)
- Chief Powhatan now gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
- Hernando de Soto now gives +100% production of Stables and Ranch, +1 Rancher
- Ben Franklin now gives +1 Frigate instead of +1 Galleon (as well as +4 soldiers, +4 cannons, +1 ship of the line)
- William Brewster now gives +25% production of churches and cathedrals, and -10% crosses required for immigration

Standup
February 14, 2009, 19:30
Just tried the mod and only a few turns in but my achievements screen is blank and pink (well more sort of magenta). Same effect in the pop up screen and the F key summmary. Also using blue marble. Is this a known problem?

Using a 9600GT and and Nvidia 175 drivers.

Hermann the Lombard
February 14, 2009, 22:20
I don't think that Blue Marble is an option for AoD II so that may be your problem, but Stuie's report was outright crashes rather than psychedelic colors.

Standup
February 15, 2009, 12:33
Well removing Blue Marble didn't help. It doesn't affect game play but would be nice to see them.

I noticed that I could right click on the achievement as if they were a window so have they been done using something like Flash? Recently rebuilt my PC so probably several versions behind on plugins and things like flash.