Hi you two,
Thanks very much for making the patch, for free, that Take Two cannot be bothered with.
(Still, TakeTwo are well known for treating customers as an irritant).
My problem is this: I've downloaded the patch, began a new game and the game correctly restarts for any save: the problem is, when it restarts the game is still the vanilla version!
I have these paths are creating the "Mods" folder:
1) PatchMod_1.07
this leads into:
2) PatchMod (folder) as well as PatchMod_1.07.ini and PatchMod_1.07.ini.bak
clicking on this PatchMod folder then leads into:
3) 3 folders: Assets, CvGameCoreDLL and PublicMaps. It also contains the PatchMod.ini file (configeration settings)
So any idea on when I am doing wrong? (I did read all 11 pages to see if anyone else had this problem, but nobody else seems to.)
Regarding Galleons and treasures: in the original game it worked fine as you could actually save up money as the king only demanded a tax raise, not money every twenty turns.
In this version however the King demands upto 80% of any money you save, or demands a tax increase about every 3 turns in the marathon game, thus eliminating the point of accumulating (saving gold) wealth entirely.
A single treasure is really not enough to buy a single unit, and as TakeTwo has also broken the "hurry colonist" bit of the game by charging upto 10x the cost of actually purchasing the same unit that simply isn't an option anymore either (For those of you who wonder I think it took 10 years to train a farmer in a Uni' in the original- flat rate, masters took 20 I think). At the moment, to hurry the lumberjack will cost me 15,000 gold, whilst I can simply buy one for 1,800.
Take two:.......doh!!
They have also managed to destroy the education system that worked so well in the original: I have a converted native studying his farming degree, it will take him a mere 246 of 900 turns to learn his trade, in game years, his degree will take 82 years to complete.....meaning at minimum university start age (19) he will be at least 101 years old before he can actually get his first job to practice his trade.
Saying that, I do like the fact that you cannot train veteran soldiers, the Civ system works excellently in this version I feel. (Trying to get liberty above 50% is quite another matter however- nearly all 14 towns are at 100% whilst, after deleting 50% of all my working colonists, the liberty slider is stuck at 43%, and it ain't going up.
It really needs to be linked back directly to liberty bell production alone, as in the original, rather than the number of colonists you control as it currently is: again TakeTwo have effectively broken a good working system in the original)
Oh well, time for another massacre of good working citizens just to get that slider over 50% so I can finally see just how good "all the king's men" really are....
Anyway, enough of my moaning!
Toby
Thanks very much for making the patch, for free, that Take Two cannot be bothered with.
(Still, TakeTwo are well known for treating customers as an irritant).
My problem is this: I've downloaded the patch, began a new game and the game correctly restarts for any save: the problem is, when it restarts the game is still the vanilla version!
I have these paths are creating the "Mods" folder:
1) PatchMod_1.07
this leads into:
2) PatchMod (folder) as well as PatchMod_1.07.ini and PatchMod_1.07.ini.bak
clicking on this PatchMod folder then leads into:
3) 3 folders: Assets, CvGameCoreDLL and PublicMaps. It also contains the PatchMod.ini file (configeration settings)
So any idea on when I am doing wrong? (I did read all 11 pages to see if anyone else had this problem, but nobody else seems to.)
Regarding Galleons and treasures: in the original game it worked fine as you could actually save up money as the king only demanded a tax raise, not money every twenty turns.
In this version however the King demands upto 80% of any money you save, or demands a tax increase about every 3 turns in the marathon game, thus eliminating the point of accumulating (saving gold) wealth entirely.
A single treasure is really not enough to buy a single unit, and as TakeTwo has also broken the "hurry colonist" bit of the game by charging upto 10x the cost of actually purchasing the same unit that simply isn't an option anymore either (For those of you who wonder I think it took 10 years to train a farmer in a Uni' in the original- flat rate, masters took 20 I think). At the moment, to hurry the lumberjack will cost me 15,000 gold, whilst I can simply buy one for 1,800.
Take two:.......doh!!
They have also managed to destroy the education system that worked so well in the original: I have a converted native studying his farming degree, it will take him a mere 246 of 900 turns to learn his trade, in game years, his degree will take 82 years to complete.....meaning at minimum university start age (19) he will be at least 101 years old before he can actually get his first job to practice his trade.
Saying that, I do like the fact that you cannot train veteran soldiers, the Civ system works excellently in this version I feel. (Trying to get liberty above 50% is quite another matter however- nearly all 14 towns are at 100% whilst, after deleting 50% of all my working colonists, the liberty slider is stuck at 43%, and it ain't going up.
It really needs to be linked back directly to liberty bell production alone, as in the original, rather than the number of colonists you control as it currently is: again TakeTwo have effectively broken a good working system in the original)
Oh well, time for another massacre of good working citizens just to get that slider over 50% so I can finally see just how good "all the king's men" really are....
Anyway, enough of my moaning!
Toby
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