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MOD: Ten Colonies

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  • #16
    I've just uploaded version 1.33 which alters some costs. Unfortunately, I can't upload the patchmod version here as it is too big.
    Last edited by The Rusty Gamer; January 21, 2009, 08:08.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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    • #17
      Pretty criminals, having more of a bent towards booze and violence, can produce +1 rum or musket more than free colonists.
      Coling since 1994... :)

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      • #18
        Well PrinceMyshkin, you gotta admit, that's different. And it gives them unqiue abilities.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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        • #19
          Nice
          Coling since 1994... :)

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          • #20
            Hi

            You mod sounds wonderful, but i have difficulty getting it to work, I have loaded the mod. selected "play now" -> Random player -> Large map.

            But when i have foundet my first town, its possible for me to build "lumber Mill" from the beginning, even i only have 1 colony? and that should only be possible after 12 colonies with the mod. What im i doing wrong?

            I upper right corner of the mail screen its say "ten colonies 1.33"

            Hope that you can help me.

            EDIT: I got to work with the "Ten Colonies 1.33 with Patchmod 1.07".
            very nice mod. :-)
            Last edited by Mortone_DK; January 16, 2009, 11:19.

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            • #21
              Was this intentional?

              Regarding the requirement for 4 colonies (standars size) before you can build a fort and other level-2 buildings, the way it now works is that you can only build ONE fort, etc. for EVERY four stockades, etc. i.e you cannoy have a fort in evey colony. I find this very restrictive, and suspect it was not intnded to work this way. What do you say, Rusty Gamer?

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              • #22
                Owch! You're right! That was NOT my intention at all. I didn't know it worked that way. I'll have to rethink the design.

                There's a number of cities required variable which I might have to use instead. But it won't scale for the map size in that case. Also, the number of buildings won't be the pre-requisite.
                Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                Comment


                • #23
                  I'm thinking too, maybe since you don;t seem to need level 3 buildings, to curtail the power of all the buildings - say one less slot per bulding and one less thing generated.
                  Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                  Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                  Comment


                  • #24
                    Ok, I haven't fixed the BUG of only 1 in every 4 etc (could you verify this please RustyNail); however, I believe I have addressed the problem re not needing third level buildings. Try 1.34 which is now uploaded.

                    Vanilla is in the OP or, with Patchmod:

                    Ten Colonies 1.34 with Patchmod 1.07
                    Last edited by The Rusty Gamer; January 21, 2009, 08:03.
                    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                    Comment


                    • #25
                      1 for 4 buf

                      I atttach the game file. Notice that I cannot build more forts, nor weaver shops, nor tobacconist shops, as I have one already and only 6 colonies.
                      Attached Files

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                      • #26
                        Further issues

                        Further in the same game as above, now with 9 colonies, I still cannot build a second fort. However, I can build a second level 2 building where I have one already (confirming 1 for every 4 colonies). Another anomaly, I built a drydock after 8 colonies (should be 14 according to the civilopedia. That must be a typo as you can build a shipyard after 10). Also here, note that I cannot build a second drydock anywhere. (seeme to work like the fort for some reason).
                        Attached Files

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                        • #27
                          Ok, I dont need to look at the saved file - I'll take your word for it. I'll have to revamp the whole thing, though it might be an advantage to have 1 in every 4 etc. depending on the building.
                          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                          Comment


                          • #28
                            1 in 4 problem

                            Actually, I think you are right. 1 in 4 is not a bad idea for level 2 production buildings, as you don't need more than thast in practice. The problem arises with forts, fortresses and drydocks. Shipyards I haven't thoiught so much about.

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                            • #29
                              Mind you, in my latest version, I've lowered their output and numner of units allowed. Maybe that will help feel the need for level 3s. Have you checked it out?

                              I've also discovered how to create new buildings. I've been playing around with a carpenter shop expansion and extension idea. I think maybe the expansion should only be available after establishing 4 colonies and brings it up to the level that is given to the carpenters shop in normal game. An expansion might be available after (say) 7 colonies are founded, and is sort-of between a carpenter's shop and a lumber mill. The point is, it will force people to build more colonies. Or maybe (to avoid confusion) it should be expansion I and expansion II.
                              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                              Comment


                              • #30
                                Version 2.00 is now up!

                                A major revamp due to an unforseen effect in having a number of buildings as pre-requisites.

                                Building restrictions are now based on the number of colonies established and have been rearranged. There is no scaling for map size unfortunately.

                                The power of most level 1 and 2 buildings have been lowered to develop a greater need for level 3 buildings.

                                There may be more tweaks based on feedback etc.
                                Last edited by The Rusty Gamer; January 24, 2009, 19:58.
                                Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                                Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                                Comment

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