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Old January 18, 2009, 05:24   #331
PrinceMyshkin
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If I were you I would post AoD II comments in AoD II section.

1. I have never had a crash in AoD II, try to see if this behaviour is repetitive. Ideally post the savegame in AoD II section.

2. A Galleon can carry 3 treasures in AoD II, and in the patchmond 1.

The section you are looking to edit can be found in:

\Colonization II\Mods\AgeofDiscoveryII\Assets\XML\Units\CIV4Unit Infos.xml

Section:
< Type >UNIT_TREASURE< /Type >

Line:
< iBerthSize >2< /iBerthSize >, change 2 to 1

I like beers too!

HTH

PS Had to look extra spaces between < > or else the line wouldn't display. Search for key words like UNIT_TREASURE and then find iBerthSize.
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Old January 21, 2009, 08:07   #332
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Thanks Prince!
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Old September 16, 2009, 03:08   #333
mir24
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Hi, quick question - is this Patch Mod compatible with Firaxis' 1.01F patch?

I love what you've done with it (e.g. allowing colonists to enter cities even though they've moved) but I'd love to train Veteran Soldiers in schools, too.

So just wondering how your Mod will affect Patch 1.01f (yes, I've already downloaded and installed it...).
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Old September 16, 2009, 10:29   #334
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It is my understanding that the 1.01F patch includes many of PatchMod's changes. I don't think you could use the two together, unless Dale compiled a later version than I'm aware of. However, his AoD2 mod does include many of the changes, and I'm fairly sure he maintained that further.
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Old September 16, 2009, 20:41   #335
mir24
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Thanks!

I tried it out last night - Patch 1.01F and Patch Mod. Result: Crash to Desktop as soon as I try to launch a new game.

I've also installed the United Mod and Blue Marble. BM works well, no problems. But United Mod and PatchMod both CTD as soon as a new game is started.

I'm also wondering about the Veteran Soldiers. Someone elsewhere posted that in order to train Vets in schools, it's just a matter of altering their Unit Info in the XML folder. Change iTeacherWeight to 2 instead of 0. This is what Patch 1.01F did. So am wondering if I can do the same to PatchMod.

First, I could do with some help figuring out the CTD's...
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Old September 19, 2009, 00:02   #336
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You can't make PatchMod compatible with 1.01F without major changes well beyond what would be worth doing. You'd be better off just doing your own mod.
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