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Thread: AoD2: 1.08 Changelog & discussion

  1. #1
    Dale
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    AoD2: 1.08 Changelog & discussion

    Here's the changelog for the upcoming 1.08. Feel free to discuss and suggest ideas.

    Code:
    * 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
    Last edited by Dale; March 14, 2009 at 23:59.

  2. #2
    PrinceMyshkin
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    I like your change Dale, as it is; and you know I am pretty hard to please.
    Last edited by PrinceMyshkin; March 3, 2009 at 03:37.
    Coling since 1994... :)

  3. #3
    Dale
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    Changelog updated.

    At this point I'm happy to say colonist RS is complete. I want to add some visual stuff in for the concept but that's all. Other factors affecting RS can be added in later.

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    Hermann the Lombard
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    Random question of no importance: what does "All units now single graphics on map" mean?

    Anyway, sounds very interesting. Naturally I like increasing the interval between tax increases!!
    "...your Caravel has killed a Spanish Man-o-War."

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    Dale
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    Single unit means I've turned off the four/two units onscreen for soldier/dragoon.

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    PrinceMyshkin
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    Nice, I think I prefer single units.

    Producing bells has an upward effect on all colonist's RS, the more bells the more upwards
    Does this mean bell production has now a cummulative effect over a depth of turns?

    So far it was like a fixed number of bells required to turn a colonist, but always bells produced on previous turns were ignored.
    Last edited by PrinceMyshkin; March 3, 2009 at 19:19.
    Coling since 1994... :)

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    Dale
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    Basically, every turn that bells are produced there is a chance of a small RS rise in each colonist in that colony/plot. The more bells produced, the higher the influence (rise). This is modified for gameSpeed and handicap.

    So effectively, the earlier you produce bells, the earlier RS starts to move. The more bells you produce, the higher the rises in RS.

    To answer your question, the bells are not cumulative. It is a per turn rise calculation based on how many the statesmen are producing.

  8. #8
    PrinceMyshkin
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    Thumb up
    Coling since 1994... :)

  9. #9
    Dale
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    Changelog updated.

  10. #10
    PrinceMyshkin
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    Hohohoho!

    ETA? *pants*
    Last edited by PrinceMyshkin; March 9, 2009 at 07:06.
    Coling since 1994... :)

  11. #11
    Hermann the Lombard
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    Interesting new civs. Any unique units like junks? Caravels don't seem quite right for China!
    "...your Caravel has killed a Spanish Man-o-War."

  12. #12
    Dale
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    I've been playing with the Revolution Advisor screen. I hope folks don't mind too much that colonist RS is now shown using them on the sliding scale as well as the GRS button.

    EDIT:
    Fixed bug so now citizens of colonies now show too.
    Attached Images Attached Images
    Last edited by Dale; March 10, 2009 at 08:15.

  13. #13
    Hermann the Lombard
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    A couple of things:

    You're saying there is one icon per colonist above the bar? That seems very messy with large populations. I guess the question is "how else will you be able to eyeball the RS?" Maybe this is the best way.

    I notice the icons include wagons. I thought that the "No Profession" units did not count against RS.
    "...your Caravel has killed a Spanish Man-o-War."

  14. #14
    PrinceMyshkin
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    Dale,

    1. I think Hermann has some valid points there.

    This change may introduce major problems with 400+ populations, which are typical to my games. Also I hope cititzens will not cover the (%) bar, especially the numbers.

    What if it displays only one colonist of every type?

    2. Regarding the new nations, does this mean all new nations will appear in the new world and all would have their share to FFs?

    If that's true, col. 1994 independant tables of FFs per nation comes in mind!

    Would this be poissible to implement?

    3. Awesome work.

    Thanks,
    Mysh
    Last edited by PrinceMyshkin; March 10, 2009 at 14:19.
    Coling since 1994... :)

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    Aerion
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    I've stumbled on something in 1.07 that doesn't feel right to me. When educating colonist in a school (college or university) it costs a LOT of gold. In fact, it cost almost as much to educate a free colonist than it does to buy one outright in Europe. Buying a free colonist in Europe and educating him in your colony cost more than buying them outright. I'd sure like to see the education costs cut in half.

    FYI: The official patch says that Firaxis has fixed it to where hurrying an imigration will no longer cost more than it cost to buy the colonist outright. That might be a nice feature to make sure is in AoDII.

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    Aerion
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    Question. The TAX_INCREASE_CHANCE tag in GlobalDefines.xml has a default of 20. Does increasing this number increase or decrease the frequency or amount of a tax hike?

  17. #17
    PrinceMyshkin
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    1. Dale said, AoD II v1.07 and patch are not comaptible yet. He is currently working on it. So I assume, yes he will include all this stuff.

    2. I think the higher the number the higher the chance to have a tax increase.
    Coling since 1994... :)

  18. #18
    immanuel_b
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    The TAX_INCREASE_CHANCE is the chance you encounter a tax increase after you triggered the trade ammount. Higher = bigger chance for a tax increase

    I wonder another thing..
    i fear to install the new Patch. is it possible eventually for AoD to be downside compatible or completely impossible?

    regards

  19. #19
    Aerion
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    Quote Originally Posted by immanuel_b View Post
    The TAX_INCREASE_CHANCE is the chance you encounter a tax increase after you triggered the trade ammount. Higher = bigger chance for a tax increase

    I wonder another thing..
    i fear to install the new Patch. is it possible eventually for AoD to be downside compatible or completely impossible?

    regards
    So it's a percent chance?

  20. #20
    PrinceMyshkin
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    1. v1.08 AoD II will become compatatible with v1.01 Cicilization4 Colinization.

    Of course there are so many new stuff there...

    So, our feedback and supprt can help Dave to perfect any bug or glitches in v1.09.

    2. I think it is a chance. So everytime you trigger the targeted trade amount, you have a (%) chance every next turn to get a tax increase as Immanuel said.

    So for 20, you have a % chance not get the tax increase:

    Turn 1. 80
    Turn 2. 64
    Turn 3. 51.2
    Turn 4. 40.96
    Turn 5. 32.768
    Turn 6. 26.2144
    Turn 7. 20.97152
    Turn 8. 16.777216
    Turn 9. 13.4217728
    ...
    Last edited by PrinceMyshkin; March 14, 2009 at 12:49.
    Coling since 1994... :)

  21. #21
    PrinceMyshkin
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    Dale some more suggestions for AoD II...

    1. Veterans

    If you set =2 for a veteran, it will require a veteran to work inside the city to be able to teach the profession.

    I wonder, can we have =2 for veteran solder, and dragoon? So, if the veteran serves as a garisson, he will be able to teach too.

    2. MoWs

    I think they are fairly weak.

    SoL:
    10 + 5 (from 100% RS) + 1 (from JP Jones) = 16

    MoW:
    15

    Would be balanced, if all MoWs have veterancy I.

    3. FFs

    We got so many new nations now: Dutch, Portugese, English, Spanish, French, Russian and Chinese.

    I don't think FFs will get distributed as they were supposed to be. Colonization 1994 FF system may work better now, which means all nations could eventually get all FFs.

    I would also suggest we increase the necessary bells, MPs, TPs and RPs for them.

    4. REF

    It's strength sucks. I think this +50% RS bonus is enormous.

    What about giving a high veterancy distribution to them? Veterancy III,IV,V comes in mind.

    5. DoI Wars

    I find them short. What about being forced to destroy all King's land troops AND King's MoWs?

    This is to reflect King won't be able to apply a naval embargo to the new nation.

    6. King Demands

    What if we make King behave like a real dick? Make him demand war with indian tribes, or Europeans, or cetrain goods?

    He only ask you to kiss some pinkies now... I also miss the OMFG text demanding you to cover his 18th marriage expenses, because his 17th wife was a b*tch with a tax increase!

    Again vanilla feeling.

    EDIT: OMG This forum sensors the word b*tch! *****, *****, *****, *****!

    7. Missionaries

    Need at least a church to make one.

    8. Embargos

    Embargos could be lifted in vanilla either by paying a good bunch of gold, or with a FF.

    In C4C, 14 years later we cannot do anything.

    9. Exports

    No custom houses means endless pains. Microing 10+ colonies is a pain in the butt.

    Either bring customs back, or enhance the warehouse expansion and upgarde its cost.

    10. 99% tax: How do I keep edu going?

    No clue. It's a problem. What about upgrade trade goods?

    11. Cannons

    Cannons get the option to bombard any land troops effectively decreasing their terrain fortification bonus.

    12. Cannons vs Ships

    Dale fixed this, and it's now working again!

    Would be really cool, if the camera zoomed showing forts open fire. Ships sinking or getting damage would be really cool too!

    13. Sailing through enemy ships

    Sailing close to an enemy privateer, or a frigate, or a SoL, or MoW would cost more movement points.

    Specifically, sailing from an adjacent tile to an enemy ship or privateer to another adjacent tile to the ship would require double movement points.

    Example: Moving From 1 to 2 costs double movement points. X: enemy ship. O: Other sea tile.

    OOO
    OXO
    12O

    Frigate and SoLs would apply such a penalty only when they are hostile.

    Privateers should always receive such penalties when sailing next to a military ship of another nation.

    Penalties should be applied to MoWs too.
    Last edited by PrinceMyshkin; March 14, 2009 at 17:32.
    Coling since 1994... :)

  22. #22
    Dale
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    Nice list of suggestions there Prince.

    However now the patch is out I want to get an updated version of 1.08 out ASAP to allow continuity for the players. Thus, your list will have to wait.

  23. #23
    PrinceMyshkin
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    Dude, your standards of work are so high, I feel my duty to give you the best feedback I can.

    Also think, this v1.08 must get out first. My suggestions can wait for long...

    Oh, Dale not your fault mate. I've installed the patch and wait for AoD2. So, if I cannot play AoD2, why not write how to make AoD2 even better?
    Last edited by PrinceMyshkin; March 14, 2009 at 17:47.
    Coling since 1994... :)

  24. #24
    Dale
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    Agreed!

  25. #25
    Dale
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    Changelog updated.

    One final bug to resolve, then time to upload.

  26. #26
    PrinceMyshkin
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    Hohohoho!

    Our friend Im will be delighted.
    Coling since 1994... :)

  27. #27
    immanuel_b
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    You misunderstood me here again Prince...
    What i was asking if its possible or manageable to make it so that v1.08 works with the patch AND with an unpatched version of the game.
    i just wonder if thats possible if so i would really like it so that those who dont patch up that stupid thing can still enjoy the current version of AoD

    regards

    p.s.: Another funny thing encountered. If you produce a SoL it can be promoted with the new Cargo Bay Promotion. Now the SoL has 1 Cargo Slot. This messes up the AI heavily if you try to send the SoL to "Explore" it just runs back and forth the very same Spot never exploring one unexplored Tile. Even more funny a SoL with the Cargo Bay can load and carry a Treasure unit on its Ship....
    Dunno if it was reported allrdy or a feature but i cant seem to load a WT onto any kind of Ship in 1.07.. intended?
    Last edited by immanuel_b; March 15, 2009 at 06:30. Reason: bug added under p.s.

  28. #28
    PrinceMyshkin
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    Hey Im,

    Sorry Im, I misunderstood you. Nope, I don't think Dale is interested maintaining two versions. He has many troubles already with one. But that's my guess.

    BTW the new patch is not stupid at all. Again that's my own opinion.

    As far as I know, WTs are not supposed to embark on ships.

    You can though, manually set it up and adjust it to your own preference.

    Try to edit:

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

    WT section
    < iRequiredTransportSize >1< /iRequiredTransportSize > (it was 10)
    < iBerthSize >1< /iBerthSize > depends how many cargo spaces you want WT to occupy.

    Funny, Hermann asked me the same thing a couple days ago.

    HTH
    Mysh
    Last edited by PrinceMyshkin; March 15, 2009 at 06:48.
    Coling since 1994... :)

  29. #29
    immanuel_b
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    they where able to load on ships in original version. it was frustrating enough cause everytime you clicked load on the WT while a ship was in town it went onto the ship instead loading something like ore. Generally speaking i like it that they dont do that anymore. here comes the but...
    war on a different island you capture a WT and all you can do is disband it into ground... doh!
    would be nice if it is possible so you can only manually load it onto a ship and maybe not in towns or somthing to preempt this stupid behaviour

  30. #30
    Dale
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    1.08 will only support the patched 1.01f versions of C4C. I do not support version of games behind the official patches.

    Don't worry, this isn't a new thing. I've been adamant about this since CTP2 in 2000.

    Besides, I don't see why you wouldn't patch up, since 99.9% of the patch is included or over-ridden in AoD2. Remember, the official patch is pretty much PatchMod 1.07 which I wrote with Snoopy.

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