October 3, 2008, 09:38
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#61
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Settler
Local Time: 08:10
Local Date: November 21, 2009
Join Date: Nov 2005
Posts: 15
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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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October 3, 2008, 19:44
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#62
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Emperor
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Do you plan to add custom houses?
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October 3, 2008, 23:07
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#63
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Quote:
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Originally posted by N35t0r
Do you plan to add custom houses?
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No, but I do plan to make warehouse expansion work better.
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October 4, 2008, 03:57
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#64
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Emperor
Local Time: 05:10
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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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Indifference is Bliss
Progressive Game ID #0023
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October 6, 2008, 18:51
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#65
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Deity
Local Time: 09:10
Local Date: November 21, 2009
Join Date: Jan 2004
Location: amongst equals.
Posts: 12,953
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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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He who knows himself is enlightened. -- Lao Tsu
SMAC(X) Marsscenario
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October 7, 2008, 04:08
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#66
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Emperor
Local Time: 05:10
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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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Indifference is Bliss
Progressive Game ID #0023
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October 7, 2008, 06:04
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#67
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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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October 7, 2008, 07:13
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#68
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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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Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
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October 7, 2008, 08:08
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#69
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Deity
Local Time: 09:10
Local Date: November 21, 2009
Join Date: Jan 2004
Location: amongst equals.
Posts: 12,953
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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?
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Quote:
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Originally posted by Dale
Yes, something needs to be done about the Pirates to make them better to play.
Any ideas?
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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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He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
SMAC(X) Marsscenario
Last edited by GeoModder; October 7, 2008 at 08:14.
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October 14, 2008, 03:37
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#70
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Settler
Local Time: 08:10
Local Date: November 21, 2009
Join Date: Oct 2008
Posts: 1
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Quote:
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Originally posted by Dale
Yes, something needs to be done about the Pirates to make them better to play.
Any ideas?
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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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October 15, 2008, 06:34
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#71
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Settler
Local Time: 08:10
Local Date: November 21, 2009
Join Date: Sep 2004
Posts: 5
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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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October 16, 2008, 05:54
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#72
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Settler
Local Time: 08:10
Local Date: November 21, 2009
Join Date: Sep 2004
Posts: 5
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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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October 16, 2008, 07:48
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#73
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Quote:
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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
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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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October 16, 2008, 07:51
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#74
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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I've added some screenshots to the first page of the thread under the changlist.
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October 16, 2008, 08:32
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#75
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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AoDII v1.01 posted!
Please see the first post for updated changlog and download.
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October 17, 2008, 06:34
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#76
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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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Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
Last edited by Flash; October 17, 2008 at 06:51.
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October 17, 2008, 08:37
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#77
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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Actually, it was REDUCED to 20. It was 25.
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October 17, 2008, 08:48
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#78
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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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Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
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October 17, 2008, 09:57
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#79
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Deity
Local Time: 02:10
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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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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I like your SNOOPY POSTER! - While you Wait quote.
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October 17, 2008, 10:23
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#80
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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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Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
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October 17, 2008, 10:33
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#81
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Deity
Local Time: 02:10
Local Date: November 21, 2009
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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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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<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Last edited by snoopy369; October 17, 2008 at 10:47.
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October 17, 2008, 10:41
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#82
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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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Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
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October 17, 2008, 11:38
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#83
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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%
__________________
Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
Last edited by Flash; October 17, 2008 at 11:44.
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October 17, 2008, 15:22
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#84
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Settler
Local Time: 08:10
Local Date: November 21, 2009
Join Date: Sep 2004
Posts: 5
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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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October 17, 2008, 16:19
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#85
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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The converts is a known bug. Thanks.
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October 20, 2008, 02:46
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#86
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Settler
Local Time: 08:10
Local Date: November 21, 2009
Join Date: Sep 2004
Posts: 5
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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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October 26, 2008, 21:36
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#87
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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.
Last edited by Dale; October 26, 2008 at 21:41.
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October 28, 2008, 10:08
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#88
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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?
__________________
Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
Last edited by Flash; October 28, 2008 at 10:54.
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October 28, 2008, 15:03
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#89
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Emperor
Local Time: 19:10
Local Date: November 21, 2009
Join Date: Dec 2000
Posts: 3,891
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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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October 28, 2008, 15:04
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#90
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Warlord
Local Time: 03:10
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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Dale,
Okay, thanks. It caught me off guard.
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Flash
Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
the Moderator of the World Creators
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