Page 10 of 12 FirstFirst ... 7 8 9 10 11 12 LastLast
Results 271 to 300 of 336

Thread: Dale/Snoopy PatchMod (Bug-fixes and more)

  1. #271
    Durnil
    Settler
    Join Date
    02 Oct 2008
    Posts
    8
    Country
    This is Durnil's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    09:03
    Dale - Did you get a chance to look at the code that I sent you regarding the sorting of the trade route window?

  2. #272
    clarkcd
    Warlord clarkcd's Avatar
    Join Date
    14 Feb 2004
    Posts
    112
    Country
    This is clarkcd's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    02:03
    Originally posted by The Rusty Gamer
    Did you know that when you build a dry dock and a shipyard that each of them is supposed to add another two fish to the sea squares (which, including a standard dock, should be +6) but it doesn't! It just sticks to the initial +2 from the dock.
    I thought the same thing the first few times I played. However what it's actually doing is each building is replacing the previous, so the previous building isn't there anymore. Thus each building is giving the +2 to fish.
    "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." ~ Ben Franklin

  3. #273
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03
    Actually, I'm wondering that drydocks and shipyards might not decrease the number of fish again - they're scared away or die because of all the shipbuilding...might be an interesting game balance issue.

    Dale/Snoopy, is there a way to require that you must be inland (no sea squares) in order to be able to build something? It's for an idea I have.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  4. #274
    snoopy369
    Senior Staff snoopy369's Avatar
    Join Date
    16 Apr 2004
    Location
    Of the Peanuts Gallery
    Posts
    30,950
    Thanks
    71
    Thanked 49 Times in 43 Posts
    Local Date
    May 21, 2013
    Local Time
    04:03
    Not that I know. That would require a new XML tag, though it's not particularly difficult to add that functionality I don't imagine.

    Yes, the Dock/drydock/shipyard all give a total of +2 food (not cumulative).
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  5. #275
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03
    I was thinking (because some people think that building limitless wagon trains is a problem) that you could limit them to only being built in inland colonies. I don't know how may even build inland colonies in this game - it sounds like they only build about four colonies which one would presume are mainly coastal for convenience so that might be a good way to encourage inland colonies.

    Another way I thought of limiting wagon trains might be to have a warehouse as a pre-requisite. Furthermore, this means that when you build an extended warehouse, replacing the original warehouse, that you can no longer build wagon trains at that point I would presume.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  6. #276
    Dale
    Emperor Dale's Avatar
    Join Date
    27 Dec 2000
    Posts
    3,962
    Country
    This is Dale's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    20:03
    Originally posted by Durnil
    Dale - Did you get a chance to look at the code that I sent you regarding the sorting of the trade route window?
    Yeah I did and I emailed back.

  7. #277
    wodan11
    King wodan11's Avatar
    Join Date
    24 Oct 2006
    Posts
    2,343
    Country
    This is wodan11's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    09:03
    I think the mapscript is missing some of the improvements they did to CIV. For example, I distictly recall that the randomizer wasn't working and the same map would come up all the time. That's happening here in Col. They fixed it at some point in BtS. Also, it begs the question what else might have been enhancements in CIV that should be ported over here as well.

  8. #278
    thelazydog
    Settler
    Join Date
    29 Mar 2004
    Posts
    1
    Country
    This is thelazydog's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    09:03
    Hi,

    Nice job with this patchmod, guys. It definitely improves the game.

    But I encountered one possible bug. In the unpatched game, citizens will pick up weapons that are stockpiled if the city is attacked. In my latest game, with patchmod 1.06b, they don't. The Sioux just pillage my city without meeting any resistance, although I have guns in that city. (If I make one of the citizens a soldier prior to ending my turn, they don't destroy that city.)

    I'm guessing this might be a result of your fix that units cannot be made a soldier and attack on the same turn?

  9. #279
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03
    Wagon trains should have transport size and berth size = 2. Otherwise you can effectively double a ship's capacity. This is an exploit.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  10. #280
    snoopy369
    Senior Staff snoopy369's Avatar
    Join Date
    16 Apr 2004
    Location
    Of the Peanuts Gallery
    Posts
    30,950
    Thanks
    71
    Thanked 49 Times in 43 Posts
    Local Date
    May 21, 2013
    Local Time
    04:03
    Oooh, good point R_G!! I didn't even know you could put wagon trains on a ship ... never tried I guess That's an easy XML correction.
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  11. #281
    N35t0r
    Emperor N35t0r's Avatar
    Join Date
    02 Jan 2000
    Location
    ( o Y o )
    Posts
    6,820
    Country
    This is N35t0r's Country Flag
    Thanks
    11
    Thanked 5 Times in 4 Posts
    Local Date
    May 21, 2013
    Local Time
    06:03
    Is colonies razed by one undefended indian WAD?

    On the original you got looted of goods / gold, buildings destroyed and less pop but in 1 pop increments.
    Indifference is Bliss

  12. #282
    snoopy369
    Senior Staff snoopy369's Avatar
    Join Date
    16 Apr 2004
    Location
    Of the Peanuts Gallery
    Posts
    30,950
    Thanks
    71
    Thanked 49 Times in 43 Posts
    Local Date
    May 21, 2013
    Local Time
    04:03
    In Col2, indians are just like any other civ - so yes, it is WAD.
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  13. #283
    N35t0r
    Emperor N35t0r's Avatar
    Join Date
    02 Jan 2000
    Location
    ( o Y o )
    Posts
    6,820
    Country
    This is N35t0r's Country Flag
    Thanks
    11
    Thanked 5 Times in 4 Posts
    Local Date
    May 21, 2013
    Local Time
    06:03
    Is it possible to have them work like barbs in that respect?
    Indifference is Bliss

  14. #284
    snoopy369
    Senior Staff snoopy369's Avatar
    Join Date
    16 Apr 2004
    Location
    Of the Peanuts Gallery
    Posts
    30,950
    Thanks
    71
    Thanked 49 Times in 43 Posts
    Local Date
    May 21, 2013
    Local Time
    04:03
    Not at the moment - they're not barbs. That's one thing i've thought about adding, but it's a bit low on the priority list right now (barb-indians in addition to the civilized indians).
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  15. #285
    N35t0r
    Emperor N35t0r's Avatar
    Join Date
    02 Jan 2000
    Location
    ( o Y o )
    Posts
    6,820
    Country
    This is N35t0r's Country Flag
    Thanks
    11
    Thanked 5 Times in 4 Posts
    Local Date
    May 21, 2013
    Local Time
    06:03
    So that behaiviour is hardcoded to barbs?

    I was thinking, if it could be possibe to add a unit with that behaviour, that would also be a good idea, and make it buildable by regular indians and have hidden nationality.
    Indifference is Bliss

  16. #286
    snoopy369
    Senior Staff snoopy369's Avatar
    Join Date
    16 Apr 2004
    Location
    Of the Peanuts Gallery
    Posts
    30,950
    Thanks
    71
    Thanked 49 Times in 43 Posts
    Local Date
    May 21, 2013
    Local Time
    04:03
    Barbs don't actually have that specific behavior (they behave a bit differently), but yes and no. Barbs have a particular set of strategies they choose from, just like any AI; theirs just are a bit different. I wouldn't want to change all natives, I'd want civilized and uncivilized natives separately. More interesting that way.
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  17. #287
    N35t0r
    Emperor N35t0r's Avatar
    Join Date
    02 Jan 2000
    Location
    ( o Y o )
    Posts
    6,820
    Country
    This is N35t0r's Country Flag
    Thanks
    11
    Thanked 5 Times in 4 Posts
    Local Date
    May 21, 2013
    Local Time
    06:03
    Hmm.. I might be thinking about Civ3 then.... It's been a while since I've let barbs take my cities

    A thing that I liked about the original Col is that natives sometimes raided your colonies without their leader's 'approval'. Having normal 'native' units which can come and gift you stuff, or also raid you to lower tension (from their point of view, of course ) would be great. Of course, those raids need to be less 'lethal' than a regular attack, and have a chance to steal goods / gold even if defeated. If the colony isn't even defended, then population loss might (should?) occur, in addition to looting and/or building damage.

    Stockades (and in a much greater amount forts) should, besides the obvious boost to defense that helps avoid your unit being lost, reduce goods stolen and chance of building damage if raid successful (maybe negate it with forts?)
    Indifference is Bliss

  18. #288
    Ranger101
    Settler
    Join Date
    09 Mar 2003
    Posts
    7
    Country
    This is Ranger101's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    09:03
    Do I need to download the unofficial patch as well to use this mod?

  19. #289
    Dale
    Emperor Dale's Avatar
    Join Date
    27 Dec 2000
    Posts
    3,962
    Country
    This is Dale's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    20:03
    No, all those changes are included in this mod.

  20. #290
    Dale
    Emperor Dale's Avatar
    Join Date
    27 Dec 2000
    Posts
    3,962
    Country
    This is Dale's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    20:03
    PatchMod 1.07 released!

    Please update from the first post.

  21. #291
    Ranger101
    Settler
    Join Date
    09 Mar 2003
    Posts
    7
    Country
    This is Ranger101's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    09:03
    Nice work Dale.

    edit: (n/m)

  22. #292
    Ijuin
    Prince
    Join Date
    07 May 2002
    Location
    Tokyo, Japan
    Posts
    463
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    18:03
    Thank you for clearly marking what is new in the latest update--the list of changes was becoming long enough that it was difficult to tell what was new and what was there already.

    Thank you also for adding the 100 turns upon Declaration of Independance--that will greatly help in the "run out of time because the war took too long" area.

    Any luck yet on figuring out how to force the King to land his troops at a reasonable pace instead of sitting around keeping them in Europe?
    Last edited by Ijuin; October 29, 2008 at 10:25.
    Those who live by the sword...get shot by those who live by the gun.

  23. #293
    ragapa
    Settler
    Join Date
    26 Oct 2005
    Location
    Iowa, USA
    Posts
    12
    Country
    This is ragapa's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    03:03
    Someone may have mentioned these before, but here's a few things I noticed:

    1) When I buy new ships from Europe, they enter the map in the far southeast corner. That's kind of inconvienient most of the time. Haven't tried sailing in from the west.

    2) If a ship loaded partly with embargoed cargo arrives in Europe and I hit the sell button (leaving only the embargoed cargo) I can continue to hit sell. I think the button should go away if all you have on board can't be sold. If you push the sell button repeatedly, the prices of the goods will start to adjust many times in a row(usually in a bad way for the player). Also, the goods for which the prices are changing is seemingly random (I suppose since nothing is actually being sold).

    3) Selling treasures causes market prices to adjust. Seems to me, the only thing that should adjust is the good your are selling. Treasures shouldn't trigger price changes.

  24. #294
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03
    3) Selling treasures causes market prices to adjust. Seems to me, the only thing that should adjust is the good your are selling. Treasures shouldn't trigger price changes.

    On the other hand, dumping an influx of gold on the market might cause inflation, don't you think?
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  25. #295
    ragapa
    Settler
    Join Date
    26 Oct 2005
    Location
    Iowa, USA
    Posts
    12
    Country
    This is ragapa's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    03:03
    I'm no economist, but wouldn't inflation affect prices across the board? I don't know, what did the Europeans do with all that gold anyway? I just figured a tiny bit of it was saved as art and the rest was melted down to paint the domes on their palaces or something. =)

  26. #296
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03
    Oh, and suddenly changing the subject slightly, I've thought of an interesting tweak to the game you might consider.

    Howe about, just like when the Indians change what they want to trade in a village, they also can change what expertise they teach.

    Remember in Col 1, only one colonist could be trained in an Indian village, then they wouldn't teach anyone else.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  27. #297
    wodan11
    King wodan11's Avatar
    Join Date
    24 Oct 2006
    Posts
    2,343
    Country
    This is wodan11's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    09:03
    I read somewhere that the influx of gold really hosed the Spanish economy... was the start of the downfall of them as a world power.

  28. #298
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03

    Pedia wrong about wagon trains

    Dale & Snoopy, you need to set the transport and berth size of a wagon train to 0 as it is currently falsely reporting in the Pedia that it can be loaded onto various ships.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  29. #299
    davecheeney
    Settler
    Join Date
    29 Aug 2002
    Location
    fairfax, VA
    Posts
    1
    Country
    This is davecheeney's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    04:03

    treasure is unbalanced in this game!

    Originally posted by wodan11
    I read somewhere that the influx of gold really hosed the Spanish economy... was the start of the downfall of them as a world power.
    Exactly! Gold & silver caused massive inflation back home, and it destroyed any chance of creating a domestic production-based economy (why make it when we can buy it somewhere else?).
    The winners in the short term = the church and government, everyone else was a loser in the long term.

    Here's my gripe about treasure - why do I as the governor of the New World get to keep any of it? Did Pizarro keep the gold of the Incas? Did Cortes keep all the Aztec loot and use it to buy new ships, wagon trains and encourage immigration to Mexico? No - it went back to the King and was doled out to the conquistadors.

    [edit]
    well shut my mouth - I just found the following info about the distribution of Incan gold:

    Distribution of Atahualpa's ransom
    By the middle of 1533, the entire ransom of silver and gold had been delivered to the Spanish in Cajamarca. The many precious and finely worked objects were melted down over a four-month period to produce some 6 tons of gold and 12 tons of silver. Hernando Pizarro was sent back to Spain with some treasure for the King as part-payment of the "royal fifth", the royal tax paid upon all treasure captured during the conquest. The original conquistadors all received a share equivalent to his position in the conquest: each horseman received 40kg of gold and 81kg of silver whilst foot-soldiers received half this amount.http://dspace.dial.pipex.com/town/ro...est-1533a.html
    Last edited by davecheeney; November 3, 2008 at 12:37.

  30. #300
    The Rusty Gamer
    Prince The Rusty Gamer's Avatar
    Join Date
    10 Apr 1999
    Location
    Christchurch, New Zealand
    Posts
    952
    Country
    This is The Rusty Gamer's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 21, 2013
    Local Time
    21:03
    If there is a problem with being to easy to buy the guns and cannons you need, then the simple answer would be to make the price of these things in Europe either astronomically high, or impossible to buy altogether.

    Does the price of them go up after you've bought one? If not, perhaps it should.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

Page 10 of 12 FirstFirst ... 7 8 9 10 11 12 LastLast

Similar Threads

  1. Dale / Snoopy Patch Install.
    By CDN Gnome in forum Civilization IV: Colonization
    Replies: 5
    Last Post: October 1, 2008, 22:24
  2. Hey snoopy!
    By UnOrthOdOx in forum C4DG The Mercenary Team
    Replies: 17
    Last Post: July 8, 2007, 00:31
  3. SnOOpy! You Old Dog You !
    By SlowwHand in forum Off Topic
    Replies: 9
    Last Post: October 31, 2005, 21:55
  4. AU Mod/Snoopy's
    By Ision in forum Civ3-General-Archive
    Replies: 1
    Last Post: May 9, 2003, 05:00

Visitors found this page by searching for:

Expand west hire forest rangers

snoopys street fair hire forest rangers

snoopy fair bug

snoopy fair bugs

hire forest rangers snoopy

snoopy fair forest rangers

patchmod civilization colonization crash

where are the forest rangers in snoopys street fair

snoopy fair glitch

how to hire forest rangers snoopy fair

how to expand west hire a forest ranger

dale &amp; snoopys patchmod

how to hire forest rangers in snoopy

colonization education rebalance

patchmod

snoopys fair hire forest rangers

powered by vBulletin camp snoopy

snoopys fair update 2.0.0

west expansion doesnt work in snoopys fair

Snoopys Fair bug

how to hire forest rangers snoopy

forest rangers snoopy

snoopy fair forest ranger

in snoopys street fair how do you hire forest rangers

SNOOPY HIRE FOREST RANGERS

Bookmarks

Posting Permissions