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Old October 29, 2008, 13:24   #91
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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?
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Old December 1, 2008, 16:19   #92
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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
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Old December 2, 2008, 13:06   #93
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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?
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Old December 2, 2008, 16:31   #94
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Hey Supr49er,

I've answered you on the other thread!
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Old December 4, 2008, 10:48   #95
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I have same problems with new ships. They all seem to spawn in the poles for the first time.
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Old December 4, 2008, 13:15   #96
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Quote:
Originally posted by PrinceMyshkin
Hey Supr49er,

I've answered you on the other thread!
OK, saw it. Thanks.
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Old December 4, 2008, 14:09   #97
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Yeah... my newly bought ships are turning up at the north pole.

-Arrian
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Old December 5, 2008, 19:45   #98
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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!
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Old December 5, 2008, 22:02   #99
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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
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Old December 8, 2008, 16:55   #100
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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:
Attached Images:
File Type: jpg victorys.jpg (78.0 KB, 63 views)
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Old December 8, 2008, 16:57   #101
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And buying the goods shortage at end of production:
Attached Images:
File Type: jpg shortfall1.jpg (289.0 KB, 67 views)
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Old December 9, 2008, 08:58   #102
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Looks good!

What would be the key to industrial victory? Hammers, finnished buildings, goods produced?
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Old December 9, 2008, 16:12   #103
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Industrial victory is purely based on total yield rate, which is how much total crap you make per turn.
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Old December 9, 2008, 17:06   #104
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XD

Crap = Hammers + Goods + Bells?
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Old December 9, 2008, 17:39   #105
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Oeh, I'm looking forwards to that update! New non-violent victories is exactly what this game needs.
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Old December 9, 2008, 17:57   #106
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Quote:
Originally posted by PrinceMyshkin
XD

Crap = Hammers + Goods + Bells?
ALL yields, including education.
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Old December 9, 2008, 18:08   #107
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v1.03 Released!

See the first post for DL and updated changelog.
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Old December 9, 2008, 21:45   #108
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OMG!!!!!!!!!!!! EVERYBODY PANIC!!!

GOT TO TRY IT!!!!!!!!!!!!!!!
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Old December 9, 2008, 21:58   #109
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YAY AND I GET THE PIRATES TOO!!!!!!!!
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Old December 9, 2008, 22:05   #110
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Hmmmmm... all achievement images are missing, there is a purple curtain. :P
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Old December 9, 2008, 22:14   #111
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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.
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Old December 9, 2008, 22:20   #112
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Achievents worked perfectly though... what should be the mod's folder?

Currently it is,

D:\Games\Colonization II\Mods\AgeOfDiscoveryII
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Old December 9, 2008, 22:24   #113
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My achievements mod has an extra directory called "CvGameCoreDLL", won't I need this in my AoDII mod folder?
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Old December 9, 2008, 22:27   #114
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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...
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Old December 9, 2008, 22:46   #115
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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.
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File Type: zip civ4achieveinfos.zip (2.0 KB, 2 views)
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Old December 9, 2008, 23:27   #116
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Cheers mate
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Old December 9, 2008, 23:37   #117
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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.
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Old December 9, 2008, 23:56   #118
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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.
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Old December 10, 2008, 00:15   #119
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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?
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Old December 10, 2008, 00:16   #120
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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?
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