Announcement

Collapse
No announcement yet.

Fixes\Patch Mod

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by ParticleHustler
    I understand how it works, because technically, a colonist not assigned a prof is outside of the settlement, but I'd like a way to assign them from inside the settlement screen, rather than having to go back outside the settlement to do it, or assign them a job I don't want them to have just to assign them the correct prof.
    You can do that. In the city screen just drag them to whatever job from the "Garrison" box. You don't have to leave the colony.

    Comment


    • #17
      Re: Patches or Fixes

      Originally posted by Aerion
      1 - There didn't seem to be any way to go back and accept a Founding Father after you turned him down - even if no other player had selected him.
      That's deliberate and shouldnt' be changed.

      2 - I could not figure out how to trade with another european colony or european power.
      That's how it's supposed to work.

      3 - I really miss custom houses!!!
      Removed for a reason

      4 - I'd like a cap on the tax rate. I hit around 65% tax rate fer christ sakes!! When it gets that high, there is no point to even selling goods anymore.
      I see no reason to change. The increasing tax rate leads to the same frustrations as really happened, and incourages you to the DoI.

      5 - I couldn't find a way to clear the specialty of a colonist like you could in Col I.
      Press the "jobs" button when the unit is selected.

      6 - No way to train a veteran soldier either.
      This is deliberately changed.

      7 - Every time I bought a warship from England, the cost went up for the next one. At some point, the cost of training a Veteran soldier started going up as well.
      Working as designed. Economics of scale, demand makes price go up.

      7 - I could not find a way to change the profession of a colonist without moving them from their existing slot on the colony screen then moving them back.
      Shift-left click I think.

      Comment


      • #18
        Originally posted by Dale


        You can do that. In the city screen just drag them to whatever job from the "Garrison" box. You don't have to leave the colony.
        The problem is when I don't want them to have a job, but want to make them a pioneer, soldier, etc., or clear their specialty. I don't think you can do that from within the settlement without giving them a job, then double-clicking on them to clear or assign them one of those profs that isn't an in-settlement job. Again, I get the logic of it because technically they aren't in the settlement, but for convenience, when they are in the garrison box, it would be nice to be able to double-click them to assign a colonist as a pioneer, etc., without having to leave the settlement and using the button outside the settlement to make that assignment.

        Not a huge deal, but with the way I play, I like to make all assignment decisions from within the settlement screen since most of my assignments affect settlement jobs, and it just makes more sense with the flow of the game that if I've got 2 colonists in the garrison box (say, coming off a ship from Europe), and I want one of them to be a sugar planter and another to be a pioneer, that I don't have 2 separate processes to accomplish what is basically the same action for both - one from within the settlement screen, and one outside the settlement screen. but I'm coping!

        Comment


        • #19
          Originally posted by ParticleHustler


          The problem is when I don't want them to have a job, but want to make them a pioneer, soldier, etc., or clear their specialty. I don't think you can do that from within the settlement without giving them a job, then double-clicking on them to clear or assign them one of those profs that isn't an in-settlement job. Again, I get the logic of it because technically they aren't in the settlement, but for convenience, when they are in the garrison box, it would be nice to be able to double-click them to assign a colonist as a pioneer, etc., without having to leave the settlement and using the button outside the settlement to make that assignment.

          Not a huge deal, but with the way I play, I like to make all assignment decisions from within the settlement screen since most of my assignments affect settlement jobs, and it just makes more sense with the flow of the game that if I've got 2 colonists in the garrison box (say, coming off a ship from Europe), and I want one of them to be a sugar planter and another to be a pioneer, that I don't have 2 separate processes to accomplish what is basically the same action for both - one from within the settlement screen, and one outside the settlement screen. but I'm coping!
          Shift left click I think brings up the profession context menu.

          Comment


          • #20
            Cool, thanks!

            Comment


            • #21
              I'm curious, is there any way to make some of the taxes have variable length? Like I need 10% tax for 10 turns?
              Flash
              Ἐí ἀñ÷ῇ ἦí ὁ ëüãïò, êáὶ ὁ ëüãïò ἦí ðñὸò ôὸí èåüí, êáὶ èåὸò ἦí ὁ ëüãïò.
              the Moderator of the World Creators

              Comment


              • #22
                Dale, after reading your response to my questions... with all due respect, I won't be playing your mods since you and I disagree across the board on what the issues are.

                Comment


                • #23
                  Well, I think this is supposed to patch bugs, not alter features. The things you listed are all intended to work the way they work; I'm sure someone will mod some/all those things, but that's not the intention of this thread.
                  "My nation is the world, and my religion is to do good." --Thomas Paine
                  "The subject of onanism is inexhaustable." --Sigmund Freud

                  Comment


                  • #24
                    Originally posted by Aerion
                    Dale, after reading your response to my questions... with all due respect, I won't be playing your mods since you and I disagree across the board on what the issues are.
                    What you suggested are not bugs (which this mod will attempt to fix). What you suggested are changes to components which are already working as designed.

                    Comment


                    • #25
                      Originally posted by Dale


                      What you suggested are not bugs (which this mod will attempt to fix). What you suggested are changes to components which are already working as designed.
                      QFT

                      Im dead in Guild Wars but will actually unwrap my new Colonization this weekend.

                      Tell me Snoopy369/Dale, is this something that will take a couple weks to do, what you wonderful guys are posting about?

                      Or perhaps sooner?

                      thanks

                      One other thingey, say we start a game, you patch, will the prepatch save also load?

                      Thanks in advance!


                      And thanks for the excellent work you both do for our community!!

                      Gramps
                      Hi, I'm RAH and I'm a Benaholic.-rah

                      Comment


                      • #26
                        The saves may or may not work. I usually say not, but it depends what is changed.

                        As for timeline, should be able to get something out fast.

                        Comment


                        • #27
                          Originally posted by Dale
                          The saves may or may not work. I usually say not, but it depends what is changed.

                          As for timeline, should be able to get something out fast.
                          Thanks so much!
                          Hi, I'm RAH and I'm a Benaholic.-rah

                          Comment


                          • #28
                            Why was the custom house removed?
                            Voluntary Human Extinction Movement http://www.vhemt.org/

                            Comment


                            • #29
                              Custom house (as it functioned in Col1) was the single worst exploit in the game. Hence, they were removed. I'm told warehouse expansions work similarly, though without the exploityness.
                              <Reverend> IRC is just multiplayer notepad.
                              I like your SNOOPY POSTER! - While you Wait quote.

                              Comment


                              • #30
                                I can only vaguely remember some kind of exploit. Otherwise they made life so much easier. You could automate all your wagons to dump their loads in port cities. No more having to deal with annoying shipping.
                                Voluntary Human Extinction Movement http://www.vhemt.org/

                                Comment

                                Working...
                                X