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AoD2: 1.08 Changelog & discussion

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  • #31
    If you already have AoD2 1.07 installed, then I've provided an update to 1.08 so you don't have to download the full 400 meg.

    Unzip the below update file to the desktop then manually copy the files over the 1.07 files. It should work, I can't guarentee it, but it should.

    1.07 to 1.08 update: http://rtw.apolyton.net/aod2/AoD2_1.08_update.zip

    Code:
    1.07 to 1.08 changelog:
    
    * 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

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    • #32
      not sure really but the "freedom time" from IS or PC hardly ever was a problem imo....
      first they had to gain freedom and than gain profession so doubling their freedom time hardly makes em worth anything anymore imo.
      the change for doubling upskilling time is welcome.
      i just wonder if there is nothing you can do (School train; MilitaryM or alike.) with IS or PC and they need to sit there for 80 turns on normal mode which is like 1/4 of the whole game time i guess i will leave them in europe.
      especially so since they "only" become FC after time served and need again alot of time to skill or money to train... pointless doh!

      regards

      Comment


      • #33
        Originally posted by immanuel_b View Post
        not sure really but the "freedom time" from IS or PC hardly ever was a problem imo....
        first they had to gain freedom and than gain profession so doubling their freedom time hardly makes em worth anything anymore imo.
        the change for doubling upskilling time is welcome.
        i just wonder if there is nothing you can do (School train; MilitaryM or alike.) with IS or PC and they need to sit there for 80 turns on normal mode which is like 1/4 of the whole game time i guess i will leave them in europe.
        especially so since they "only" become FC after time served and need again alot of time to skill or money to train... pointless doh!

        regards
        I have to agree. Before, at least you could stick a gun in their hands and make them into conscripts. You don't even have that option anymore.

        Comment


        • #34
          But they are supposed to be useless!

          What I would question is the use of "all men are free" now. Since, all of the new colonists are ISs. They can now only serve as foot soldiers. What if the "all men are free" gave the right to ISs to become dragoons?

          Saying that regulars are underpowered. They only get a 25% bonus, compared to 50% of veterans. I don't think the 25% stacks with the 50%, as these are two independant unit classes.
          Last edited by PrinceMyshkin; March 16, 2009, 09:37.
          Coling since 1994... :)

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          • #35
            Where can I download the whole mod 1.08?
            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

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            • #36
              Where can I download the whole mod 1.08?

              Never mind found it.
              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

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              • #37
                Originally posted by PrinceMyshkin View Post
                But they are supposed to be useless!

                What I would question is the use of "all men are free" now. Since, all of the new colonists are ISs. They can now only serve as foot soldiers. What if the "all men are free" gave the right to ISs to become dragoons?

                Saying that regulars are underpowered. They only get a 25% bonus, compared to 50% of veterans. I don't think the 25% stacks with the 50%, as these are two independant unit classes.
                you misunderstood the point here i think...
                with the new RS system every single unit adds to the GRS and with these harsh times to become free and than become trained its a total of like 100 turns arround in case you pay.. and 120 turns if you dont want or can pay to have a specialist out of those.
                now if i leave the garbage in europe they dont affect the RS system and i safe alot of time. rather invest into getting natives than wasting those spaces.
                120 turns is mor than a 1/3rd of the whole game time just to have 1 IS or PC a specialist. so i guess for the first few turn in game they are well ok since at least something but after the first 100 turns they become worthless even more so in lets say the last 100 turns..
                now imagine those times in marathon games duh!

                would be something else if there was whatever other way for them to become FC or specialists right now its just simply time....
                Maybe a "fine" for them to pay to become free? as in i pay for them if i want and can afford as 2nd way for them to be free

                regards

                Comment


                • #38
                  OK, in colonization vanilla 1994 it was even worse. It took like forever, since a PC first had to become IC through training. Then the IC a FC through training again. Eventually after lots of turns you could train the FC to whatever you wanted...

                  The trick was to get George Washington and upgrade them trhough victorious combats...

                  For me PCs and ISs are not trained, nor skilfull colonists. They have probably an anti-social behaviour, or if you like the society is biased against them. For several reasons they do not work as effectively, as free colonists. Hence, I think it is OK, as it is; but again it is a matter of preference.

                  Im, do you have the same problem with me? Does RS go up?
                  Coling since 1994... :)

                  Comment


                  • #39
                    RS goes up for me tho however my damned dock is overfilled with junk of garbage and no way to get rid of these bastards...
                    you often compare this col with vanilla.. only something was there in 1994 it doesnt mean it was good imo :P
                    no offense but even in the vanilla game you had a second way to enhance or upgrade them and yes even in vanilla i decided to leave the junk where it was best served.. at the docks...

                    regards

                    p.s. someone checked allrdy if the new chinese leader does stack with the endtree FF of trade?
                    seems a bit overpowered to me no?
                    Last edited by immanuel_b; March 16, 2009, 11:26. Reason: added p.s.

                    Comment


                    • #40
                      I think they are cool. Perfect to chop wood in new colonies.

                      Hmmm... not only RS doesn't go up, but also I get a strange message saying colony is 0% Tory... Shoudln't it be 100%?

                      Im, have you patched to v1.01f before?

                      PS I don't think it stacks, since there will be no tile with +2 food for Cyrus.
                      Last edited by PrinceMyshkin; March 16, 2009, 11:34.
                      Coling since 1994... :)

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                      • #41
                        double post plz delete.
                        Last edited by PrinceMyshkin; March 16, 2009, 12:07.
                        Coling since 1994... :)

                        Comment


                        • #42
                          Originally posted by immanuel_b View Post
                          even in vanilla i decided to leave the junk where it was best served.. at the docks...
                          In vanilla, junk on the docks drags down your rebel percentage. Might as well bring them over where you can execute--er, delete them, though I
                          prefer(ed) to give them guns and horses.
                          "...your Caravel has killed a Spanish Man-o-War."

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                          • #43
                            Do the Pirates work yet?
                            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

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                            • #44
                              Pirates work perfect. Did you have a chance to test if RS goes up when you produce bells?
                              Coling since 1994... :)

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                              • #45
                                No, been been pretty busy lately.

                                But I was going to Mod Ozzie's map back to the one I created previously. (changed leaders and positions. But had to add in starting city) (1.06)

                                But I don't mind the starting city. But I was curious if the pirates worked, and if I wanted to add Russians to the map if I had to replace the pirates?
                                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

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