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Old October 3, 2008, 09:38   #61
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a little suggestion, please give a better icon of Pirates to the next version, the current one is too blur. :P
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Old October 3, 2008, 19:44   #62
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Do you plan to add custom houses?
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Old October 3, 2008, 23:07   #63
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Quote:
Originally posted by N35t0r
Do you plan to add custom houses?
No, but I do plan to make warehouse expansion work better.
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Old October 4, 2008, 03:57   #64
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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.
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Old October 6, 2008, 18:51   #65
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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.
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Old October 7, 2008, 04:08   #66
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That actually happened to me on my last game

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 )
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Old October 7, 2008, 06:04   #67
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Yes, something needs to be done about the Pirates to make them better to play.

Any ideas?
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Old October 7, 2008, 07:13   #68
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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.
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Old October 7, 2008, 08:08   #69
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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?

Quote:
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.
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Old October 14, 2008, 03:37   #70
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Quote:
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
YIELD_GOLD
YIELD_RUM
SPECIALBUILDING_TAVERN

-Buccaneer
YIELD_FAME
YIELD_GOLD
SPECIALBUILDING_GOVERNOR_PALACE

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

Use it if you think that it could be a good addition
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Old October 15, 2008, 06:34   #71
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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
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Old October 16, 2008, 05:54   #72
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.. 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
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Old October 16, 2008, 07:48   #73
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Quote:
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.
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Old October 16, 2008, 07:51   #74
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I've added some screenshots to the first page of the thread under the changlist.
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Old October 16, 2008, 08:32   #75
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AoDII v1.01 posted!

Please see the first post for updated changlog and download.
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Old October 17, 2008, 06:34   #76
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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.
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Old October 17, 2008, 08:37   #77
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Actually, it was REDUCED to 20. It was 25.
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Old October 17, 2008, 08:48   #78
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Okay, Reduced.

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

Because doesn't that affect tolerant verses devout?
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Old October 17, 2008, 09:57   #79
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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.
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Old October 17, 2008, 10:23   #80
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So that is why cost went to 400 on Marathon for the English?

On normal the first immigrant is 100gold correct?
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Old October 17, 2008, 10:33   #81
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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...
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Old October 17, 2008, 10:41   #82
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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.
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Old October 17, 2008, 11:38   #83
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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%
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Old October 17, 2008, 15:22   #84
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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 ...
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Old October 17, 2008, 16:19   #85
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The converts is a known bug. Thanks.
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Old October 20, 2008, 02:46   #86
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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
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Old October 26, 2008, 21:36   #87
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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.

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Old October 28, 2008, 10:08   #88
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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?
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Old October 28, 2008, 15:03   #89
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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.
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Old October 28, 2008, 15:04   #90
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Dale,

Okay, thanks. It caught me off guard.
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