ROFL MAN! XD

They bury it of course!Originally posted by PrinceMyshkin
Also what do they do with their treasures?
Truly great madness cannot be achieved without significant intelligence.
-Henrik Tikkanen

ROFL MAN! XD
Coling since 1994... :)

For those interested, the intro movie:

Dale,
Download says its version 1.02.
Is that right?
Your doc says 1.03 is the latest.
And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot

Says 1.03 for me. Try direct link: http://rtw.apolyton.net/aod2/AoD2_1.03.zip

Got it thanks.![]()
I'll try it after work tonight.
And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot
Hi Dale! I'm enjoying my first try with this mod (well, my second after I screwed up the first). I'm playing the Dutch and the Fluyte is a nice touch, as are the other unique ships. The Pirates made my life "interesting" by haunting my coastline with their ship...until I got my galleon through with enough treasures to build a frigate.
Meanwhile they made it *more* interesting by building Port Royal three tiles from New Amsterdam, then their second town 2 tiles from that, beating me to an intended site by one turn-- followed by their third town 2 tiles from that, and then breeding like rabbits.
Actually, all of that was great, but on the unbalanced side, when I took Port Royal I captured THIRTY free colonists!Talk about too much of a good thing!!
One other detail: all of the pirate towns were inland, which just doesn't seem right.
Anyway, thanks for the mod, and I'll let you know if I find anything else.
"...your Caravel has killed a Spanish Man-o-War."

Here's an interesting series of pics. Ignore the fact I placed extra land to trap the Spanish caravel (who I'm at war with).
![]()

Okay after completing fully the fortress bombarding (it is much more complete than it was when I took the screenies above) I implemented a cap on the total increase number of REF each time the King adds units.
There is a new XML tag in Civ4HandicapInfos.xml called iKingUnitIncreaseCap which controls the maximum number of units added per increase. For pilgrim I have set this cap to 1, so each time the REF is increased only 1 unit will be added. Revolutionary is capped to 20, so only a maximum of 20 units per increase will be added. The other difficulty levels are spread evenly between those values.
This will require play-testing and observation from you the players of my Mod to ensure that REF growth is correct for the level you are playing. I hope you'll provide feedback on this when v1.04 is made available soon.
What this change means is that no matter how many REF increases you incur, the actual number of units added will stop increasing at a level appropriate for that difficulty level. This will be another part of the whole encouraging large Empires push that I've been on. It should also stop those ridiculous 2000+ REF's to combat when you actually do make a huge Empire.
Hi Dale. I found a couple of buglets in 1.03 and I can try to look for saved games to illustrate them.
I completed a wagon train in a town, got the next item list, and selected "Examine Settlement." Upon return to the next item list I had the option to rush completion of my completed wagon, for zero gold.
When I captured the 30 colonists, 29 of them appeared adjacent to the (razed) town rather than in it. This placed all those undefended units next to hostile units. Note that one colonist remained in the tile with my conquering unit.
I saw a strange thing where I'm not quite sure what happened: all of a sudden I had one free colonist appear on the wrong side of my border with Portugal. I didn't move it there and I did not have Open Borders with Portugal. I noticed there was also a Portuguese free colonist in the same tile. Perhaps they appeared as a matter/antimatter pair?![]()
"...your Caravel has killed a Spanish Man-o-War."

Hey Hermann,
The first item is fixed in 1.04 (I've already acted on that one).
The other two I've no idea how they came about. I've not made any changes anywhere near razing colonies. Strange, I'll see if I can reproduce.
Have you ever had that before?

The current list for v1.04 (not due out yet):
- Added intro movie
- Added cutscenes with New World quotes
- Added achievement advisor icon
- Added new victories to Royal Charter (DoM screen)
- Added fortress ability to fire on ships with cannons
- Changed Pirate Ship strength 4 -> 3
- Changed requirement for Economic & Industrial victories to double
- Changed REF increases to include a cap based on difficulty
- Changed Europe Screen "Sail East" and "Sail West" buttons to visually indicate which is which
- Fixed victory condition capitalisations
- Fixed broken 50 cross achievement text
- Fixed achievements not recognising earlier style buildings (eg: not getting 5 stockades when 1 is a fort)
- Fixed achievement popups appearing on first player for all players
- Removed button pointer for Achievement interface message when not needed
Will keep this list updated.![]()

It's been a pleasure working with you Dale. You are a hard working bastard.
We will be glad to provide you, sincere and immdediate feedback.
Dude, I just cannot believe, you have made all this happen!
I have worked with modders, who were too lazy to update their mods, even though I had updated the code for them.
Let's all help Dale to make this mod, the best ever!
A big hail to Dale!
Last edited by PrinceMyshkin; December 15, 2008 at 21:03.
Coling since 1994... :)

So, here is my promise.
- You need to update the following erroneous achievements text.
"Built ten BellTools" to "Built ten Tools".
- When you declare revolution the nation flags are changing, but the change is not immediate for all units. If you load the flags revert back to the initial mother-countery flag. Is there a fix around this?
Also the following issues need to be addressed with "pirates" faction.
- They are too strong in the early game (reducing pirate ship power was smart move).
- How can pirates achieve victory?
- What do pirates do with a treasure? (option to sell it?)
- Wouldn't it be nice, if they could have some buildings and bigger pirate ships (with more hammers)? As it is they only have two units really, which makes them very boring play.
List of possible ships they could have:
The Sloop style of Pirate Ships - small ships, 100 tons carried about 75 pirates (This could be their starting ship)
The Brigantine style of Pirate Ships - 150 tons, carried about 100 pirates (A possible middle stage ship with more hammers?)
The Frigate style of Pirate Ships - 360 tons carrying about 190 men (Their ultimate weapon?)
Source: http://www.elizabethan-era.org.uk/fa...rate-ships.htm
By not having specialists, ability to produce bells and increase productivity and finally get any FFs, they have received big blows already. So they can potentially be "balanced".
- It would be nice to increase the required hammers for "pirates" as well - so they don't spam up like hell (eg 33 pirates in a city Hermann mentioned).
HTH![]()
Last edited by PrinceMyshkin; December 15, 2008 at 21:44.
Coling since 1994... :)

@ Hermann
Did the Portuguese borders expanded and you had "closed borders" with them?
When this happens, and you have a unit falling inside their cultural borders, the unit gets automatically transferred to a random tile out of their borders.
Coling since 1994... :)

Was checking LoF mod version 1.4. Some interesting points there are (- what he has, * my comment):
- Increased growth of native villages, (reduced threshold for growth by 20%, from 100 to 80)
* In my games indian villages seem to get stack to 1-2 pop size, dunno maybe even more than 20%. In principle he is right.
- Halved unit bombardment rates for cannon/artillery/frigate/ship of the line/man o war (seiges of colonies to destroy fortifications will take 2x time/units)
* I like this. There are way more units in C4C than in Col. I. It gives a better feeling. These fortresses can't go down in one turn.
Last edited by PrinceMyshkin; December 17, 2008 at 10:13.
Coling since 1994... :)

This is a great mod, much closer to how the game should be and I have just had a happy hour trying it out on medium skill lvl.
I played the English and after dodging the pirates in the early game I finally amassed enough cash for a frigate. First chance I got I went to destroy the pirate ship off Jamestown.
Imagine then my disappointment when my nice new frigate was sunk!, surely this cannot be right. It's the only option for defending against pirates and it is too weak to do the job!
That was it, game over, I just cant be bothered to save up for another frigate, what is the point?

maiph:
In version 1.04 of the mod the pirate ship has been toned down one strength point to 3. This puts it on par with caravel/carrack/fluyt in strength. I've also modified the navy stats too for the Frigate to make it much cheaper to build/buy.
Your frigate should have a better time at it now.
I am going to do a lot of work on the Pirates nation for the next version (1.05) so look out for that one.![]()

Thanks Dale for your prompt reply, I see now the pirate ship is listed in the changes for 1.04. good move.

v1.04 Released!
See first post for download link and updated changelog.
v1.03 - 1.04 changes:
- Added intro movie
- Added cutscenes with New World quotes
- Added achievement advisor icon
- Added new victories to Royal Charter (DoM screen)
- Added fortress ability to fire on ships with cannons
- Changed Pirate Ship strength 4 -> 3
- Changed requirement for Economic & Industrial victories to double
- Changed REF increases to include a cap based on difficulty
- Changed Europe Screen "Sail East" and "Sail West" buttons to visually indicate which is which
- Changed navy stats to reflect strength/cost/cargoholds better
- Fixed victory condition capitalisations
- Fixed broken 50 cross achievement text
- Fixed incorrect 10 bells achievement text
- Fixed achievements not recognising earlier style buildings (eg: not getting 5 stockades when 1 is a fort)
- Fixed achievement popups appearing on first player for all players
- Removed button pointer for Achievement interface message when not needed

Xmas present! Thanks Dale
Coling since 1994... :)

hmmm
i cant get the download link to work
i get the message;
"The requested URL /aod2/AoD2_1.03.zip was not found on this server."
is it just me?

Dale there is a bug.
SoL has 4 movement, Frigate and MoW 5.
I am sure it was meant to be 5 for all.
Otherwise IT ROOOOOOOOOOOOOOOOOOOOCKS!!!!!!!![]()
Coling since 1994... :)

Also why does the carrack and fluyt have 3 movement, while caravel has 4?
Is this intentional?
Cheers
Coling since 1994... :)

Could be a web cache issue with the page. Try it direct here.Originally posted by maiph
hmmm
i cant get the download link to work
i get the message;
"The requested URL /aod2/AoD2_1.03.zip was not found on this server."
is it just me?![]()

Prince:
There's always one thing you miss.Oh well.
As for carrack/fluyt, yes that's intentional. They get an extra cargo bay over a caravel.

Damn man, sorry!
I should have spotted it earlier.
Want to make me official AoD II beta tester? Will spot everytime all the mistakes and give you a list. XD
But just checked, you had 5 in your list this morning!
http://apolyton.net/forums/showthrea...0&pagenumber=1
Ship of the Line
130 Tools (down from 300)
480 Hammers (up from 400)
240 Guns (down from 300)
5 Movement
Cargo 0
Strength 12 (up from 8) ---> now 10
Price 6000 (down from 8000)
Europe price increase 1500
Last edited by PrinceMyshkin; December 17, 2008 at 19:17.
Coling since 1994... :)

Yeah I changed SoL and MoW based on your comments in that thread. Also adjusted guns to match them.

My comment had been on strength of SoL and MoW, not movement.
Frigate and MoW movement is 5, SoL is 4; is this intentional?
Coling since 1994... :)

The SoL move 4 is not intentional. It's supposed to be 5.![]()
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