Double post, please delete me.
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[MOD] Age of Discovery II
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Suggestions for AoD II:
- Missionaries
Colonists could require a church, or Cathedral, or to arrive in Europe to become missionaries.
Vanilla 1994.
- George Washington
Both Dragoons and Soldiers could require only 25 muskets.
As it is, the bonus is often a penalty.
- Portugese
Both Dragoons and Scouts could require only 25 horses.
Same as above, avoid many complications.
- French
Pioneers could require only 40 tools.
French are currently underpowered.
- Expert Scouts
Expert scouts could gain +1 visibility bonus.
The unit becomes completely useless after talking to all Indian camps, and exploring all ruins.
In vanilla 1994 the unit could negotiate, so it had a purpose even in the endgame.
- Frigates
Frigates could gain +1 visibility bonus.
Frigates will become a tool of strategic importance together with navigation I; matching their role in history.
- Gold from Razing camps or colonies
A minimum value of gold should be guaranteed for razing an indian camp or a colony.
During my last game I got the humongous amount of 74 gold for razing an Indian camp. A minimum value of 500 gold is proposed.
- Pillaging
The loot from pillaged farms, mines and lodges is currently insignificant and needs to be increased.
As it is, the profit varies from 5-20 gold, even with FF Francisco Pizzaro (FP). These values are proposed to vary between 50-100 gold without FP, and 100-200 gold with FP.
It is also proposed FP to double the value of treasures, which are earned after razing camps or colonies.Last edited by PrinceMyshkin; February 6, 2009, 21:01.Coling since 1994... :)
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Originally posted by moriety View PostHi mate,
I've had a couple of crashes- what I'd did to get past them was to delete all native units near to me and delete all European ships (via the world editor).
I really do hate resorting to this type of work-around though."Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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Originally posted by PrinceMyshkin View Post- Gold from Razing camps or colonies
A minimum value of gold should be guaranteed for razing an indian camp or a colony.
During my last game I got the humongous amount of 74 gold for razing an Indian camp. A minimum value of 500 gold is proposed.
- Pillaging
The loot from pillaged farms, mines and lodges is currently insignificant and needs to be increased.
As it is, the profit varies from 5-20 gold, even with FF Francisco Pizzaro (FP). These values are proposed to vary between 50-100 gold without FP, and 100-200 gold with FP.
It is also proposed FP to double the value of treasures, which are earned after razing camps or colonies."...your Caravel has killed a Spanish Man-o-War."
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Last edited by Hermann the Lombard; February 8, 2009, 00:40."...your Caravel has killed a Spanish Man-o-War."
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Haha, I recognize this! This is our game! Good job there! These pirates badly needed a lesson!
Remember capturing this indian fishing village, yielded 74 gold! I bet even the indian tents would worth more! I couldn't beleve the game would create a "treasure" unit for only 74 gold. From my point of view a 0 is missing in the end.
I do miss the beautiful treasures one could get from 1994 vanilla! Sometimes it was even 11,000 gold for razing an Incan city. Generally, I think treasures in C4C may be more, but in total are much less rewarding.
As for the bug, sounds like a wild one! Good catch there, Ed!Last edited by PrinceMyshkin; February 8, 2009, 08:30.Coling since 1994... :)
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Originally posted by PrinceMyshkin View PostSuggestions for AoD II:
- Missionaries
Colonists could require a church, or Cathedral, or to arrive in Europe to become missionaries.
Vanilla 1994.
Originally posted by PrinceMyshkin View Post- George Washington
Both Dragoons and Soldiers could require only 25 muskets.
As it is, the bonus is often a penalty.
Originally posted by PrinceMyshkin View Post- Portugese
Both Dragoons and Scouts could require only 25 horses.
Same as above, avoid many complications.
Originally posted by PrinceMyshkin View Post- French
Pioneers could require only 40 tools.
French are currently underpowered.
Originally posted by PrinceMyshkin View Post- Expert Scouts
Expert scouts could gain +1 visibility bonus.
The unit becomes completely useless after talking to all Indian camps, and exploring all ruins.
In vanilla 1994 the unit could negotiate, so it had a purpose even in the endgame.
Originally posted by PrinceMyshkin View Post- Frigates
Frigates could gain +1 visibility bonus.
Frigates will become a tool of strategic importance together with navigation I; matching their role in history.
Originally posted by PrinceMyshkin View Post- Gold from Razing camps or colonies
A minimum value of gold should be guaranteed for razing an indian camp or a colony.
During my last game I got the humongous amount of 74 gold for razing an Indian camp. A minimum value of 500 gold is proposed.
Originally posted by PrinceMyshkin View Post- Pillaging
The loot from pillaged farms, mines and lodges is currently insignificant and needs to be increased.
As it is, the profit varies from 5-20 gold, even with FF Francisco Pizzaro (FP). These values are proposed to vary between 50-100 gold without FP, and 100-200 gold with FP.
It is also proposed FP to double the value of treasures, which are earned after razing camps or colonies.
Still my compiled a wishlist of XML changes I'd like from 1.06!
GENERAL
- Added +10% Withdrawal chance to Privateers, Pirate brig, and Pirate Ship
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Added option to purchase a Free Colonist in Europe for 750 gold
- Veteran soldiers to have +25% settlement str (attack & defense)
- Portugal's national trait to be -50% horses required for scouts, plus the Explorer II promotions to mounted units, plus -50% horse requirement for buildings
- Stockade/Fort/Fortress buildings upped in base hammer costs by a 1/3, Stockade 30 hammers to 40 hammers, Fort from 90 hammers +50 tools, to 120 hammers +50 tools, and Fortress from 270 hammers +100 tools, to 360 hammers +100 tools
- Added a +25% overall horses yield with a Stables, and a +50% overall horses yield with a Ranch
- Increased the Canister Shot I, II, & III promotions to add 5% more benefit to each of the first levels, with another +5% bonus with a general, giving new values of Canister Shot I (+10% vs Gunpowder units), II (+15% vs Gunpowder units), & III (+25% vs Gunpowder units, requires General)
- Changed the Minuteman III benefit from +10% str vs. Melee to +10% str vs. Gunpowder units
- Added +10% attack str vs. settlement to the Looter promotion
- Doubled the base gold (average +5 to average +10) recouped from pillaging the farm/lodge/mine improvements
FATHERS
- Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
- Washington Irving moved forwards to be the 3rd father in the Political FF tree
- Sor Juana switched positions with Thomas Hooker in the Religion FF tree
- Ethan Allen now gives additional +2 Cannons, plus the ranger I & mountaineer I promotions for gunpowder units
- William Penn now gives +1 cross per Town Hall, free church all settlements
- Sor Juana now gives +2 crosses/church, +4 crosses/Cathedral
- Washington Irving now gives +25% education in all settlements
- Alexander von Humboldt now gives +50% production of colleges & universities, plus +25% education in all settlements
- Peter Minuit now gives -50% price of Indian lands
- Pocahontas now gives +2 Indian relations, +1 convert (no longer gives -10% price of Indian lands)
- Chief Powhatan now gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
- Hernando de Soto now gives +100% production of Stables and Ranch, +1 Rancher
- Ben Franklin now gives +1 Frigate instead of +1 Galleon (as well as +4 soldiers, +4 cannons, +1 ship of the line)
- William Brewster now gives +25% production of churches and cathedrals, and -10% crosses required for immigration
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Just tried the mod and only a few turns in but my achievements screen is blank and pink (well more sort of magenta). Same effect in the pop up screen and the F key summmary. Also using blue marble. Is this a known problem?
Using a 9600GT and and Nvidia 175 drivers.
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Well removing Blue Marble didn't help. It doesn't affect game play but would be nice to see them.
I noticed that I could right click on the achievement as if they were a window so have they been done using something like Flash? Recently rebuilt my PC so probably several versions behind on plugins and things like flash.
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Version 1.07 released!
See first post for details.
Changelog for 1.07:
Code:[i]NEW:[/i] - Added some new songs - Uneducated units can learn professions "on the job" [i]CHANGES:[/i] - General balance changes: * Stable produces 3 horse per colonist, ranch 6 horse per colonist * Small score cheat for AI for new victories to make it fairer on the AI (based on difficulty level) - Promotion / Trait changes: * Disciplined trait also gives -50% equipment needed for dragoons. * Co-operative trait now gives -50% equipment needed for pioneers. * Canister Shot I, II & III gives +10%, +15% & +25% versus gunpowder units * Minuteman III gives +30% settlement defense, +10% vs Melee units & +10% vs Gunpowder units - Education changes: * Education threshold does not increase. Static education costs throughout game. * Education gold cost more static. Defined by education level. * Multiple colonists can graduate each turn. * Education buildings now define city's education level (schoolhouse level 1, college level 2, university level 3). * Professions now have a minimum education level to learn. For example stateman requires level 3 building. * Can only train specialists that exist in that city, and have the correct education level building. * Profession chosen and paid for at start of education. * Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes. - Unit changes: * Indentured Servant can no longer be a scout, dragoon or missionary. * Petty Criminal can no longer be a dragoon or missionary. * Indentured Servant and Petty Criminal become Free Colonists after 20 turns (gain their freedom). * Frigate now starts with Navigation I. * Free Colonist available in Europe for 750 gold * Privateers, Pirate brig, and Pirate Ship start with Skirmisher I - Founding Father changes: * Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette * Washington Irving moved forwards to be the 3rd father in the Political FF tree * Washington Irving gives +25% education in all settlements * Sor Juana switched positions with Thomas Hooker in the Religion FF tree * Sor Juana gives +1 cross per Town Hall, +2 crosses per church, +4 crosses per Cathedral * Ethan Allen gives +2 Cannons and Mountaineer I & Ranger I for gunpowerder units * William Penn gives +1 cross per Town Hall, free church all settlements * Alexander von Humboldt gives +50% production of schools, colleges & universities * Peter Minuit gives -50% price of Indian lands * Pocahontas gives +2 Indian relations and 1 convert * Chief Powhatan gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts * Hernando de Soto gives +100% production of Stables and Ranch, +1 Rancher * Ben Franklin gives +4 soldiers, +4 cannons, +1 Frigate & +1 ship of the line * William Brewster gives +25% production of churches and cathedrals, and -10% crosses required for immigration - REF changes: * MoWs no longer carry cargo * All MoWs deploy to New World on DoI * MoWs will not return to Europe * The King receives free galleons to transport the REF * Only need to kill all land units to win WoI [i]FIXES:[/i] - Total Pirate Plunder wasn't calculating correctly for victories - Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits - Pirate Soldier graphics fixed (thanks BioHazard).
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