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October 29, 2008, 13:24
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#91
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Warlord
Local Time: 08:24
Local Date: November 21, 2009
Join Date: May 1999
Location: Carbondale, Illinois, USA
Posts: 246
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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?
__________________
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 29, 2008 at 17:15.
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December 1, 2008, 16:19
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#92
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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
__________________
Coling since 1994... :)
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December 2, 2008, 13:06
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#93
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King
Local Time: 05:24
Local Date: November 21, 2009
Join Date: Jan 2006
Location: The Bear Flag Republic
Posts: 1,250
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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?
__________________
And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t.s.eliot
Check out my wife's blog : http://www.slolife.typepad.com
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December 2, 2008, 16:31
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#94
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Hey Supr49er,
I've answered you on the other thread!
__________________
Coling since 1994... :)
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December 4, 2008, 10:48
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#95
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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I have same problems with new ships. They all seem to spawn in the poles for the first time.
__________________
Coling since 1994... :)
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December 4, 2008, 13:15
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#96
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King
Local Time: 05:24
Local Date: November 21, 2009
Join Date: Jan 2006
Location: The Bear Flag Republic
Posts: 1,250
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Quote:
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Originally posted by PrinceMyshkin
Hey Supr49er,
I've answered you on the other thread!
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OK, saw it. Thanks.
__________________
And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t.s.eliot
Check out my wife's blog : http://www.slolife.typepad.com
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December 4, 2008, 14:09
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#97
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Deity
Local Time: 08:24
Local Date: November 21, 2009
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,826
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Yeah... my newly bought ships are turning up at the north pole.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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December 5, 2008, 19:45
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#98
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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!
__________________
Coling since 1994... :)
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December 5, 2008, 22:02
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#99
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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
__________________
Coling since 1994... :)
Last edited by PrinceMyshkin; December 5, 2008 at 22:16.
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December 8, 2008, 16:55
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#100
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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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:
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December 8, 2008, 16:57
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#101
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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And buying the goods shortage at end of production:
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December 9, 2008, 08:58
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#102
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Looks good!
What would be the key to industrial victory? Hammers, finnished buildings, goods produced?
__________________
Coling since 1994... :)
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December 9, 2008, 16:12
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#103
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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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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December 9, 2008, 17:06
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#104
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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XD
Crap = Hammers + Goods + Bells?
__________________
Coling since 1994... :)
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December 9, 2008, 17:39
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#105
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Warlord
Local Time: 14:24
Local Date: November 21, 2009
Join Date: Aug 2002
Location: Holland
Posts: 239
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Oeh, I'm looking forwards to that update! New non-violent victories is exactly what this game needs.
__________________
Truly great madness cannot be achieved without significant intelligence.
-Henrik Tikkanen
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December 9, 2008, 17:57
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#106
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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Quote:
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Originally posted by PrinceMyshkin
XD
Crap = Hammers + Goods + Bells?
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ALL yields, including education.
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December 9, 2008, 18:08
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#107
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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v1.03 Released!
See the first post for DL and updated changelog.
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December 9, 2008, 21:45
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#108
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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OMG!!!!!!!!!!!! EVERYBODY PANIC!!!
GOT TO TRY IT!!!!!!!!!!!!!!!
__________________
Coling since 1994... :)
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December 9, 2008, 21:58
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#109
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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YAY AND I GET THE PIRATES TOO!!!!!!!!
__________________
Coling since 1994... :)
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December 9, 2008, 22:05
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#110
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Hmmmmm... all achievement images are missing, there is a purple curtain. :P
__________________
Coling since 1994... :)
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December 9, 2008, 22:14
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#111
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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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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December 9, 2008, 22:20
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#112
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Achievents worked perfectly though... what should be the mod's folder?
Currently it is,
D:\Games\Colonization II\Mods\AgeOfDiscoveryII
__________________
Coling since 1994... :)
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December 9, 2008, 22:24
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#113
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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My achievements mod has an extra directory called "CvGameCoreDLL", won't I need this in my AoDII mod folder?
__________________
Coling since 1994... :)
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December 9, 2008, 22:27
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#114
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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...
__________________
Coling since 1994... :)
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December 9, 2008, 22:46
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#115
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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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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December 9, 2008, 23:27
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#116
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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Cheers mate
__________________
Coling since 1994... :)
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December 9, 2008, 23:37
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#117
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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.
__________________
Coling since 1994... :)
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December 9, 2008, 23:56
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#118
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Emperor
Local Time: 00:24
Local Date: November 22, 2009
Join Date: Dec 2000
Posts: 3,891
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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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December 10, 2008, 00:15
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#119
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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?
__________________
Coling since 1994... :)
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December 10, 2008, 00:16
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#120
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Prince
Local Time: 13:24
Local Date: November 21, 2009
Join Date: Nov 2008
Location: Antarctica
Posts: 392
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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?
__________________
Coling since 1994... :)
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