March 15, 2009, 19:35
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#271
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Emperor
Local Time: 21:19
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Originally Posted by PrinceMyshkin
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Installed fresh v1.08. All works fine!
v1.07-v1.08 upgrade does not work though. Diplomacy texts are missing. 
Good job Dale!
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With the update file, you have to delete CvDiplomacyInterface.py to make it work (made redundant by the official Patch).
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March 16, 2009, 04:01
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#272
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Got you, thanks!
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Coling since 1994... :)
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March 16, 2009, 07:05
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#273
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Dale, got two elder statesmen and some colonists on bell production, but RS seems satcked to 0% for 50+ turns now.
Any clue? Don't bells affect RS any more?
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Coling since 1994... :)
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March 16, 2009, 07:55
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#274
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Emperor
Local Time: 21:19
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Yeah should be a random number between 0 and (num of bells / 6).
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March 16, 2009, 08:45
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#275
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Stacked to 0% so far.
King though several times increased REF... something fishy is happening.
__________________
Coling since 1994... :)
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March 16, 2009, 09:02
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#276
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Emperor
Local Time: 21:19
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Do any citizens in the colony/plot have sentiment?
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March 16, 2009, 09:11
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#277
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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no, let me see if I can attach files now.
__________________
Coling since 1994... :)
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March 16, 2009, 09:13
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#278
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Here is the savegame.
Please have a look if you like.
__________________
Coling since 1994... :)
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March 16, 2009, 11:38
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#279
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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I had to reinstall everything. Installed the patch and full 1.08. But I can't view the new Ozzie's map. is there someplace I need to move the map?
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 16, 2009, 11:46
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#280
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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I cannot see it either. The file exists.
I think Dale edited the map to adjust it, but for some reason it doesn't load.
Try to use the same map from v1.07 and test if it works.
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Coling since 1994... :)
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March 16, 2009, 11:59
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#281
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Unfortunately, I didn't download 1.07.
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Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 16, 2009, 12:08
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#282
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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OK found the solution.
Dale's AoD2 folder used to be:
\Colonization II\Mods\AgeOfDiscoveryII
It now has become:
\Colonization II\Mods\AgeOfDiscoveryII_1.08
The map files though still search for:
\Colonization II\Mods\AgeOfDiscoveryII
Hence all you have to do is rename folder:
\Colonization II\Mods\AgeOfDiscoveryII_1.08
to:
\Colonization II\Mods\AgeOfDiscoveryII
HTH
PS Can you plz test, if RS goes up when bells are produced?
__________________
Coling since 1994... :)
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March 16, 2009, 12:20
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#283
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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I figured it out.
i renamed the mod path in the map by adding "_1.08"
But your way works too.
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 16, 2009, 16:10
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#284
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Chieftain
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Jun 2005
Posts: 97
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Possible bug:
On "Colonisation 1" - map (don't know about the other maps yet) some AI first ships don't find a place to settle.
The result is that these units move around forever...
EDIT:
Ok, I just checked: It's more or less the same on other maps - always someone that doesn't find a place to settle!
A question:
Is there a way to only use Spain, England, Holland, France, Portugal and Pirates on "Colonisation 1" - map?
Apart from starting a custom scenario, of course.
__________________
"Cogito ergo non sum"
Last edited by Bearhugger; March 16, 2009 at 16:33.
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March 16, 2009, 17:10
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#285
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Prince
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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1. What was the nation of the AI ships? Were they pirates?
2. No. Not other than custom scenario, as you said. There is a FF issue at the monent. So many nations, so few FFs.
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Coling since 1994... :)
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March 17, 2009, 09:04
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#286
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Chieftain
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Jun 2005
Posts: 97
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FF is founding fathers, right?
No, not Pirates, random nations, like Australia, Spain, England...
In my most recent game as Portugal, 3 nations settled right beside me! the 2 others didn't settle at all (Spain and Pirates)!
__________________
"Cogito ergo non sum"
Last edited by Bearhugger; March 17, 2009 at 10:51.
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March 17, 2009, 11:58
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#287
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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I'm looking at two maps. Ozzie's and America Modified.
I'm thinking the Russians really don't fit Ozzies, but could hit AM. The russians would better fit a map with a decent Alaska attached.
Which map does anyone prefer to use with AoDII?
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 17, 2009, 12:10
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#288
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Bearhugger,
This is an old issue. I had to fix it by assigning starting cities to each civ. and I had to add caravel and a citizen to said city.
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 17, 2009, 13:11
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#289
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Chieftain
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Jun 2005
Posts: 97
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Could you upload that? I don't know how to fix it myself...
__________________
"Cogito ergo non sum"
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March 17, 2009, 14:58
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#290
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Sure, I'll try to get my mod map of Ozzie's. (When I get it redone today.) I put the English in the first slot.
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 17, 2009, 15:08
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#291
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Chieftain
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Jun 2005
Posts: 97
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How can one edit maps?
Using World Builder and then save the changes somehow?
Ok, did that, it works. But how can I play the changed map as a scenario?? (It only shows as "world builder save")
__________________
"Cogito ergo non sum"
Last edited by Bearhugger; March 17, 2009 at 16:30.
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March 17, 2009, 16:42
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#292
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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You have to do two things. You make changes in the worldbuilder and make changes of the *.worldbuildersave in wordpad.
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 18, 2009, 08:26
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#293
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Chieftain
Local Time: 10:19
Local Date: November 21, 2009
Join Date: Jun 2005
Posts: 97
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Originally Posted by Flash
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You have to do two things. You make changes in the worldbuilder and make changes of the *.worldbuildersave in wordpad.
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What changes in wordpad exactly??
__________________
"Cogito ergo non sum"
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March 24, 2009, 03:14
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#294
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Warlord
Local Time: 05:19
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Dale,
How do you set a map so that the civs stay in their historical locations on the America and America modified locations. Once that is done I can rearrange or rename native cities somewhat. I don't mind the resources staying random.
Bearhugger,
I'll answer your question in more detail later, but it is suffice to say, it gives you precise control over your map.
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
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March 24, 2009, 13:40
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#295
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Emperor
Local Time: 21:19
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Hi all,
I'm glad you're enjoying AoD2, but I've had to make a decision regarding which forum to support. Due to the amount of support given to its members at CivFanatics, AoD2 will now be supported only over there.
So please join me in the AoD2 forums at CFC for more fun.
Thanks
Dale
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April 13, 2009, 01:00
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#296
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Deity
Local Time: 02:19
Local Date: November 21, 2009
Join Date: Sep 2001
Location: In the shadow of the Barrier Peaks.
Posts: 14,666
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I have acquired a... er, "modified" copy of C4C and I don't see any mods folder at all. Under the C4C directory I can see Assets, Civ4gamecoreDLL, miles, public maps, resource, and shaders but nothing else. All of these sub directories have their own sub directories but none of them are named anything like mods so where should I unpack this mod?
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"Darius, I hope you die in a plane crash, your family burns in a building, and someone you care for deeply dies from radiation poisoning." - Zaku showing how "moderate" he is.
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September 21, 2009, 17:26
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#297
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Settler
Local Time: 07:19
Local Date: November 21, 2009
Join Date: Sep 2009
Posts: 1
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Fantastic mod. Gave it a good workout a couple months ago with 28 colonies. Forgive the delay in posting.
Specifically, I tested the automated import/export features extensively. The advisor is a good idea for this, but the three possibilities -- create, edit, delete -- had mixed results.
Create: the advisor is perfect for this with a large number of colonies. It reduces the number of routes to choose from. This option worked great.
Edit/delete: The advisor was buggy/funky making a person wonder about "line-iteming" these options. The importance of the advisor for this is in question. In game play, just mouse over a colony, edit and keep playing. The tricky part is in deletion. Don't think either the advisor or colony is more advantageous than the other. But what would be helpful is to have existing import/export routes listed in a humanly recognizable order. A person might never even bother deleting old routes if this were the case.
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November 12, 2009, 13:21
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#298
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Settler
Local Time: 10:19
Local Date: November 21, 2009
Join Date: May 2008
Posts: 1
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Forgive me for a somewhat noobish question here, but are there many people playing AOD2 multiplayer?
I got Civ4 Colonization when it came out, but the game mechanics were so broken (buy a cannon, kill your neighbor, rinse, repeat) that I stopped playing.
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November 16, 2009, 12:11
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#299
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Settler
Local Time: 15:19
Local Date: November 21, 2009
Join Date: Aug 2009
Posts: 6
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MOD Age of Discovery II
cool i check it out the mod i use only has an extra 50 units
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