September 25, 2008, 20:01
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#31
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Dale,
Okay, next experiment. I tried playing as the pirates, and everything works for them.
__________________
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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September 25, 2008, 20:38
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#32
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Emperor
Local Time: 21:27
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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.
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September 25, 2008, 22:14
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#33
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 1
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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.
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September 26, 2008, 01:10
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#34
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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
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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September 26, 2008, 01:27
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#35
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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It backfired,
France settled a new colony in stead of returning to Montreal.
__________________
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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September 26, 2008, 17:45
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#36
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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.
__________________
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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September 26, 2008, 18:27
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#37
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Emperor
Local Time: 21:27
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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.
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September 27, 2008, 00:26
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#38
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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
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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September 27, 2008, 01:18
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#39
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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urg
__________________
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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September 27, 2008, 01:21
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#40
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Dale could you look at this?
__________________
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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September 27, 2008, 02:19
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#41
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 21
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Re: Fluyt
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Quote:
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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
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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?
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September 27, 2008, 10:53
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#42
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 21
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Re: Re: Fluyt
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.
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Quote:
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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?
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September 27, 2008, 11:59
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#43
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King
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Nov 2005
Posts: 1,570
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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. ?)
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September 27, 2008, 12:43
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#44
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Unimatrix,
It was a messed up post that I couldn't fix.
__________________
Flash
Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
the Moderator of the World Creators
Last edited by Flash; September 27, 2008 at 15:10.
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September 27, 2008, 18:46
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#45
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 21
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Quote:
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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. ?)
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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.
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September 27, 2008, 22:11
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#46
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Dale,
Have you figured out what the problem with the game I wanted you to look at is?
__________________
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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September 27, 2008, 23:37
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#47
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Emperor
Local Time: 21:27
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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You didn't say what the problem was, just to download it.
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September 28, 2008, 00:18
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#48
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Okay, Smart Alec.
I just wanted you to look at disappearing issues, and why the AI isn't building settlements.
__________________
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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September 29, 2008, 05:01
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#49
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 4
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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?
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September 29, 2008, 05:05
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#50
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Deity
Local Time: 11:27
Local Date: November 21, 2009
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,269
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You need to create the folder.
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
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September 29, 2008, 05:11
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#51
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 4
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Thanks for help Nikolai
It works now
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September 29, 2008, 05:45
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#52
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Deity
Local Time: 11:27
Local Date: November 21, 2009
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,269
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No problem.
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
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September 29, 2008, 07:09
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#53
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Emperor
Local Time: 21:27
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Quote:
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Originally posted by Flash
Okay, Smart Alec.
I just wanted you to look at disappearing issues, and why the AI isn't building settlements.
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I'm working on a fix for this, as it is affecting other scenarios. I'm addressing this in the Snoopy/Dale patch.
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September 29, 2008, 10:14
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#54
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Warlord
Local Time: 05:27
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Thank you very much.
__________________
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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September 29, 2008, 10:17
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#55
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 4
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Thats good news
Thank you Dale
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September 29, 2008, 21:13
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#56
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 6
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Devout trait - +25% Cross production.
Tolerant trait - -25% Crosses needed for immigration.
Devout is a less powerful version Tolerant, i.e. pointless.
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September 29, 2008, 21:21
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#57
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 21
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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?
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September 29, 2008, 21:43
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#58
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Settler
Local Time: 10:27
Local Date: November 21, 2009
Join Date: Sep 2008
Posts: 6
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Quote:
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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?
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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.
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September 29, 2008, 23:09
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#59
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Emperor
Local Time: 21:27
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Quote:
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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.
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(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).
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October 2, 2008, 04:46
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#60
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Settler
Local Time: 20:27
Local Date: November 21, 2009
Join Date: Oct 2001
Location: Gold Coast, Australia
Posts: 15
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Downloaded and installed easily on Vista. Now playing--looks good--thank you very much.
__________________
"Violence is the last refuge of the
incompentent" -- Isaac Asimov
(Foundation)
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