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Thread: AoD2: 1.08 Changelog & discussion

  1. #31
    Dale
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    If you already have AoD2 1.07 installed, then I've provided an update to 1.08 so you don't have to download the full 400 meg.

    Unzip the below update file to the desktop then manually copy the files over the 1.07 files. It should work, I can't guarentee it, but it should.

    1.07 to 1.08 update: http://rtw.apolyton.net/aod2/AoD2_1.08_update.zip

    Code:
    1.07 to 1.08 changelog:
    
    * PiMan's New Australia & Australia Civs
    * NeverMind's New Russia & Russia Civs
    * Younflancy's New China & China Civs
    * Other changes
    	* Tax Trade Theshold doubled (can trade more before a tax rise)
    	* All units now single graphics on map
    	* No Pirates till after turn 30 (if AI controlled)
    	* Added new tag: bFromWest to indicate Civ begins on the west of the map
    * Rebel Sentiment changes
    	* Each colonist has their own RS on a percentage scale
    	* Each colony's CRS is based on each colonist's RS in the colony
    	* Global GRS is based on the RS of all units except those on the docks in Europe
    	* Producing bells has an upward effect on all colonist's RS, the more bells the more upwards movement
    	* Statemen in colonies raise the RS of units on the colony's plot on the map (eg: soldiers)
    	* RS generation takes into account gameSpeed & handicap
    	* Colonist's RS is now shown on the scale in the Revolution Advisor screen
    	* What affects colonist RS:
    		- City bell production (raises)
    		- Accepting tax rises (lowers)
    		- Not accepting tax rises (raises)
    		- Kissing pinky (lowers)
    		- Refusing to kiss pinky (raises)
    * Fixes (from 1.07)
    	* Fixed Europe screen new profession crash
    	* Doubled unit freedom times
    	* Doubled unit upskilling time
    	* Halved school fees
    	* Upgraded to official patch 1.01f
    	* Ozzy's map header fixed to allow for customising game
    	* Fixed Buy Shortfall bug where amount of yield to purchase wasn't reset if you chose not to pay
    	* "Examine City" changed to "Nevermind" on education popup to allow cancelling of education
    	* Governor won't place automated citizens in education if human player
    	* Doubled trade victory threshold

  2. #32
    immanuel_b
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    not sure really but the "freedom time" from IS or PC hardly ever was a problem imo....
    first they had to gain freedom and than gain profession so doubling their freedom time hardly makes em worth anything anymore imo.
    the change for doubling upskilling time is welcome.
    i just wonder if there is nothing you can do (School train; MilitaryM or alike.) with IS or PC and they need to sit there for 80 turns on normal mode which is like 1/4 of the whole game time i guess i will leave them in europe.
    especially so since they "only" become FC after time served and need again alot of time to skill or money to train... pointless doh!

    regards

  3. #33
    Aerion
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    Quote Originally Posted by immanuel_b View Post
    not sure really but the "freedom time" from IS or PC hardly ever was a problem imo....
    first they had to gain freedom and than gain profession so doubling their freedom time hardly makes em worth anything anymore imo.
    the change for doubling upskilling time is welcome.
    i just wonder if there is nothing you can do (School train; MilitaryM or alike.) with IS or PC and they need to sit there for 80 turns on normal mode which is like 1/4 of the whole game time i guess i will leave them in europe.
    especially so since they "only" become FC after time served and need again alot of time to skill or money to train... pointless doh!

    regards
    I have to agree. Before, at least you could stick a gun in their hands and make them into conscripts. You don't even have that option anymore.

  4. #34
    PrinceMyshkin
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    But they are supposed to be useless!

    What I would question is the use of "all men are free" now. Since, all of the new colonists are ISs. They can now only serve as foot soldiers. What if the "all men are free" gave the right to ISs to become dragoons?

    Saying that regulars are underpowered. They only get a 25% bonus, compared to 50% of veterans. I don't think the 25% stacks with the 50%, as these are two independant unit classes.
    Last edited by PrinceMyshkin; March 16, 2009 at 09:37.
    Coling since 1994... :)

  5. #35
    Flash
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    Where can I download the whole mod 1.08?
    Flash
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  6. #36
    Flash
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    Where can I download the whole mod 1.08?

    Never mind found it.
    Flash
    Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
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  7. #37
    immanuel_b
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    Quote Originally Posted by PrinceMyshkin View Post
    But they are supposed to be useless!

    What I would question is the use of "all men are free" now. Since, all of the new colonists are ISs. They can now only serve as foot soldiers. What if the "all men are free" gave the right to ISs to become dragoons?

    Saying that regulars are underpowered. They only get a 25% bonus, compared to 50% of veterans. I don't think the 25% stacks with the 50%, as these are two independant unit classes.
    you misunderstood the point here i think...
    with the new RS system every single unit adds to the GRS and with these harsh times to become free and than become trained its a total of like 100 turns arround in case you pay.. and 120 turns if you dont want or can pay to have a specialist out of those.
    now if i leave the garbage in europe they dont affect the RS system and i safe alot of time. rather invest into getting natives than wasting those spaces.
    120 turns is mor than a 1/3rd of the whole game time just to have 1 IS or PC a specialist. so i guess for the first few turn in game they are well ok since at least something but after the first 100 turns they become worthless even more so in lets say the last 100 turns..
    now imagine those times in marathon games duh!

    would be something else if there was whatever other way for them to become FC or specialists right now its just simply time....
    Maybe a "fine" for them to pay to become free? as in i pay for them if i want and can afford as 2nd way for them to be free

    regards

  8. #38
    PrinceMyshkin
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    OK, in colonization vanilla 1994 it was even worse. It took like forever, since a PC first had to become IC through training. Then the IC a FC through training again. Eventually after lots of turns you could train the FC to whatever you wanted...

    The trick was to get George Washington and upgrade them trhough victorious combats...

    For me PCs and ISs are not trained, nor skilfull colonists. They have probably an anti-social behaviour, or if you like the society is biased against them. For several reasons they do not work as effectively, as free colonists. Hence, I think it is OK, as it is; but again it is a matter of preference.

    Im, do you have the same problem with me? Does RS go up?
    Coling since 1994... :)

  9. #39
    immanuel_b
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    RS goes up for me tho however my damned dock is overfilled with junk of garbage and no way to get rid of these bastards...
    you often compare this col with vanilla.. only something was there in 1994 it doesnt mean it was good imo :P
    no offense but even in the vanilla game you had a second way to enhance or upgrade them and yes even in vanilla i decided to leave the junk where it was best served.. at the docks...

    regards

    p.s. someone checked allrdy if the new chinese leader does stack with the endtree FF of trade?
    seems a bit overpowered to me no?
    Last edited by immanuel_b; March 16, 2009 at 11:26. Reason: added p.s.

  10. #40
    PrinceMyshkin
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    I think they are cool. Perfect to chop wood in new colonies.

    Hmmm... not only RS doesn't go up, but also I get a strange message saying colony is 0% Tory... Shoudln't it be 100%?

    Im, have you patched to v1.01f before?

    PS I don't think it stacks, since there will be no tile with +2 food for Cyrus.
    Last edited by PrinceMyshkin; March 16, 2009 at 11:34.
    Coling since 1994... :)

  11. #41
    PrinceMyshkin
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    double post plz delete.
    Last edited by PrinceMyshkin; March 16, 2009 at 12:07.
    Coling since 1994... :)

  12. #42
    Hermann the Lombard
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    Quote Originally Posted by immanuel_b View Post
    even in vanilla i decided to leave the junk where it was best served.. at the docks...
    In vanilla, junk on the docks drags down your rebel percentage. Might as well bring them over where you can execute--er, delete them, though I
    prefer(ed) to give them guns and horses.
    "...your Caravel has killed a Spanish Man-o-War."

  13. #43
    Flash
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    Do the Pirates work yet?
    Flash
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  14. #44
    PrinceMyshkin
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    Pirates work perfect. Did you have a chance to test if RS goes up when you produce bells?
    Coling since 1994... :)

  15. #45
    Flash
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    No, been been pretty busy lately.

    But I was going to Mod Ozzie's map back to the one I created previously. (changed leaders and positions. But had to add in starting city) (1.06)

    But I don't mind the starting city. But I was curious if the pirates worked, and if I wanted to add Russians to the map if I had to replace the pirates?
    Flash
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  16. #46
    PrinceMyshkin
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    You could have both Russians and Pirates.
    Coling since 1994... :)

  17. #47
    Flash
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    How do I do that?
    Flash
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  18. #48
    PrinceMyshkin
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    Edit Ozzy's file and add for the leader something like:

    BeginPlayer
    Team=9
    LeaderType=LEADER_CHAMPLAIN
    LeaderName=TXT_KEY_LEADER_CHAMPLAIN
    CivDesc=TXT_KEY_CIV_FRANCE_DESC
    CivShortDesc=TXT_KEY_CIV_FRANCE_SHORT_DESC
    CivAdjective=TXT_KEY_CIV_FRANCE_ADJECTIVE
    CivType=CIVILIZATION_FRANCE
    Color=PLAYERCOLOR_DARK_BLUE
    ArtStyle=ARTSTYLE_EUROPEAN
    PlayableCiv=1
    StartingGold=100
    StartingX=65, StartingY=71
    StartingEra=ERA_DISCOVERY
    RandomStartLocation=false
    Handicap=HANDICAP_CONQUISTADOR
    EndPlayer

    and then add cities and units like:

    BeginPlot
    x=36,y=54
    ...
    BeginUnit
    UnitType=UNIT_NATIVE, UnitOwner=1
    Profession=PROFESSION_BRAVE
    Damage=0
    Level=1, Experience=0
    PromotionType=PROMOTION_RANGER2
    FacingDirection=4
    UnitAIType=UNITAI_DEFENSIVE
    EndUnit

    BeginCity
    CityOwner=1
    CityName=TXT_KEY_CITY_NAME_CHOTA
    CityPopulation=1
    ProductionUnit=UNIT_NATIVE
    CitizenType=UNIT_NATIVE
    EndCity

    TeamReveal=1,
    EndPlot

    Check the file, I think it is pretty straight forward.
    Last edited by PrinceMyshkin; March 16, 2009 at 13:39.
    Coling since 1994... :)

  19. #49
    immanuel_b
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    Quote Originally Posted by PrinceMyshkin View Post
    I think they are cool. Perfect to chop wood in new colonies.

    Hmmm... not only RS doesn't go up, but also I get a strange message saying colony is 0% Tory... Shoudln't it be 100%?

    Im, have you patched to v1.01f before?

    PS I don't think it stacks, since there will be no tile with +2 food for Cyrus.
    mhm you misinterpret the working of the trade FF...
    what it does is adding +1 on ANY tile which produces 2 OR more... so any field which has 2 or more food counts or any field with 2 or mor tobacco and so on.. its never meant to be ONLY on tiles with +2 every meant to be 2 or higher

    something else:
    playing as pirates is very annoying now since the stupid pirate ships cant enter native villages anymore.. trading with brig is frustrating...

    prince it states 0% - Tory
    the Tory part is meant to be what this unit tends to.
    so 0% = no RS for this unit Tory means it tends to Tory. Once the RS for this unit goes above 50% it should change
    Last edited by immanuel_b; March 16, 2009 at 14:18.

  20. #50
    PrinceMyshkin
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    I try to find the part of code that forces RS not to increase... My RS is always 0% no matter how many bells I produce.

    Yes, Chinese with Cyrus explains why China has 1.3B population... pretty strong.
    Coling since 1994... :)

  21. #51
    PrinceMyshkin
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    Alas, I am not the only one!

    Wheldrake wrote at CivFans:
    All my colonists seem stuck as 0% tories, even the ones born in the New World, but I'm hoping that will change once I get some elder statesmen working their stuff.
    Let's hope Dale will fix this soon!
    Coling since 1994... :)

  22. #52
    Dale
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    Quote Originally Posted by PrinceMyshkin View Post
    I try to find the part of code that forces RS not to increase... My RS is always 0% no matter how many bells I produce.

    Yes, Chinese with Cyrus explains why China has 1.3B population... pretty strong.
    Did you use upgrade or full?

    I would recommend DL'ing the full version as it will definitely work.

  23. #53
    PrinceMyshkin
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    Full version. Tried everything -install, unistall, repatch, rename AoD2 with v1.08, without v1.08 in the end...

    I believe there is something wrong, where RS is being calculated:

    // PatchMod: Tories START
    int count = 0;
    int toryvalue = 0;
    int iNew = 0;
    if (!GET_PLAYER(getOwnerINLINE()).isEurope())
    {
    iNew = calculateNetYield(YIELD_BELLS);
    iNew /= 6;
    }
    for (uint i = 0; i < m_aPopulationUnits.size(); ++i)
    {
    CvUnit* pLoopUnit = m_aPopulationUnits[i];
    count++;
    pLoopUnit->processToryChange(iNew);
    toryvalue += pLoopUnit->getToryValue();
    }
    CvPlot* pPlot = plot();
    for (int i = 0; i < pPlot->getNumUnits(); i++)
    {
    CvUnit* pLoopUnit2 = pPlot->getUnitByIndex(i);
    if(pLoopUnit2 != NULL)
    {
    if (pLoopUnit2->isOnMap())
    {
    pLoopUnit2->processToryChange(iNew);
    }
    }
    }
    if (count > 0)
    {
    setRebelSentiment(toryvalue / count);
    } else {
    setRebelSentiment(0);
    }
    /* int iTurnFactor = std::max(1, GC.getDefineINT("REBEL_SENTIMENT_TURN_WEIGHT") * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpee dType()).getGrowthPercent() / 100);

    int iPast = (iTurnFactor - 1) * getRebelSentiment();
    int iNew = 0;

    if (!GET_PLAYER(getOwnerINLINE()).isEurope())
    {
    iNew = calculateNetYield(YIELD_BELLS) * GC.getDefineINT("REBEL_SENTIMENT_BELLS_FACTOR");
    }

    if (!isHuman())
    {
    iNew *= 100 + GC.getHandicapInfo(GC.getGameINLINE().getHandicapT ype()).getAIRebelModifier();
    iNew /= 100;
    }

    setRebelSentiment((iNew + iPast) / iTurnFactor);
    */
    // PatchMod: Tories END
    }

    int CvCity::getRebelPercent() const
    {
    // PatchMod: Tories START
    return m_iRebelSentiment;
    // return std::max(0, std::min(100, getRebelSentiment() / std::max(1, getPopulation())));
    // PatchMod: Tories END
    }

    int CvCity::getRebelSentiment() const
    {
    return m_iRebelSentiment;
    }
    Coling since 1994... :)

  24. #54
    immanuel_b
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    ok i deleted my upgraded version and installed full as well so we all have the same basics...

    playing chinese after like 40 turn no rise with an elder statesman in town i used the editor to cheat my 3 capital towns up a bit
    improved them fully and put only specialists into it (3 ES 2 Fisher) than withdrew everything from them and kept game running till turn 120 no rise in any RS whatsoever...

    what i found funny as well that the borders never expanded either.. guess you could expect at least 1 border expansion when there are 49 bells produced each turn for 80 turns long...

    some other things to notice:

    edu is still a tad too high imo i would cut it like 400g lvl 1 1k lvl 2 2k lvl 3 or something alike

    IS/PC freedom needs a solution other than waiting 80 turns

    auto specialising seems a tad too high as well maybe 2/3 from now?

    Pirate Ships the Gallons from the Pirates should be able to enter Native settlements again

    The Trait for Russian to get a Stockade each settlement neglects the FF from Military tree which is pretty easily reached maybe another bonus for this FF if you play russian?

    guess thats it for now

    regards

  25. #55
    PrinceMyshkin
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    Borders expand for me. RS does not increase.

    Savegame showing this odd behaviour has been attached.

    PS Im, are you saying this RS bug does not occur, if you apply the v1.07-v1.08 upgrade on v1.07?

    EDIT: No, this doesn't work either. Went back to v1.07-v1.08 again, but RS bug persists.
    Attached Files Attached Files
    Last edited by PrinceMyshkin; March 16, 2009 at 17:02.
    Coling since 1994... :)

  26. #56
    immanuel_b
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    well lets add some things:

    For those Nations which start on West side (Pacific) there is a kinda harsh Handicap built in. The Travel Time to "Europe" is still doubled. Maybe its possible that for those Nations which start west it would be opposite than for those who start East? As in going West half the time than going East.

    Why do these Nations even go to "Europe"?

    SoL still showing odd behaviours when promoted with Cargo Bay and told to "Explore".

    Ranger III; Mountaineer III; Swamp Fox III; not working correctly.. States it allows to attack multiple Times per Round but it doesnt allow this. My Dragoons with 1 or mor of these Upgrades can still only attack once per turn...

    more to add later tho its a bit strange to play this build with no way to gain rs..

    regards
    Last edited by immanuel_b; March 17, 2009 at 06:28.

  27. #57
    PrinceMyshkin
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    Im, try to play on normal speed till Dale releases a hotfix. RS works fine for fast and normal speed.
    Coling since 1994... :)

  28. #58
    Dale
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    Give me 10 minutes!

  29. #59
    PrinceMyshkin
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    Last edited by PrinceMyshkin; March 17, 2009 at 09:03.
    Coling since 1994... :)

  30. #60
    Aerion
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    I got a crash to desktop bug on 1.08.

    Before installing 1.08, I removed the 1.07 folder. Then I unzipped 1.08. I attempted to create a new game English, Normal Speed, A New World, Huge. Game crashed during game load/map creation.

    I replaced the 1.07 folder and was able to play on 1.07 without a crash.

    In reading other posts, I'm wondering if the fact that 1.08 uses a new folder name might be the cause. And that because I removed Age of Discovery II folder, it crashed. If I get on tonight, I'll try and start a game with both folders installed to see what happens.

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