View Full Version : [MOD] Age of Discovery II
Dale Sep 23, 2008, 08:36 AM Welcome to the Age of Discovery II!
NEW VERSION! 1.12 released 20-August-2009
http://rtw.apolyton.net/images/aod2.jpg
Welcome to the age of conquistadors, colonisation, puffy European Kings, Indian wars and buccaneers!
As an expansion to Civ4: Colonization the Age of Discovery II aims to enhance, add to and complete the game.
Summary:
AoD2 hopes to take the C4C experience to new heights by adding new playable nations, complete with unique traits and units as well as introducing new strategic concepts to expand the game and take the player in multiple directions. A major focus has been to change the game's influence from small nations to large Empires (an initial fault in the release version of C4C is that it is easier to win with only two tiny colonies than with 20 large established colonies).
New victory conditions have been added, including Economic and Industrialisation victories. These victories are for players who wish to play a builder-style of game and concentrate on trade or infrastructure with their colonies.
New maps have been included. The Colonization I map is a direct copy of the original games map (with random natives, goods and ruins). The second map is the Columbus Dream map. What if Columbus was right? When you hold the Declaration of Independance, your flag will change from the European flag to a new flag (eg: from England to Betsy Ross). The PatchMod has also been added to eliminate bugs from the game, rebalance and expand certain core concepts.
Installation:
1. Download AoDII from here (http://www.weplayciv.com/forums/downloads.php?do=file&id=110) or the 1.11b --> 1.12 upgrade here (http://www.weplayciv.com/forums/downloads.php?do=file&id=135).
2. Unzip to your C4C \Mods\ folder. A new folder called \AgeOfDiscoveryII\ will be created.
3. Run C4C and load AoDII from the ADVANCED --> MODS menu.
4. After the game restarts you will be playing AoDII (Main menu will display "AgeOfDiscoveryII" top-right hand corner).
Version Notes:
This is version 1.12 and is complete. This version is the FINAL version.
Intro Movie:
http://au.youtube.com/watch?v=NE9DKUEAKIQ
Changelog:
v1.12
REQUIRES:
* Firaxis Official Patch 1.01f (Please download and install before attempting to install AoD2).
INCLUDES:
* PatchMod
* Player Achievements
* Advisor Menus
* Jeckels Trade Screens
* Some of Col-classic's music
* Koma's revised Europe Screen
* Jenks Land of Our Fathers
* PiMan's New Australia & Australia Civs
* NeverMind's New Russia & Russia Civs
* Ermak leaderhead changed to remove height bug (thanks Deliverator)
* Younflancy's New China & China Civs
* Zuul's More Buildings mod
NEW:
* Aesthetics:
* Intro movie (Vengelis - Titans; Pirates of the Burning Seas)
* Main menu and loading screens
* New main menu music (Trailerhead - Age of Discovery)
* 40 new songs from the period (Hesperus - Colonial America & Early American Roots)
* Cheat Menu (CTRL-SHIFT-Z):
* AI Autoplay options
* Add gold options
* Traits:
* Devout: +25% Cross production
* Exporter: Free Cargo Hold promotion (naval) (LooF)
* Seafarer: Free Navigation I promotion (naval) (LooF)
* Explorer: -50% scout equipment required, Seasoned Scout starts with Explorer I & II (LooF)
* Units:
* Added Carrack (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Portuguese
* Added Fluyt (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Dutch
* Added Pirate Brig (replace caravel): - unique unit for Pirates
* Added Pirate Ship (replace Privateer): 4 move, 3 strength, 3 cargo - unique unit for Pirates & Pirate Council
* Added Pirate colonist: 1 move, 0 strength, SOLDIER default profession
* Added colony fortress auto bombard enemy ships in adjacent waters when cannon in colony (50% chance hit/5% chance to sink).
* Added new promotion: Cargo Holds - +1 cargo bay (LooF)
* Added ability to change cargo bays by profession
* Added War Galleon (new unit): unique unit for Kings (same specs as Galleon)
* Buildings:
* Added ability to define a building as single instance (only one allowed for nation)
* Added ability to define obsoleting building classes
* Added Zuul's More Buildings mod
* First colony built by each player receives a small set of buildings
* Base Camp & Carpenter's Shelter default buildings
* Warehouse, Expansion, Custom house sale percentage = 10%, 25%, 50%
* Warehouse buildings excess sale amounts from (CITY_YIELD_DECAY_PERCENT * excess) to (overflow sale percent * excess)
* Nations:
* Added New Portugal - colour DARK PURPLE
* Prince Henry Aviz: Seafarer (Thanks Ekmek for LH)
* Martim de Sousa: Exporter (Thanks C.Roland for LH)
* Civ trait: Explorer
* Portuguese Leader Diplomacy texts
* Added Portugal Europe - colour PURPLE (Portugal LH from Civ4)
* Added Tortuga - colour GREY
* Pirate King Captain Lowther (Thanks Ekmek for LH)
* New "Tortuga" screen which replaces the Europe screen
* Added Pirates - colour BLACK (NOTE: You have to modify Civ4CivilizationInfos.xml to activate them)
* Henry Morgan: Resourceful (Thanks Amra for LH)
* Bartholomew Roberts: Industrious (Thanks The Capo for LH)
* Civ trait: Militaristic
* Added new tag in Civ4CivilizationInfos.xml: bPirates - indicates this Civ is a Pirate Civ (for specific processing)
* Pirates don't pay taxes (or get tax rises).
* Pirate Soldier graphics fixed (thanks BioHazard).
* No Pirates till after turn 30 (if AI controlled)
* Added new tag in Civ4CivilizationInfos.xml: RevArtDefineTage - what the Civs art definition is changed to on revolution
* Added revolution flags for all Civs (England - BetsyRoss, France - Quebec, Spain - Argentina, Netherlands - Netherlands Antilles, Portugal - Brazil)
* Added new tag: bFromWest to indicate Civ begins on the west of the map
* Maps:
* Added Colonization I map (random bonuses and Indian placement)
* Added Columbus Dream map (random bonuses and Indian placement)
* Added ability to sail to the east or west coast (if known) from Europe.
* Added Regenerate Map button to Main Menu popup (like Civ4)
* Fountain of Youth:
* Added the Fountain of Youth event
* Triggered by the popping of one goody hut per game
* New screen with re-mixed original music from FoY of Colonization 1
* All nations receive a random boost (5-15) of immigrants on someone finding the FoY
* Religion/Immigration:
* Establishing missions now have an increasing failure chance based on success missions and difficulty.
* Failed missions will have a negative impact on the Natives.
* Regional Natives:
* Added new region tags in Civ4CivilizationInfos.xml
* bAsianNative - indicates this Civ is a Asian Native (for specific processing)
* bNAmericanNative - indicates this Civ is a North American Native (for specific processing)
* bSAmericanNative - indicates this Civ is a South American Native (for specific processing)
* bAfricanNative - indicates this Civ is a African Native (for specific processing)
* bPacificNative - indicates this Civ is a Pacific Native (for specific processing)
* Added new region tags in WBS files
* bWBAsianNative
* bWBNAmericanNative
* bWBSAmericanNative
* bWBAfricanNative
* bWBPacificNative
* Added ability to define world regions in the map and which Natives appear in those regions
* Production:
* Added ability to hurry yield shortages on build menu.
* Victory Conditions (not available to Kings):
* Added ECONOMIC victory based on total goods traded (all trading methods, buy and sell).
* Added INDUSTRIALISATION victory based on total yield rate per turn (all yield types including bells, crosses and books).
* Added PIRATE PLUNDER victory based on total amount plundered from ships and towns (for Pirates).
CHANGE:
* Nation changes:
* Dutch Europe colour to ORANGE
* Changed Dutch start unit to Fluyt (from Merchantman)
* Map changes:
* Changed number of nations on all World sizes.
* World dimensions increased (effective 2 times playing area).
* World Map now called New World Map.
* New XML tag in Civ4EuropeInfos.xml iWestTripLength to store trip times for western nations
* Exposed CvCivilizationInfo::isFromWest() to python
* Exposed CvEuropeInfo::getWestTripLength() to python
* All players on huge map
* Religion/Immigration changes:
* Immigration threshold increase percent 10% (from 25%). This slows down cross requirement growth.
* Converted natives can no longer become missionaries.
* AI will now hurry immigrants on the docks.
* The speed of AI immigration is determined by difficulty.
* REF changes:
* Tripled size of starting REF.
* REF threshold start 150 (from 75).
* REF increase cap based on handicap.
* REF uses War Galleon instead of Galleon for transporting units
* REF land unit's strength is influenced by handicap level
* REF lands units MUCH better
* 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)
* On higher difficulty levels, as Rebel Sentiment gets high there is a small chance the King will declare war on you first.
* 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.
* Governor won't place automated citizens in education buildings if human player.
* Unit changes:
* Changed caravel: 4 move (from 3)
* Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary.
* Can now set profession after moving (like clear profession).
* Converted native can no longer be educated at Indian settlements (can be trained at school as normal).
* Wagon trains can no longer be loaded onto ships.
* Cannon no longer has +100% colony attack.
* Veteran Soldier +50% colony attack and defense.
* Upped Looter promotion from +50% to +100% gold from pillaging (LooF)
* Attack crossing river modifier now -20% (was -10%) (LooF)
* Amphibious promotion now requires Veteran4 (up from Veteran2) (LooF)
* Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.
* Units with no profession (eg: ships) can now "Speak with Chief"
* Must speak with chief before trading with natives.
* Indentured Servant can no longer be a soldier, dragoon or missionary.
* Petty Criminal can no longer be a soldier, dragoon or missionary.
* Indentured Servants become Free Colonists after 20-40 turns (gain their freedom). This is scaled to GameSpeed.
* Petty Criminals become Free Colonists after 40-80 turns (serve their term). This is scaled to GameSpeed.
* Frigate now starts with Navigation I.
* Can buy Free Colonist in Europe for 750.
* Privateers, Pirate brig, and Pirate Ship start with Skirmisher I
* 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
* Western Civs now start facing east
* Founding Father changes (on top of LoOF):
* 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
* "All Men are Free" now gives two free colonists
* Interface changes:
* Europe screen now represents an actual dock.
* Colonist's RS is now shown on the scale in the Revolution Advisor screen (only in SP games).
* Yield changes:
* European horses tripled in price.
* European tools tripled in price.
* European muskets very expensive (but still able to profit from natives early in game).
* Stable produces 3 horse per colonist, ranch 6 horse per colonist
* Silver YieldPriceChangePercent brought in line with all other yields (10 -> 1)
* YieldPriceChangePercent halved (2 -> 1)
* Tax Trade Theshold doubled (can trade more before a tax rise)
* AI changes:
* AI will buy a better navy
* AI will have more money based on handicap.
* AI will rush immigration now.
* AI more immigration scaled to handicap
* Other changes:
* Changed text "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only] (LooF)
* Changed text "2x as likely chance to get Treasure from Ancient ruins" (LooF)
* Increased gold from capturing enemy colonies up to 20 gold, +20 gold per population (was +10gold per pop) (LooF)
* Increased growth of native villages (reduced threshold for growth by 20%, from 100 to 80) (LooF)
* In line with bigger maps and faster immigration, number of game turns for each game speed increased (300/450/900/1200).
* Disciplined trait also gives -50% equipment needed for dragoons.
* Co-operative trait now gives -50% equipment needed for pioneers.
* Europe text change to Homeland
Dale Sep 23, 2008, 08:36 AM Screenshots:
http://rtw.apolyton.net/images/aod2ss1.jpg
http://rtw.apolyton.net/images/aod2ss2.jpg
http://rtw.apolyton.net/images/aod2ss3.jpg
http://rtw.apolyton.net/images/aod2ss4.jpg
http://rtw.apolyton.net/images/aod2ss5.jpg
http://rtw.apolyton.net/images/aod2ss6.jpg
http://rtw.apolyton.net/images/aod2ss7.jpg
http://rtw.apolyton.net/images/aod2ss8.jpg
http://rtw.apolyton.net/images/aod2ss9.jpg
http://rtw.apolyton.net/images/aod2ss10.jpg
http://rtw.apolyton.net/images/aod2ss11.jpg
http://rtw.apolyton.net/images/aod2ss12.jpg
http://rtw.apolyton.net/images/aod2ss13.jpg
http://rtw.apolyton.net/images/aod2ss14.jpg
http://rtw.apolyton.net/images/aod2ss15.jpg
http://rtw.apolyton.net/images/aod2ss16.jpg
http://rtw.apolyton.net/images/aod2ss17.jpg
http://rtw.apolyton.net/images/aod2ss18.jpg
http://rtw.apolyton.net/images/aod2ss19.jpg
V. Soma Sep 23, 2008, 08:45 AM I just say WOW! :goodjob:
Thorn Sep 23, 2008, 08:58 AM Ouch, this is torture! Not only do I not have Colonization yet I'm being tormented by the release of cool looking mods for it! :mischief:
Vicente Sep 23, 2008, 10:37 AM I don't even own the game yet, but if ye need anything from a Portuguese, I'm offering as consultant. ;)
But I'll start with a Question: why "New Portugal" and not "Terra de Vera Cruz" (http://en.wikipedia.org/wiki/Terra_de_Vera_Cruz)? It would even fit the "devout" trait.
Onionsoilder Sep 23, 2008, 10:46 AM I don't even own the game yet, but if ye need anything from a Portuguese, I'm offering as consultant. ;)
But I'll start with a Question: why "New Portugal" and not "Terra de Vera Cruz" (http://en.wikipedia.org/wiki/Terra_de_Vera_Cruz)? It would even fit the "devout" trait.
Because every other civilizaton in the game follows that trend, with "New Spain", "New Holland", "New England" and "New France"?
henryMCVII Sep 23, 2008, 11:05 AM Ouch, this is torture! Not only do I not have Colonization yet I'm being tormented by the release of cool looking mods for it! :mischief:
Ban dale becouse of torture. :goodjob:
City Builder Sep 23, 2008, 11:14 AM Wow, I only payed for the game on gamersgate.com this morning and am waiting on them to release it and here is a outstanding looking mod already.
Congrats!
keldath Sep 23, 2008, 03:52 PM awesome dale,
you never seem to stop suprising buddy, two thums up for you.
Dale Sep 23, 2008, 03:57 PM Hehehe. Thanks all. :)
Mods been dl'ed 16 times already.
BTW, this mod is OFFICIALLY able to claim the title "First Mod to Add Portugal!" ;)
ironclad Sep 23, 2008, 09:45 PM How did you produce this so fast?
Dale Sep 23, 2008, 10:22 PM How did you produce this so fast?
I was a tester.
turingmachine Sep 23, 2008, 10:24 PM Awesome!
Is this mod multiplayer compatible, do you know?
hrochland Sep 24, 2008, 01:37 AM You are quick :goodjob:
KebraNoir Sep 24, 2008, 07:19 AM I know its early in development but the pirate nation does nothing really. I creamed his ship after 30 or so turns. Henry hadnt settled down yet (Northern Hemi map)
If you play as Henry you have no way to trade since you hvae no "motherland"
You also have no goal/victory since you cant declare independance from nothing (pirates are basicly independent :P )
One thing that really bugs me is the fact that you have to chose "monarchy" when declaring independance, otherwise you have no intelligent way of trading your goods for cash. The customs house was great in Colo1 (tad over powered since you could just refuse all taxes after building it)
Another stupid thing i noticed (though this is from vanilla colo) the kings regulars (and friends) can also found a colony. I played on the big americas map and placed a colony in middle ameriaca so i had a quick way to get form west to east (instead of going down past south america)
My colony was from european perspective (east sail route to europe) a long distance away. This caused my king to first of all unload 3 MOWs in south america (he must enjoy torturing his men through a 20 turn hike through the amazon) and then unload a few MOWs in Florida.
At the time i had the usual 5-10 treasure trains on the way back to the colony and he interceptet a few. Since he has no way of sending it back he founded a colony with a regular.
This kinda beats immersion. I shouldnt have to go take over new colonies to win. Nor should i be forced to go scout all of south america to find the agressor. The entire independance war was fought in the amazon jungle with very very few units actually attacking the colony (those that did came from the Florida landing)
If you want to improve the game theres a few things to look at :)
Ambreville Sep 24, 2008, 07:55 AM I haven't gotten my copy [yet], but that's just a matter of time. That's a topic that I really dig. Thanks for the timely work on the mod. I'll be sure to try it out at the first opportunity. Cheers!
Dryhad Sep 24, 2008, 08:00 AM Because every other civilizaton in the game follows that trend, with "New Spain", "New Holland", "New England" and "New France"?
But they follow that trend because that's what the colonies (or at least parts of them) were historically called. Case in point, I believe it's called "New Netherlands" not "New Holland", am I right (serious question, I don't have the game yet)? It's just convenient that creativity was not a popular trait amongst whoever thought up the names of colonies in those days.
guczy Sep 24, 2008, 11:15 AM Hey there! I would love the mod, but the problem with it on the Huge Western Hemisphere map is that everyone starts off at almost the same place. Morgan killed my Carrack in the 2nd turn and the spaniards have settled right beside me...
MightyGooga Sep 24, 2008, 11:44 AM Hey! I dont have the game yet, because somehow people at firaxis dont like to launch games in Brasil (A shame, Mr. Will Right did that with Simcity Societies and SPORE). And the fact is, New Portugal should be named BRASIL, because Brasil is the only colony that Portugal had. It was called Brasil becouse of the Trees they found in our shorelines.
keldath Sep 24, 2008, 11:46 AM i really hope this mod will grow alot !
Dale Sep 24, 2008, 12:30 PM Hey! I dont have the game yet, because somehow people at firaxis dont like to launch games in Brasil (A shame, Mr. Will Right did that with Simcity Societies and SPORE). And the fact is, New Portugal should be named BRASIL, because Brasil is the only colony that Portugal had. It was called Brasil becouse of the Trees they found in our shorelines.
It's called New Portugal, because it fits with every other colony. It's a game, just be happy I put Portugal in. :)
On the bright side, when you declare independance your flag does become Brazils, so you get that.
Herandar IV Sep 24, 2008, 01:05 PM Brasil is the only colony that Portugal had.
Macau, Congo, Angola, Mozambique, Cape Verde, Goa, Sri Lanka, Barbados, etc. don't count then? (There are a lot more, but the above were among the longest-held and most important.)
Dale Sep 24, 2008, 01:10 PM You also forgot the Azores and Canary Islands (for a while).
Elhoim Sep 24, 2008, 02:16 PM - Added Colonization I map (random bonuses and Indian placement)
Will you add a map with historically accurate indian placement? Thanks!
sk8er AG Sep 24, 2008, 02:38 PM looking foward to getting colonization and downloading AOD II, am glad to see portugal is included, personally i think their color should be the same as it is in bts though(green) as a minor comment. again, looking foward to downloading.
Huayna Capac357 Sep 24, 2008, 03:08 PM Here's some more leaders and traits I wanted :(:
Tiradentes (Agricultural, Indepedent) - +100% non-food or fish crop production
^ +3 people can work at Liberty Hall
Nograda (Agricultural, Imperialistic)- +100% non-food or fish crop production
^ Missionaries can convert native cities but
^ converted native cities lose half their
^ population at time of conversion
Dale Sep 24, 2008, 03:09 PM Will you add a map with historically accurate indian placement? Thanks!
If you could provide a reference that would be great and make my job easy. :)
Vicente Sep 24, 2008, 03:52 PM It's called New Portugal, because it fits with every other colony. It's a game, just be happy I put Portugal in. :)
On the bright side, when you declare independance your flag does become Brazils, so you get that.
Ho well, fine by me. I'm glad enough someone bothered going where the dev team should have.
By the way, wich Brazilian flag did you use for independence? Empire of Republic?
Dale Sep 24, 2008, 03:58 PM Current flag. Only one I had. :lol:
krunsh Sep 24, 2008, 05:28 PM I'll try it soon, but I still want to try the game itself before any mod. Could anyone just tell me what this mod is? It had portugal and pirate.
But can you play pirate?
Juste a quick description please.
Vicente Sep 24, 2008, 05:41 PM Current flag. Only one I had. :lol:
Still makes sence. After all, Brazil's historical independence has litle to do with how the game mechanisms handles it, cool as it may have been. (http://en.wikipedia.org/wiki/Brazil#Empire)
Just for choice's sake anyway, here's the flag of the Empire of Brazil:
http://img20.imageshack.us/img20/5396/800pxflagofthefirstempihp2.png (http://imageshack.us)
And the first flag of The Republic of the United States of Brazil:
http://img241.imageshack.us/img241/4329/500pxflagofbrazil1519nogi3.png (http://imageshack.us)
snoopy369 Sep 24, 2008, 05:42 PM Current flag. Only one I had. :lol:
One of these days i'll introduce you to Wikipedia... (http://en.wikipedia.org/wiki/Flag_of_Brazil)
Dale Sep 24, 2008, 05:51 PM One of these days i'll introduce you to Wikipedia... (http://en.wikipedia.org/wiki/Flag_of_Brazil)
You know I can't make flags for this engine. I rip everyone elses or get GarretSidzaka to make 'em. :blush:
snoopy369 Sep 24, 2008, 06:11 PM I don't know any such thing, since I'm not on your development team... ;)
Is it that complex to make a flag? I made them for C4DG and I'm not very clever with these things... DDSConverter FTW, IIRC.
Dale Sep 24, 2008, 06:17 PM I got more important things to learn, like code, than making flags. :p
That's why I get others to do it. Delegation dear Snoop, delegation. ;)
Elhoim Sep 24, 2008, 06:48 PM If you could provide a reference that would be great and make my job easy. :)
Sure, I find you some reference for it. Also historical starting positions for the european powers would be nice, like the english and french starting near North America, the spanish and dutch in the caribbean and the portuguese in South America. :)
Dryhad Sep 24, 2008, 08:29 PM Macau, Congo, Angola, Mozambique, Cape Verde, Goa, Sri Lanka, Barbados, etc. don't count then? (There are a lot more, but the above were among the longest-held and most important.)
I believe "In the New World" was implied.
Madeira Sep 25, 2008, 05:55 AM I believe "In the New World" was implied.
If I remember my history lessons correctly, Brazil wasnt the only portuguese colony in south america, we had others that were later ceded to the dutch or french i dont remember.
Madeira Sep 25, 2008, 05:58 AM Sure, I find you some reference for it. Also historical starting positions for the european powers would be nice, like the english and french starting near North America, the spanish and dutch in the caribbean and the portuguese in South America. :)
I second this, it was a huge disapointment seeing the indians randomly placed, colonization 1 did a better job at this... And then there's the problem with the starting locations, most players start near the amazon... Also noticed the area in the map that allows ships to sail to europe is too far from the north american coast, any way to expand the area near the coast?
Any map maker expert volunteers to fix the western hemisphere huge map? :)
Vicente Sep 25, 2008, 06:01 AM If I remember my history lessons correctly, Brazil wasnt the only portuguese colony in south america, we had others that were later ceded to the dutch or french i dont remember.
We lost parts of Brazil to the French and Dutch indeed, but they weren't really considered a diferent Colony or Colonial Area.
Then again, our method of administrating colonial buisness in the New World wasn't really the English method that the game is better designed to reproduce.
Dryhad Sep 25, 2008, 06:03 AM If I remember my history lessons correctly, Brazil wasnt the only portuguese colony in south america, we had others that were later ceded to the dutch or french i dont remember.
It is my understanding that Dutch and French Guiana were part of Brazil when they were Portugese. Considering that they're right next to it I really see no reason why they wouldn't have been.
Dale Sep 25, 2008, 06:05 AM I already have the workings of the Indian placement system. All I need are 4 more North and 4 more South tribes (to make 8 of each) complete with leaderheads. :)
Then it's a very simple process. Oh, and you'll even be able to select "north america" or "south america" for a random map. And if you want, the "pacific" or "africa". Pretty neat eh? :) But that'll be in a later build.
woodelf Sep 25, 2008, 06:24 AM Super stuff Dale. I think I'll just play this instead of the real game when I finally get it.
dr_AllCOM3 Sep 25, 2008, 07:20 AM I'd like to have your fixes in a seperate mod or even without the need for a mod.
FIXES:
- Cargo now takes as many berths as its size requirement (eg: treasure takes 6 berths)
- AI now assigns higher priority to picking up treasures on non-colonised islands
- AI now actually picks up treasures when transport next to it
- AI uses King's Transport for treasures if it doesn't have a free transport of the right size all through the game (was use King's Transport up to turn 90)
Madeira Sep 25, 2008, 08:01 AM Thats great Dale! You could release that new indian placement system in a patch and worry about adding new civs later ;)
LordGek Sep 25, 2008, 08:15 AM Hey Dale,
Are the pirates really meant to be a playable Civ?
I like how they play differently in that they just make their own people and have no need for sissy stuff like Liberty or Religion. By the same token, however, how do I break free from my shackles to the Pirate King (or am I him already) and win the game? I'm also assuming that they don't bother with Founding Fathers or can they still get any of them buyable only through Military and Exploration points?
LordGek Sep 25, 2008, 08:17 AM Thats great Dale! You could release that new indian placement system in a patch and worry about adding new civs later ;)
Color me clueless but what is this about the Special Indian Placement System? Is it being able to have them placed randomly on a pre-scripted map or just how they are located now in the random maps with this mod?
Dale Sep 25, 2008, 08:58 AM Color me clueless but what is this about the Special Indian Placement System? Is it being able to have them placed randomly on a pre-scripted map or just how they are located now in the random maps with this mod?
You can define a native tribe as an African tribe, and they will only appear on maps that represent Africa.
dr_AllCOM3 Sep 25, 2008, 09:14 AM Where did you change the AI behavior, Dale? I'm interested in doing it myself, but I can't really find it in the xml's.
Dale Sep 25, 2008, 09:15 AM AI behaviour is in the code SDK. In a folder called CvGameCoreDLL.
rabottens Sep 25, 2008, 10:06 AM In the download it came with 3 maps. When I load the mod I do not get the opportunity to use any of these maps. How are these accessable?
Elhoim Sep 25, 2008, 10:23 AM Here it is a nice map that would give you some reference on how to place the current tribes, and the starting locations of the european powers.
About other south american tribes, I recommend the Mapuches, in the southern tip of south america, in the Patagonia area.
189636
LordGek Sep 25, 2008, 10:54 AM Hey Dale,
Are the pirates really meant to be a playable Civ?
I like how they play differently in that they just make their own people and have no need for sissy stuff like Liberty or Religion. By the same token, however, how do I break free from my shackles to the Pirate King (or am I him already) and win the game? I'm also assuming that they don't bother with Founding Fathers or can they still get any of them buyable only through Military and Exploration points?
In an answer to myself I figure for now I'll just leave the Pirates as an AI only Civ (I edited the appropriate XML so they're not accessible to the human player and therefore won't show up accidentally if playing a random Civ as I usually like to do).
Dale Sep 25, 2008, 12:17 PM With the pirates, a lot of work needs to be done there. I am looking for suggestions on what to do with them. Should they operate like another Euro civ with a Europe, "King" etc? Or should they be more of a native type civ?
Dale Sep 25, 2008, 12:19 PM In the download it came with 3 maps. When I load the mod I do not get the opportunity to use any of these maps. How are these accessable?
You just need to click on new scenario. BTW, I realise I left a "copy" of one of the maps in the folder, so in fact there's only two new ones I supplied. The old Col1 map and the Columbus Dream map. :)
LordGek Sep 25, 2008, 12:23 PM With the pirates, a lot of work needs to be done there. I am looking for suggestions on what to do with them. Should they operate like another Euro civ with a Europe, "King" etc? Or should they be more of a native type civ?
Ahh but before answering that do you have any plans on how you could make the natives playable civs? As it is now one would pretty much have to go with making the Pirates play like the other Europeans as they are the only playable civs.
Dale Sep 25, 2008, 12:48 PM Yeah there's a setting in the XML to turn natives on. It's really no fun though, you can't build any buildings and you can't train units. You can't trade so you can't make money either. You have to wait for pop increases like everyone else.
It really is a chore to play natives so I turned it off again.
LordGek Sep 25, 2008, 01:13 PM Yeah there's a setting in the XML to turn natives on. It's really no fun though, you can't build any buildings and you can't train units. You can't trade so you can't make money either. You have to wait for pop increases like everyone else.
It really is a chore to play natives so I turned it off again.
Yes and that is why it would really require a LOT of clever fine tuning to make natives a viable option. They definitely shouldn't play like the European players but until somebody fleshes out their functionality they'll never be more than simply "AI Controlled Obstacles" in the game.
Drawback Sep 25, 2008, 01:15 PM With the pirates, a lot of work needs to be done there. I am looking for suggestions on what to do with them. Should they operate like another Euro civ with a Europe, "King" etc? Or should they be more of a native type civ?
:D Okay, I'll try to suggest things.
1. Liberty bells and Crosses could be changed to someting else. Criminality for instance could be a good choice.
2. Petty criminals from other states could "defect" to your according to this criminality rating.
3. Change the church and town hall for something more "thematic".
4. I'd inspire myself from "BTS-Espionnage" to create a kind of unit that can steal/plunder land tiles near other civs or even their towns, earning gold and phat-loot (i.e. ressources). This unit could replace/complement the trade wagon.
I'll chime in later with other ideas...
Drawback Sep 25, 2008, 02:24 PM I've got other ideas (about the pirate civ).
Give the pirate the ability to earn slaves through the capture of natives (and give them a diplomacy hit if they do that).
Make them able to do limited trade with Europe, let them sell slaves and treasure. They should also be able to trade with natives (when relations are good). It would thus force the player to be aggressive to earn treasure and slaves (as pirates should be).
Some buildings could be changed as you build your mod:
1. Change Weaver's building to something else or even delete it (pirate weavers?!?)
2. Change Cigar factory or delete it as it doesn't fit their "theme".
3. You must keep the distillery! Pirates love their rhum!
Thus, the pirate civ doesn't need to gather fur or cotton, as both ressources do not go well within the theme for this civ but they can still sell these ressources to others (natives or other civs).
My goal, if I was a modder, would be to create a "civ" that's VERY different from the European civs for the pirates. Thus, my ideas all go toward this direction. I'd get inspiration from the FfH2 mod for BTS.
Daedal Sep 25, 2008, 03:03 PM I haven't seen this pop up yet, so here's the relevant Wikipedia link (http://en.wikipedia.org/wiki/Piracy_in_the_Caribbean). :D
The pirates' power was in their ships, not in settlements. Implementing something like Sid Meier's Pirates! for the pirate 'nation' would be fun, but tricky. The idea would be that you could wander around pillaging colonies and whatnot to build up your power until the European powers (or the colonies, if powerful enough) sent the equivalent of the REF after you. It's about as close to winning by independence as you could get.
I don't think the game mechanics are really set up for it, though. There aren't as many ships in the game as there were in Pirates!, nor is there the variety of ships, customization of ships, or detailed sea combat. Even ground combat relies, as in all Civ titles, on large quantities of troops to get anything done. Fighting only with whatever you can carry in one boat is pretty ridiculous given the combat mechanics. Pirates as a barbarian type unit seem like the only reasonable way to go.
Pijama Sep 25, 2008, 09:45 PM Greetings Dale, congrats for the mod.
Since I acquired Colonization, I've been aching for a bloody Brazilian independence, as it should have been. Big disappointment when I found out Portugal wasn't included again. :( However, your mod gave me high hopes that, if Firaxis disregards this great game, the community won't. But can I make a suggestion?
Why not include José Bonifácio (http://en.wikipedia.org/wiki/Jos%C3%A9_Bonif%C3%A1cio) as a Brazilian leader? As the greatest thinker behind the Independence and it's staunchest supporter, Firaxis should have included him at least as a founding father. :) Also, he was far more important than Martim de Sousa in national terms.
Of course, this is only a suggestion. But if you at least consider it, thanks. :)
mboza Sep 26, 2008, 06:41 AM Are the pirates really meant to be a playable Civ?
Not long before finding this thread, I was reading how Morgan started off as a pirate, or privateer, but became a sugar farmer and governer of the British colony of Jamaica, suggesting that he might be equally appropriate as a founding father or English leader as leader of a separate pirate civ.
Personally, I love the idea of a (barbarian) pirate civ running around with ships, and founding colonies in out of the way places. I wonder how much of the civ barb mechanics is still in the game. Not sure how you can expand it to a human player in the main game though, apart from in a scenario.
snv Sep 26, 2008, 09:59 AM oh this looks very promising, thank you
edboltz Sep 26, 2008, 12:07 PM Since many of the Pirates started out as agents of the various colonial powers, before going rogue, one possibility would be to allow them to have occassional and rotating access to all of the European Ports. I don't know how this would be done in terms of programming, though.
Their immigrants should somehow be weighted towards petty criminals. Maybe even a new class- hardened criminals could be allowed.
They should also be able to capture ships and impress crew.
Victory would be based on money and perhaps "recognition", i.e. a Peace Treaty, by 3 out of 5 Kings as a real nation.
sk8er AG Sep 26, 2008, 03:43 PM downloaded but cant find mods folder, there is only assets, cvgamecoreDLL, Miles, Public maps, resources, and shaders but no mods or scenario folder to download to any help is welcome
snoopy369 Sep 26, 2008, 03:44 PM Look in your My Documents/My Games/Col/ folder...
Dale Sep 26, 2008, 03:51 PM Don't listen to Snoopy, you'll end up with it in the wrong location. :p
You look in the program files location, not the documents location. Also, you need to create a Mods folder yourself, then unzip to that folder. :)
Caledorn Sep 26, 2008, 04:08 PM Care to share where you did those fixes, Dale? In particular the fix for the 6-cargospots-treasure thing? (I admit, I'm weak - I find it very annoying.. Hehe)
snoopy369 Sep 26, 2008, 04:16 PM What happened to the My Games mod folder? They decide that was too confusing, having two of them?
sk8er AG Sep 26, 2008, 04:51 PM created a Mods folder under civilizaton colonization and tried to extract but only got errors
Dale Sep 26, 2008, 05:30 PM What happened to the My Games mod folder? They decide that was too confusing, having two of them?
It's still there, it's just you won't be able to play any of those mods private maps. :)
Dale Sep 26, 2008, 05:31 PM created a Mods folder under civilizaton colonization and tried to extract but only got errors
Extracting gave errors, or playing after extracting gave errors?
And what errors??
Shylock Sep 26, 2008, 10:51 PM Damn, already a mod release?
Dom Pedro II Sep 26, 2008, 11:07 PM Damn, already a mod release?
Yes, it's almost as though he might have had the game prior to it being released... :hmm:
Commander Zulu Sep 27, 2008, 01:47 AM I purchased C4C a couple of days ago and have really been enjoying it; I've downloaded Dales' mod and look forward to playing to more thoroughly very soon!
One big suggestion that I'd like to make is for the Victory Conditions in Colonisation to be amended so that you don't have to declare Independence to win.
I'd rather play as a Colonial Viceroy, conquering the New World for the Crown, making bucketloads of cash, converting the Natives, and basically trying to drive the other Europeans out of my "sphere of influence".
Perhaps it could be possible to win via achieving Commonwealth (ie, not fighting a War of Independence); maybe generating enough Liberty Bells, Cash, having a military of a certain size, and occupying a particular percentage of the available landmass by, say, 1860?
Also, perhaps a "Conquest of the New World" option; namely wipe out all the other European powers and a low random number of the Native Tribes?
I don't suppose we'll be seeing an "Australia" map anytime soon? ;)
As for the Pirate Nation, I would suggest having them function as being much like a Native Tribe; although I can't see why they couldn't have access to Europe as well (except from a gameplay perspective, which might unbalance things a bit...)
DCMage Sep 27, 2008, 04:39 AM Played this mod for about 8hrs yesterday, blooming brilliant!
One thing im not liking is the Start Positions both Indian & Colonists, French should Land up in North America(Canada), the English a bit below them around where NY is now, Spanish should Land between Mexico and Columbia(Aztecs should be here), Portugese in or around Brazil and the Dutch in the Carabiean Isles. (Colonisation I Map)
As to the Indian's I don't realy have a clue, Aztecs between Mexico & Coumbia, Incan's in and around Peru/Chille, Arawak Northern Part of South America.
Found some nice Old territorial Maps for North America :-
http://www.lib.utexas.edu/maps/histus.html
The Pirate Civ shouldn't be a Civ as such, well not to start with anyways, as well all the powers involved with the new world colonization had thier Own Pirates to prey on the other country's "Galleons", wasn't untill the "Pirates" were told to cease all pillaging and plundering that they actualy turned into proper "Pirates".
BTW, I'd make the Starting Position changes Myself, but alas I have no clue how to :(
Dale Sep 27, 2008, 06:44 AM I don't suppose we'll be seeing an "Australia" map anytime soon? ;)
Try the Columbus Dream map. ;)
What if the Americas weren't there?
sk8er AG Sep 27, 2008, 09:53 AM Cant say the errors exactly wont let me cut and paste, this winrar i have keeps doing the excracting and i think that mite be the problem. but theres 692 errors it says.
Zhahz Sep 27, 2008, 10:11 AM Dale, can your map scripts be used without the rest of the mod?
(I'm not interested in gameplay changes, portugal/any new civs, or pirates...at least not yet...)
As a side question - crosses don't do anything else except speed immigration do they? So your devout +25% crosses isn't a whole lot different than the english -25% crosses required...
zagaz Sep 27, 2008, 10:21 AM Anyone else having problems with pirates, their privateers are quite annoying early on, they keep wiping out my ships...I know, that is the point, they are pirates, yar, but is there a way to remove them? Other than that, fantastic, thanks Dale, keep it up
Toxi Sep 27, 2008, 12:13 PM cool idea dale,
thanks for this mod. :)
Dale Sep 27, 2008, 01:36 PM As a side question - crosses don't do anything else except speed immigration do they? So your devout +25% crosses isn't a whole lot different than the english -25% crosses required...
Actually it's very different. The English have reduced immigration price (less crosses). Means the hurry price in cash is lower too. It means less crosses need to be produced to get someone on the docks. This trait really shines early game, when 1 cross cheaper makes a lot of difference when you can only make very limited crosses (eg: 1 cross of 20 is a much bigger difference than 1 cross in 200).
The devout trait is +25% crosses. This means your colony has to have at least a colonist in a church before you see an effect (4 crosses +25% = 5 crosses). This means that devout is an advantage in mid-late game when you start getting lots of preachers going because for every 4 crosses you get a freebie.
Dale Sep 27, 2008, 01:36 PM Anyone else having problems with pirates, their privateers are quite annoying early on, they keep wiping out my ships...I know, that is the point, they are pirates, yar, but is there a way to remove them? Other than that, fantastic, thanks Dale, keep it up
Any suggestions on how to fix them? Remember I did say they need work and asked for suggestions. :)
DCMage Sep 27, 2008, 02:21 PM Could ya possibly change it so if a Ship is attacked and losses combat to a Pirate ship, the ship losses its cargo but isn't actualy destroyed? Or even an Option at the start of the Next turn to "Ransom" your ship back from the pirates?
On another note, been trying to change the Start positions for the Colonization I map, to no avail :(
Depravo Sep 27, 2008, 04:34 PM Would someone do a mod that adds Portugal and makes the necessary basic enhancements without adding a nation of pirates or other chrome? Only I can't be arsed doing it myself.
DCMage Sep 27, 2008, 04:44 PM Would someone do a mod that adds Portugal and makes the necessary basic enhancements without adding a nation of pirates or other chrome? Only I can't be arsed doing it myself.
If your that worried about them go into worldbuilder and just delete thier starting ship/ships!
Dale Sep 27, 2008, 05:17 PM If your that worried about them go into worldbuilder and just delete thier starting ship/ships!
Or open Civ4CivilizationInfos.xml and set PlayableNation and AISetPlayableNation (or whatever they are, they are obvious so you can't miss them) to zero to turn them off completely. :)
snipperrabbit!! Sep 27, 2008, 05:28 PM Dale, I think you can use the Genghis Khan scenario stuff for the Pirates (mongol camp) along with a piracy counter ( accumulating points for acts of piracy ) allowing for a Piracy Victory when a mark is reached.
Falc Sep 28, 2008, 04:00 AM Actually it's very different. The English have reduced immigration price (less crosses). Means the hurry price in cash is lower too. It means less crosses need to be produced to get someone on the docks. This trait really shines early game, when 1 cross cheaper makes a lot of difference when you can only make very limited crosses (eg: 1 cross of 20 is a much bigger difference than 1 cross in 200).
The devout trait is +25% crosses. This means your colony has to have at least a colonist in a church before you see an effect (4 crosses +25% = 5 crosses). This means that devout is an advantage in mid-late game when you start getting lots of preachers going because for every 4 crosses you get a freebie.
I'm sorry but this is not correct.
Crosses are only ever spent on immigration. This means that there is always a direct linear correlation between the value of your currency and the price of the good. Increasing the value is equal to lowering the price, and vice-versa.
To prove this, imagine that we have no crosses right now and the next immigrant costs 20 crosses. Normal civs will need to produce 20 crosses. The price for the English drops to 15 so they only need to produce that many. The Portuguese only need to produce 16 by themselves in order to get 4 free and reach 20.
This relative value stays the same throughout the entire game. An English cross is *always* worth 1/16th more than a Portuguese one.
To make matters even worse for the Portuguese, there is the matter of rounding. You start with 1 cross produced, +25% to 1.25. If this fraction is lost due to rounding every single turn, then there is no question that Devout is Tolerant Light. It might be possible, though, that the game retains these fractions internally and only rounds at the moment of displaying the value, in which case the Portuguese are still 1/16th behind the English.
Crazy_Ivan80 Sep 28, 2008, 04:09 AM Maybe not having the pirates in is the way to go? It's not like they were truly a match for the established empires, more like gnats*.
more interesting might be adding the smaller colonial empires like the Swedes (had colonies near New Holland iirc), the Danes (had a few islands in the Caribbean) and even the Russians (Alaska, they'd come from the other side of the map).
They'd be especially interesting if it could be arranged that they arrive later in the game (say Swedes on turn 50, Russians and Danes on turn 100).**
*Pirates remaining is possible: their goal could be something along the lines of defeat the European Fleets and establish yourself as a nation (basically a war of independence but as a fight for dominance of the seas)
**In that case, should you get the natives to be really playable, you might even set up the game in such a way that when playing as a native the colonial powers come in x turns after game start. The goal for the natives could then be: defeat the Europeans and reform your nation into something like the Iroquois Confederation to ensure survival.
Dale Sep 28, 2008, 04:39 AM Falc you're not taking into account three things:
1. Due to lower immigration cost, English immigrants are ALWAYS cheaper to hurry over any other nation. They will spend less gold to hurry immigrants in general than other nations.
2. Also, with no church (common for the first 50-100 turns) England is getting immigrants faster (due to low cost) as every nation is only producing 1 cross. Portugal catches up as cross production ramps up.
3. Portugal will produce more religious FF points, as their cross production is higher (all other things equal).
So like I said, all other things equal, England benefits early from low cost immigration when everyone's cross production is close, but Portugal gains the advantage later in higher religious point generation which will translate to more religious FF's.
Magpie Sep 28, 2008, 05:05 AM Great work Dale. Do I have your permission to add your mod on Strategy Informer?
But one important thing. The pirates issue is extreme. I can't get to play at all due to pirates sinking all my ships, and having King increase the tax all the time. There is little to no way to progress due to it. The simplest way of dealing with this issue would be to lower it's ship strength down to 3 or even 2. So our ships would have a better chance of fighting against them. Or, to delay with arrival of pirates for 50-100 turns. ?
Thanks,
DCMage Sep 28, 2008, 05:32 AM Hehe no1 seems to like the Pirates atm, Dale you can maybe do the same as Kael did with his Dragon in FFH? It spawns about 100-150 turns into the game within a city. Saying that thou, I have not seen any events in C4C liek you get in C4.
julko Sep 28, 2008, 05:47 AM Here are some of my suggestions for naval combat:
1. Add to each ship ability to bombard. This should represent long range attack with ship's cannons. It will be best if there can be counterbombardment from ship which is under attack, so that both ships(attacking and defending will fire at each other at same time).
2. Classic attack should represent boarding attempt. If you want to steal cargo, you need to board.
BTW, great work Dale! I have installed your mod right after two vanilla games. I think i will never play vanilla version ever again.
DCMage Sep 28, 2008, 05:53 AM Are you going to implement Snoopy/Dale PatchMod: v1.01 into AOD II?
Dale Sep 28, 2008, 05:57 AM Great work Dale. Do I have your permission to add your mod on Strategy Informer?
But one important thing. The pirates issue is extreme. I can't get to play at all due to pirates sinking all my ships, and having King increase the tax all the time. There is little to no way to progress due to it. The simplest way of dealing with this issue would be to lower it's ship strength down to 3 or even 2. So our ships would have a better chance of fighting against them. Or, to delay with arrival of pirates for 50-100 turns. ?
Thanks,
I'm actually going to go with a delay of 50 turns in the next version. I'll also be toning the pirate ship down a bit too.
I'm currently working on a unofficial fan patch at the moment so sort of been diverted from this, but will be returning shortly to post new versions and new stuff. But if you want to put it up on SI I'm more than happy for it to. :)
If you feel the Pirates are too strong, open WorldBuilder and just delete their starting ship. They don't respawn like Euro colonisers can. That should at least allow a pirate free game. ;)
Dale Sep 28, 2008, 05:59 AM Are you going to implement Snoopy/Dale PatchMod: v1.01 into AOD II?
Yes I will be.
Obviously, getting an unofficial patch out is more important than working on AoD2 at the moment, so my attention is there. But I'm adding in changes into AoD2 as well. :)
Old MacDonald Sep 28, 2008, 09:24 AM Thanks for doing these things. I'm looking forward to playing Colonization again when it's fixed. :-)
(though I do think it's a very good game overall, and I've been playing ValveTestApp16800 since mid-august. it's just that there are these flaws which are really starting to annoy me)
Magpie Sep 28, 2008, 09:33 AM Thanks for the permission Dale!
I was just able to manage the pirate issue in the game I played after I posted the first message. Basically the deal is to sell guns to villages to sum up the cash for a frigate, and scout villages for treasures. Once you get a frigate, the problem is solved as it wont attack it. So you can escort your ships to Europe.
Though I'm not certain if I was just lucky with the map placement that particular time since a lot of previous attempts failed due to pirate scum. :)
Cheers,
Buddy3101 Sep 28, 2008, 10:03 AM :goodjob: Super Mod, I like it !!
BTW I have the problem after loading a saved game of the Mod that your Revolutions flags have disappeared?
Falc Sep 28, 2008, 10:11 AM 1. Due to lower immigration cost, English immigrants are ALWAYS cheaper to hurry over any other nation. They will spend less gold to hurry immigrants in general than other nations.
Correct. In this area Tolerant is better than Devout.
2. Also, with no church (common for the first 50-100 turns) England is getting immigrants faster (due to low cost) as every nation is only producing 1 cross. Portugal catches up as cross production ramps up.
Incorrect. Portugal *never* catches up, it is mathematically impossible. Improving production by +25% is EXACTLY the same as reducing the price by 20%. 5/4 x crosses = price <=> crosses = price x 4/5
As long as the English and Portuguese employ the same amount of preachers, the English generate more purchasing power than the Portuguese.
Tolerant > Devout
3. Portugal will produce more religious FF points, as their cross production is higher (all other things equal).
Ah. Granted, correct, but you did not mention that in the previous post.
Devout > Tolerant
So like I said, all other things equal, England benefits early from low cost immigration when everyone's cross production is close, but Portugal gains the advantage later in higher religious point generation which will translate to more religious FF's.
From what you've said, I think the one thing that you did not realize is that the English advantage in purchasing power does NOT go away. The only area where Devout gives the advantage is in generating Religious Points. So the question is, is that good enough to call both traits balanced?
Beginner Sep 28, 2008, 10:42 AM Great mod, won't be the same without the Portuguese!
Now all we need is Germany, Russia, Scotland, Sweden, Denmark-Norway and Courland! :D
Deon Sep 28, 2008, 02:37 PM Could you add these resources later?
http://forums.civfanatics.com/downloads.php?do=file&id=10461
Potato should Definitely be in america, also rubber and timber are appropriate too. I don't know how necessary the amber is. And America should definitely have a gold resouce, where do the natives get their shiny coins?
Just a suggestion though.
JEELEN Sep 28, 2008, 07:48 PM (If someone already mentioned this, just ignore: ) Mod doesn't appear in the DL Database.:(
Dale Sep 28, 2008, 10:22 PM Incorrect. Portugal *never* catches up, it is mathematically impossible. Improving production by +25% is EXACTLY the same as reducing the price by 20%. 5/4 x crosses = price <=> crosses = price x 4/5
As long as the English and Portuguese employ the same amount of preachers, the English generate more purchasing power than the Portuguese.
Doh! I was thinking "+25/-25" but one is based off a higher number so the raw value is more. My mistake. :)
From what you've said, I think the one thing that you did not realize is that the English advantage in purchasing power does NOT go away. The only area where Devout gives the advantage is in generating Religious Points. So the question is, is that good enough to call both traits balanced?
I think the Portuguese leader traits make up for it, and of course the larger capacity start unit (Carrack). With one leader having friendly natives relations (better chance of trade and alliances) and the other having twice the tax time I think Portugal has a good mix of traits that represent them.
Dark-Tyranuz Sep 29, 2008, 02:20 AM Yo mate, you should add the most fearsome tribe of all America. The Mapuches from south Chile and Argentina. They STILL fight for they land and they were THE BRAVEST WARRIORS in all the colonization period (in fact, they survived this period and still fight against the ocupation of their land http://santiago.indymedia.org/news/2008/09/82256.php).
Lautaro, a mapuche chief, one of the most brilliant natives and militar strategist, in wikipedia you can find this about him
¨Lautaro was a Mapuche military leader and protagonist in the War of Arauco. Some of his tactics are currently studied in several war academies around the world.¨ http://en.wikipedia.org/wiki/Lautaro_(toqui)
Theese guys, the Mapuche, are one of the proudest warriors in all the world and one of THE ONLY WHO HELD THEIR LAND UNTIL NOW!.
¨With 6,000 warriors under his command, Lautaro attacked Fort Tucapel. The Spanish garrison couldn't resist the assault and retreated to Purén. Lautaro seized the fort, sure that the Spaniards would attempt to retake it. This was exactly what Valdivia tried to do with a reduced force, which was quickly surrounded and massacred by the Mapuches. The Battle of Tucapel would be Pedro de Valdivia's last, as he was captured and then killed.¨
¨The indigenous inhabitants of Araucanía, the Mapuche, had resisted for more than three hundred years Spanish attempts at conquest known as the Arauco Wars. They had also previously defeated the Incas. Whilst their frontier with the Inca empire had been along the Maule River, the Spaniards had succeeded in establishing it at the Bío-Bío River. When the Arauco Wars faded in the 18th and 19th centuries, commercial relations began to grow and cultural and ethnic mixing increased in the frontier territories. Ambrose O'Higgins and other Chilean authorities made agreements with several Mapuche chiefs to end the hostilities on both sides.¨
They were known as the best warriors and CAUPOLICÁN is the proof of that. When he was fighting to become a Mapuche Chief in his tribe, he had to held a great piece of a tree FOR 2 DAYS WITHOUT PASSING OUT!. Also, when he was captured he had to sit in a gigant spike that entered through his ass (yes), and he died bravely kicking his spanish executor and without screaming or saying a word!.
The spanish crown and then the government of Chile until the 19th century reconogized the Mapuche Nation with it's own territory and leaders, this was the only tribe in America who did this. Through war, because this is a tribe of fearsome warriors. Still in these times, if you have the bad idea to mess with one of them, you need 3 normal guys to take just one of them out, i've seen it with my own eyes!.
All this is not a myth, you can look in history you'll learn more about this tribe. For me they are the most militaristic tribe in America, they would be definetly Militaristic - Agricultural and their leaders should be Lautaro and Caupolican. Maybe not very known as the more popular ones like inca, aztecs, cherokee, etc... they are more comercial ones (also adding that Mapuches are known to be very against the capitalist system)
If you want to learn more about this tribe, here is a small info about them http://en.wikipedia.org/wiki/Mapuche the proudest and bravest warriors natives of America, best vibes for you.
Nadeau from Chile.
Tibilicus Sep 29, 2008, 04:58 AM Was looking for a little help, I download an unzip the the short cut mods folder but it won't load the mod for some reason? It restarts like it's loading the mod but there's no changes to the game no Portugal and so on.
Dale Sep 29, 2008, 06:14 AM Are you putting the mod in the "My Games" Mods folder, or in the actual game files Mods folder in "Program Files"? You'll probably have to create a Mods folder (by default I think it's C:\Program Files\Colonization) and then unzip the mod to there. So it'd be C\Program Files\Colonization\Mods\AgeOfDiscoveryII\ :)
Tibilicus Sep 29, 2008, 07:47 AM Thanks think I've got it working now just had to take the files out of the Mod folder.
Looks like you've done a really impressive job on this.
By the way out of curiosity is there anyway to win as the Pirates or is that not possible yet?
Dale Sep 29, 2008, 08:03 AM Not yet, but I'm hashing ideas on a pirate victory (and a native victory) and a commonwealth victory. :)
woodelf Sep 29, 2008, 08:05 AM You'll probably have to create a Mods folder
Sort of a pain that the shipped game didn't have this folder already and most likely adding to some people's confusion.
coreybowman Sep 29, 2008, 10:13 AM i think someone else mentioned this but didnt get a response. there is no mod folder. dale can you give some more advanced instructions about how to get the download there. will it create one, do i need to make one? step by step please.
Onionsoilder Sep 29, 2008, 10:38 AM Just a question, have you considered editing the Carrack/Fluyt at all? In my personal game I have changed the XML files so that the Carrack has 4 Speed(Same as a Caravel) and the Fluyt has 4 Strength(So they have a better chance of fending off the Pirates) Otherwise the -1 Speed they each have can be a temporary nerf if Europe is a long way away.
Deon Sep 29, 2008, 10:40 AM Go into your Colonization root folder. Right click your mouse, select "create new folder", rename it to "mods", put the dowloaded mod folder in and voila! It's done.
johny smith Sep 29, 2008, 01:07 PM Hi Dale nice job on the mod. I put together some files for the Mission symbol for Portugal in a Native village. Just was easier to post here I thought since I can make an attachment in thread. I hope you like it. Thanks again.
Dale Sep 29, 2008, 01:32 PM Just a question, have you considered editing the Carrack/Fluyt at all? In my personal game I have changed the XML files so that the Carrack has 4 Speed(Same as a Caravel) and the Fluyt has 4 Strength(So they have a better chance of fending off the Pirates) Otherwise the -1 Speed they each have can be a temporary nerf if Europe is a long way away.
The -1 speed is balanced by a +1 berth. :)
I'm addressing the pirate situation separately though.
johny smith Sep 29, 2008, 02:14 PM I made some leaderhead buttons that I think look better than before and left a template in the rar file for others to work with. Let me know if you like them please.
Dale Sep 29, 2008, 03:00 PM Thanks for the files johny. :)
Dale Sep 29, 2008, 03:11 PM I've posed AoD2 to the CFC file database. :)
http://forums.civfanatics.com/downloads.php?do=file&id=10804
johny smith Sep 29, 2008, 03:14 PM Sorry should of posted at one time, but anyway did a few more if you like them for the units and civ buttons.
johny smith Sep 29, 2008, 04:29 PM I know I made this confusing lol. Anyway I putting everything up in one file now.
Jabie Sep 29, 2008, 05:07 PM With the pirates, a lot of work needs to be done there. I am looking for suggestions on what to do with them. Should they operate like another Euro civ with a Europe, "King" etc? Or should they be more of a native type civ?
Elizabeth had her sea dogs, so maybe the pirates special "thing" should be being able to switch fealty from one monarch to another. Their ultimate gameplan is still independence from Europe but they have to play the various monarchs off against one another to do so.
Knaken Sep 29, 2008, 06:11 PM Can you describe in short what this mod does in your first post? i can't find it anywhere.
WaKKO151 Sep 29, 2008, 09:41 PM What you have done to the game in such a short period of time is amazing. I will never play the vanilla version again. But I have been looking at this thread for a couple of hours in between games before I decided to download and it. Thats because I did not fully understand the changes you had made. If you had wrote something simple like...
Age of Discovery 2(AoD2) is small rework of Civ4 Colonization. I have added Portugal as a playable civ with 2 custom leaders. They have there own civ trait. I felt this needed to be done because( add some crap here). I have also added an Anti Civ based on pirates. They do not have access to the european screen and almost all there units are automaticlly hostile with every other civ and tribe in the game. They recieve significant boost in the way of conquest and conquering but suffer greatly in diplomacy. You may be better at fighting but you have alot more enemys. I have also fixed alot of bugs like (some crap here).
Just some kind of summary besides the actual code changes.
BTW this makes the whole game expierence 10x better. I hope you keep up with this mod and improve the quality of the game. Alot of people jsut tend to make the game suitable to there play style and/or just keep adding crap in. Both ways tend to water the game down and/or make it impossible to play unless using the modders strategy and play style. BLAH BLAH.. i will stfu now.
WaKKO151 Sep 29, 2008, 09:50 PM Not yet, but I'm hashing ideas on a pirate victory (and a native victory) and a commonwealth victory. :)
Oh god. I would love to be able to play as the indians. The ideas you posted above are perfect. Can't wait to see them. I think I am more excited about this mod pack then the actual game. It tends to be tedious and annoying when you first start playing it. But over all a very complex and satisfying game once you get used to it. With the introduction of the following things the play and replay values of the game would be increased exponetionally..
Pirates
Portugal
playing as the tribes
and the 3 new victory conditions
I am gonna stfu now.
Dale Sep 29, 2008, 10:19 PM Can you describe in short what this mod does in your first post? i can't find it anywhere.
I provided a summary of what the mod does in the first post of this thread, and the download page. :)
HG_CassiusA Sep 29, 2008, 10:30 PM Any plans to combine the code for this mod with the code for the unofficial patch from yourself and Snoopy? I'd happily merge the code myself, but I don't think you released any source with the AoDII mod.
That said, I do greatly appreciate your efforts thus far :goodjob:
Dale Sep 29, 2008, 11:05 PM Yes, when a few more fixes are finished for the unofficial patch, I'll merge it into AoD2. :)
GringoS04 Sep 30, 2008, 08:17 AM Would it be possible to fix that when you burn an enemy settlement, instead of keeping it - you could keep the plunder (goods). It makes no sense for me to burn a colony filled with silver and cigars worth 4000 gc, when the arsonist burns the treasures inside the settlement.
Edit: (false thread may be deleted)
coreybowman Sep 30, 2008, 08:19 AM is the "root folder" the \programfiles\c4c or mydocuments\c4c? in the mydocuments there is a mods folder already but in the program files there isnt one. i though i read in another thread that you should leave the program files alone and add mods to the \mydocuments\c4c. is that right?if im adding it to the program files could you give step by step instructions for creating the file to put it in the program files, if thats where it is suppose to go.do i just creat a file from my desktop, download mod, extract to the created folder, then cut and paste to programfiles\c4c? is this right?
Beginner Sep 30, 2008, 09:51 AM If possible, I think you should add some sort of attrition to the game mechanics. If boats and units started losing hp if they were away from your/friendly territories for long periods of time, the game would be more realistic.
Also, the pirates are a nice idea, but terribly game-breaking early on. The pirate ships decimate the caravels, so if they decide to build their first settlement close to yours, you have a nearly impenetrable blockade until you get better ships(if you're ever able to get those with no trading). Playing as the pirates isn't exactly fun either, as you have no objective other than to roam around and plunder goods which you won't be able to sell anyway. You should make the pirates more like the barbarians in Civ 4. Maybe you could pay them to leave your ships alone?
WaKKO151 Sep 30, 2008, 11:38 AM Its simple. The pirates are fun but have no way of trading. So instead of every unit being KoS maybe make them hae a ship that appears to be of anouther orgin. Like they fly the english flag and sail into an english port to sell there goods. Or maybe make an option that takes 2 move points that switches the pirates ship from pirate colors to anouther countrys colors. Simply for trading. Right nw there is no point in even talking to the pirates because they can attack without declaring war. If they were really a free nation alreayd then they wouldn't have access to europe and there first ship would be KoS but they could build ships that were normal to go trade adn there units wouldn't get killed by braves while walkiing around unless they were at war.
WaKKO151 Sep 30, 2008, 11:40 AM ultimate goal again is that they need a way to trade and interact with other nations without having ties to europe in the begining at least.
Drawback Sep 30, 2008, 02:08 PM Not to be rude, but I'll copy-paste the ideas I posted earlier in one nice post (they'll be easier to find and comment). I've also added other ideas:
Give the pirate the ability to earn slaves through the capture of natives (and give them a diplomacy hit if they do that). It makes them able to earn gold in a way pirates should.
Make them able to do limited trade with Europe, let them sell slaves and treasure (and they could choose the nation they trade with - gives them some sort of bonus depending on choice). They should also be able to trade with natives (when relations are good). It would thus force the player to be aggressive to earn treasure and slaves (as pirates should be).
Some buildings could be changed as you build your mod:
1. Change Weaver's building to something else or even delete it (pirate weavers?!?)
2. Change Cigar factory or delete it as it doesn't fit their "theme".
3. You must keep the distillery! Pirates love their rhum!
Thus, the pirate civ doesn't need to gather fur or cotton, as both ressources do not go well within the theme for this civ but they can still sell these ressources to others (natives or other civs).
Other ideas:
1. Liberty bells and Crosses could be changed to someting else. Criminality for instance could be a good choice.
2. Petty criminals from other states could "defect" to your according to this criminality rating.
3. Change the church and town hall for something more "thematic".
4. I'd inspire myself from "BTS-Espionnage" to create a kind of unit that can steal/plunder land tiles near other civs or even their towns, earning gold and phat-loot (i.e. ressources). This unit could replace/complement the trade wagon.
5. Criminality could convert other civ's population to petty criminals or indentured servants.
6. This criminality thing could increase the fog of war inside another's nation border (pirates attack in the dead of the night no?)
I'll add stuff later.
GEOKOS Oct 03, 2008, 12:37 PM hi !!!
please I need HELP !!!
all mods or maps crash !!!
thanks !
C~G Oct 03, 2008, 03:57 PM I accidentally posted this in the wrong thread.
This might be stupid (especially since I don't have the game up and running due technical problems yet) but is it possible to respawn the computer players for other european powers if they get defeated once?
This way they could have better shot prevailing even if natives attack them early on.
Any chance of this? If I recally correctly this is how it worked in original Colonization, maybe someone can verify this?
Strannik Oct 03, 2008, 06:51 PM Hey Dale, what an amazing mod, thanks for putting it together. I have two quick questions:
Is there an easy way of changing the color of Portugal to green? I really think portugal should be green, there is nothing connecting purple with Portugal at all, whereas green is both in the flag of Portugal and Brazil.
Is there an easy way of changing the revolution flag of New Spain? Maybe a little tutorial or something for us to do it? I'm speaking on behalf of all those that would rather fly their own colors instead of being stuck with the Argentinian flag.
Thanks a lot and keep up the good work! :rockon:
Madeira Oct 04, 2008, 09:14 AM The portuguese flag was blue and white at the time, but im ok with green if blue is not available
Pod Oct 04, 2008, 04:06 PM I'm sorry but this is not correct.
Crosses are only ever spent on immigration.
Your argument fails at the first hurdle. There are many founding farthers that equate cross productin to different things, such as increased bells or more production. Additionally, after declaring independence, crosses go towards sentiment, don't they? Which means the Iberians have one up on the British at this point.
Pod Oct 04, 2008, 04:15 PM Could you add these resources later?
http://forums.civfanatics.com/downloads.php?do=file&id=10461
Potato should Definitely be in america, also rubber and timber are appropriate too. I don't know how necessary the amber is. And America should definitely have a gold resouce, where do the natives get their shiny coins?
Just a suggestion though.
Use of rubber was at the very tail end of the C4C scenario, so it's not really "historically correct". Potatoes are an interesting addition to then South American regions though. :)
Re: This mod. It's a bit annoying only being able to fit one 350gp treasure on a galleon. Why not have it so that each slot can contain 250gp or 350? That way you can squeeze a few smaller treasures in or have one large one.
davbenbak Oct 05, 2008, 09:13 AM I was able to have historical starting locations by opening the World Builder on the first turn (before moving anything) and creating a first city for each civ and placing a ship in an adjacent square and deleting the original ships. Then I saved it (I renamed it and changed the folder to the public map folder for the AOEII mod) and can play it by picking play as a scenario.
senturus Oct 05, 2008, 04:12 PM Sorry if it has already been asked, but : is it planned to add the foreign military help during independance war, like in original colonization?
macondo Oct 06, 2008, 02:37 PM this will be a fantastic mod when merged with your patch... its great so far none the less.. :)
Dale Oct 06, 2008, 03:32 PM Yeah when the patch is finished, it'll be merged with this. I'll also start unveiling the rest of the plans for this mod.
As it is right now, this is just the beginning framework of a MUCH larger mod. :D
tour86rocker Oct 08, 2008, 08:24 AM Problem: whenever a pirate skirts past my settlement he sends my fishers scattering to other professions even if he doesn't stay in the settlement's area. An elder statesman had my RS up to 22% before I caught him!
tour86rocker Oct 08, 2008, 10:03 AM I enjoy the mod. For some reason I like the Portuguese; perhaps it's just for the variety.
Pirates are too strong for me to coexist with; I wish their ships were one point weaker and slower.
Also, I'm impressed with the leaderheads! I would have thought that would be hard for third parties to do so well!
starsky Oct 10, 2008, 03:37 PM Looks great looking foward for a playable pirate civ!
tour86rocker Oct 10, 2008, 03:44 PM I think they're way too powerful as a playable civ, speaking as someone who runs afoul of them, but hasn't played as them. :\
starsky Oct 11, 2008, 12:10 PM I agree they should be less strong, but playable none-the-less
Grimz101 Oct 11, 2008, 04:33 PM Yeah when the patch is finished, it'll be merged with this. I'll also start unveiling the rest of the plans for this mod.
As it is right now, this is just the beginning framework of a MUCH larger mod. :D
Even though i been playing Civ for years, only started using mods recently & how do you load two mods at the same time?
Wanna play with your patch & Age of Discovery =)
Mack the Knife Oct 11, 2008, 05:20 PM can't, but soon they'll be one mod as this alludes to "Yeah when the patch is finished, it'll be merged with this."
Dale Oct 11, 2008, 06:36 PM can't, but soon they'll be one mod as this alludes to "Yeah when the patch is finished, it'll be merged with this."
Correct! :)
I can keep two code bases up to date easily (bug-fixes patch, and PatchMod) but having a third (AoD2) makes it a bit hard. :p
Lachlan Oct 12, 2008, 08:31 AM What about an Earth Map of 1492 ?
Edmar Oct 12, 2008, 05:22 PM Hi, I'm new at this site and I've downloaded your mod and it seems great! But I just want to know how can I win with pirates, I mean, if I can't declare my independece, I can't win!
comtedemeighan Oct 14, 2008, 03:40 AM Dale my ships don't have the go to Europe button in your mod they seem to be missing it.
Dale Oct 14, 2008, 04:35 AM Dale my ships don't have the go to Europe button in your mod they seem to be missing it.
Something might not have installed correctly. Did you put the mods in the MyGames mods folder or the Program Files mods folder? It MUST go in the Program Files mods folder. :)
.Spartan Oct 14, 2008, 04:43 AM Looking forward to this mod. A most excellent effort Dale.
10th Legion Oct 14, 2008, 02:59 PM Dale, I have the same issue and figured it was just part of the mod. Everything else seems to be working, 1 treausre per galleon etc. I still can't move and settle though.
comtedemeighan Oct 14, 2008, 05:38 PM Something might not have installed correctly. Did you put the mods in the MyGames mods folder or the Program Files mods folder? It MUST go in the Program Files mods folder. :)
Dale I created a mods folder in my colonization folder and put the mod in there. Its in the Program files part of the computer not mygames..
Eternal Requiem Oct 15, 2008, 02:19 AM My guess is your playing a custom sen game correct? yeah... it's missing that button and AI doesn't build period... they just sorta explore, I believe the custom made patch fixes this... but I'm not sure if one can intermingle two things into one... well not unless you were good with files and such
Dale Oct 15, 2008, 04:03 AM My guess is your playing a custom sen game correct? yeah... it's missing that button and AI doesn't build period... they just sorta explore, I believe the custom made patch fixes this... but I'm not sure if one can intermingle two things into one... well not unless you were good with files and such
I'm testing a new version with lots of new features from PatchMod.
davbenbak Oct 15, 2008, 09:10 AM There's a Scotland mod posted. Any chance of adding them to AOEII as well?
Edmar Oct 15, 2008, 10:10 AM Hi, I'm new at this site and I've downloaded your mod and it seems great! But I just want to know how can I win with pirates, I mean, if I can't declare my independece, I can't win!
Could anyone answer to my question, please?
starsky Oct 15, 2008, 10:25 AM You can't win with them in the current version. If you read the earlier blog you can see some of the Ideas Dale migh use to make the pirates playable in future versions.
Dale Oct 15, 2008, 02:15 PM Exactly, I make mention that Pirates are an idea I'm messing around with, and I ask for comments from people on how they'd like to play them. :)
If you have any suggestions Edmar, I'd be glad to hear them.
HG_CassiusA Oct 15, 2008, 03:56 PM There's a Scotland mod posted. Any chance of adding them to AODII as well?
I'd actually appreciate having New Scotland in AoDII, so if you want to add it, you've got my permission. However, to be fair, if New Scotland is added then I think New Sweden deserves a place as well (Petabyte made a New Sweden mod).
Dale Oct 15, 2008, 06:09 PM I'm also considering Russia, and possibly China as a balance for the west coast.
Huayna Capac357 Oct 15, 2008, 06:14 PM China would be nice "what-if" addition.
TechnoMule Oct 15, 2008, 06:30 PM I've always thought it silly that they left out China.
Looking for a route to China to trade tea, silks etc was a HUGE force in the exploration and colonization of North America. I would love to buy goods in Asia and sell them for a huge profit in Europe.
Huayna Capac357 Oct 15, 2008, 06:31 PM And Africa so you could have a sea route.
Oh wait. That's already made. It's called Civilization :rolleyes:
Dale Oct 16, 2008, 06:53 AM I've added some screenshots to the first page of the thread under the changelist. :)
Dale Oct 16, 2008, 07:32 AM AoDII v1.01 posted!
Please see the first post for updated changlog and download. :)
Muttoneer Oct 16, 2008, 08:28 AM This is excellent news! The new version looks mightily worth downloading - thank you!
For future updates, I like the idea of the smaller European colonisers getting involved at a later date. If you are able to set it up so that a random smaller nation arrives with a ship at some point after turn 50 and tries to set up a colony it would make an interesting choice for the player - do you wipe them out or befriend them and trade with them? The thought of the likes of Scotland, Courland and Denmark-Sweden appearing in 1492 with an equal chance of taking vast swathes of land seems a bit incongruous, but the thought of a small ship containing a colonist or two appearing part way into the game to "have a go" would add a great extra dimension to the game.
reddog11123 Oct 16, 2008, 10:26 AM I just d/l the update to aod2 and when using the col1 map it now takes 8 turns to get to the docks in europe.? Is that suppose to be like that? It did just take six. Besides that really great improvements to the mod thanks for your work.
Edmar Oct 16, 2008, 12:28 PM Exactly, I make mention that Pirates are an idea I'm messing around with, and I ask for comments from people on how they'd like to play them. :)
If you have any suggestions Edmar, I'd be glad to hear them.
Someone asking me about pirates? That's great :)
Well, as far as I know, pirates were created to bother enormusly the great empires in America (Spain, England...), because they were against their mercantile injuticines and their treatment of the natives. So I think pirates should win if they achieve to destroy all european colonies in the new world.
I've also read that some people complain about pirates power, and I disagree because pirates won some battles with a very big numerical disadventatge, so they should be better than the others.
You can also read this link in amazon that will give you a lot of information if you read the synopsis of the book and the readers review, it would be also great, if you have time enough, to download the book and read just some pages to get a better idea of who were the true pirates (they were democratic and against slavery!).
http://www.amazon.com/Republic-Pirates-Surprising-Caribbean-Brought/dp/015603462X/ref=sr_1_1?ie=UTF8&s=books&qid=1224177821&sr=1-1
As you see, I'm quite interested in pirates :goodjob:.
HG_CassiusA Oct 16, 2008, 12:32 PM Here's a little update for v1.01 of AoDII that gives the Portuguese their own mission icon in native villages so they don't have to use the Spanish one.
Download: AoDII mission art update (http://members.shaw.ca/Brendon.Allan/AoDII mission art update.zip)
Just extract the AgeOfDiscoveryII folder into your Mods folder to apply the update. Windows will ask you about folder names being the same and possibly needing to overwrite files. Click Yes because CIV4ArtDefines_Civilization.xml needs to be written over.
Included for Dale is information on how to do this for any future civs he may add.
macondo Oct 16, 2008, 02:27 PM finally i can enjoy this mod with all bugfixes from the patchmod... thx so much for your work... :)
and thx cassiusa for his mission art update...
Dale Oct 16, 2008, 03:00 PM I know I made this confusing lol. Anyway I putting everything up in one file now.
Sorry Johny, forgot to add these in for v1.01. I'll make sure they're in for the next version though. :)
HG_CassiusA Oct 16, 2008, 03:09 PM Oh.... Sorry I missed that. I do feel pretty stupid now. Johny's work is probably better than mine anyhow (although I did do icons for Sweden and Scotland as well in my version ;))
Dale Oct 16, 2008, 03:49 PM Yeah and I might just use those too. :D Thanks!
BootsTIG Oct 16, 2008, 04:36 PM Are you planning on adding the Swedish to this mod?
Dale Oct 16, 2008, 05:00 PM I'll be adding other nations to the mod. :)
GoodGame Oct 16, 2008, 09:15 PM I haven't tried this mod yet, but an idea--how about adding in techs and a 'research' category of points?
No-brainer: universities generate light bulbs on top of liberty bells. A research tab of the Founding Fathers page reveals a Civ4 type tech tree. Dale's first AoD mod for vanilla Civ4 as the inspiration for the tech tree.
Possibly at least one new building to make light bulbs: an observatory, and maybe an Edison-esque laboratory.
Onionsoilder Oct 16, 2008, 09:39 PM Also, have you thought about adding new, non-militaristic victories? I know there are some mods out there that add Conquest and Domination back in, but I'm more of a peaceful player...
I was thinking about:
Religious Victory: Establish a Mission in at least 60% of native settlements, produce X crosses.
Diplomatic Victory: Gain a voice in Parlament by being loyal to the king and appealing ot the aristocracy.
Dominion Victory(Independence/Domination Hybrid) Control 33% of the land mass and population - obtain 50% Rebel Sentiment(No WoI required)
Dale Oct 16, 2008, 10:59 PM Yes, I have plans to expand both those ideas. :D
jaldaen Oct 17, 2008, 12:17 AM Dale,
How is the Devout trait working out? What's its benefits and drawbacks compared to Tolerant? I was just wondering because I'm trying to create my own Portugal mod and I was leaning towards something along the lines of Devout, but was not certain what percent to add because I was wondering if +25% would step on the toes of Tolerant (-25% crosses for immigration) since the production bonus to crosses has increases potency once you declare the WoI since crosses are then also added to either LB or Production.
Thanks,
Joseph
Dale Oct 17, 2008, 12:56 AM Works well, and it is a clear difference in trait. Tolerant is very useful early on making immigration faster, and cheaper, whereas Devout works great in getting religous FF points.
With firebrands in churchs/cathedrals, both countries will create immigrants at the same speed, but it's the difference between the early benefit of faster immigration before churchs/cathedrals are built (generally the first 100 turns) and faster religious FF production and later cross conversion in WoI (generally the last 100 turns).
It's my experience they're fairly accurately balanced. :)
macondo Oct 17, 2008, 04:54 AM hi dale... i really enjoy the new version. it works fine... but is there a way to disable the pirates as long as this feature is more an idea than a full player power? most of the times they are getting killed really fast by the natives or they are killing my fleets all the time... i really get annoyed by early pirate ships cruising around and hunting my fluyts... ;)
davbenbak Oct 17, 2008, 07:15 AM @macondo
One thing you can do is to open the World Builder on the first turn before you move and delete the pirtate ship then close the WBS without saving. They will dispatch another ship from Europe but it gives you a few turns of peace to get started. Not to mention the other civs because I find it pretty frustrating to see the compitition wiped out on the first few turns.
jaldaen Oct 17, 2008, 08:36 AM Works well, and it is a clear difference in trait. Tolerant is very useful early on making immigration faster, and cheaper, whereas Devout works great in getting religous FF points.
Good to hear that its a clear difference... ;)
With firebrands in churchs/cathedrals, both countries will create immigrants at the same speed, but it's the difference between the early benefit of faster immigration before churchs/cathedrals are built (generally the first 100 turns) and faster religious FF production and later cross conversion in WoI (generally the last 100 turns).
Interesting... so Tolerant is a solid early and mid game trait, while Devout gets better and better as the game goes along... I can live with that.
It's my experience they're fairly accurately balanced. :)
Cool, then I think I'll stick with Devout since the history of Portugal at that time lends itself to proclaiming the faith. I'd love to have something with missionaries and conversion (since that was a heavy focus for them), but I'm not certain if the overarching trait for the civilization should be so narrow.
I even considered having a missionary on the first ship, but I thought that might be a disadvantage and there are only two slots in the starting ship.
Thanks,
Joseph
PS: I would also suggest you look at Dom Pedro II (Dom Pedro I is a FF), because he was the second emperor of Brazil and would make a great leader. I only mention it because I noticed in the civipedia entries all the other leaders are revolutionary figures whereas your leaders for Portugal are more of the founding fathers of Portugal's colonies.
PSS: Do you know if there is a way to add FF to the game? I was thinking of adding Sousa, and a few other Portugal-based FF if I could.
HG_CassiusA Oct 17, 2008, 11:58 AM macondo, if you want to disable the Pirates without having to open WorldBuilder every game, go into the AoDII folder \Assets\XML\Civilizations and open CIV4CivilizationInfos.xml
Next, find <Type>CIVILIZATION_PIRATES</Type> (It's the last civilization entry in the file)
Under that, change <bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
to<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable> and save the file. Now you don't have to worry about the pirates anymore.
OzzyKP Oct 17, 2008, 01:33 PM Also, have you thought about adding new, non-militaristic victories? I know there are some mods out there that add Conquest and Domination back in, but I'm more of a peaceful player...
I was thinking about:
Religious Victory: Establish a Mission in at least 60% of native settlements, produce X crosses.
Diplomatic Victory: Gain a voice in Parlament by being loyal to the king and appealing ot the aristocracy.
Dominion Victory(Independence/Domination Hybrid) Control 33% of the land mass and population - obtain 50% Rebel Sentiment(No WoI required)
I think the religious victory would be more interesting if it were also a pro-native victory. Perhaps make it like 70% of the native settlements at the start of the game. Otherwise destroying native villages would just up your percentage. So if it is based on the original number of native villages then you'd have to defend the natives from being wiped out by other powers.
Then again the natives can start new settlements, so... it may be tough.
Gomer_Pyle Oct 17, 2008, 01:42 PM Is it possible to have the natives not spawn randomly around. Tupi was based in brazil/amazon were they not? I have had them pop up on west coast of north america. And the apache was in brazil. Kind of wrong if u ask me.
I though people had fixed these issues by now. Except from that it is a great mod and a nice bunch of fixes.
tour86rocker Oct 17, 2008, 02:46 PM It's a shame that the mod contest is US only, you'd be a solid lock if it weren't, Dale
Dale Oct 17, 2008, 03:33 PM Is it possible to have the natives not spawn randomly around. Tupi was based in brazil/amazon were they not? I have had them pop up on west coast of north america. And the apache was in brazil. Kind of wrong if u ask me.
I though people had fixed these issues by now. Except from that it is a great mod and a nice bunch of fixes.
That's an extension to the regions concept I've added. That natives appear in their hemisphere on the map too. So if the map has north and south america defined in the scenario then north natives appear above the halfway line, south natives below, and natives with both define appear in the central belt (like Aztec for instance). But that's for a future version. :)
Dale Oct 17, 2008, 03:34 PM It's a shame that the mod contest is US only, you'd be a solid lock if it weren't, Dale
There are other competitions. :)
Age of Discovery for vanilla Civ4 won E-Games & Entertainment Expo 2006 for instance. :)
macondo Oct 17, 2008, 03:35 PM thx cassius for your help... i will disable them now. but i hope they will be a full player power soon. :)
OzzyKP Oct 17, 2008, 03:40 PM Is it possible to have the natives not spawn randomly around. Tupi was based in brazil/amazon were they not? I have had them pop up on west coast of north america. And the apache was in brazil. Kind of wrong if u ask me.
I though people had fixed these issues by now. Except from that it is a great mod and a nice bunch of fixes.
You could always use my map. It has all the natives placed correctly.
jaldaen Oct 17, 2008, 08:16 PM Dale,
Can I use your AOEII files as a template for my Portugal mod? This is my first mod and I think I'd do better working off of a starting template and then changing things to see what works and what does not.
Thanks,
Joseph
PS: I just put together a list of historical cities founded in Brazil in mostly chronological order (31 so far)... If you'd like to have the code for AoDII let me know and I'll post it here. ;)
Dale Oct 17, 2008, 09:55 PM Dale,
Can I use your AOEII files as a template for my Portugal mod? This is my first mod and I think I'd do better working off of a starting template and then changing things to see what works and what does not.
Thanks,
Joseph
PS: I just put together a list of historical cities founded in Brazil in mostly chronological order (31 so far)... If you'd like to have the code for AoDII let me know and I'll post it here. ;)
No probs! :)
jaldaen Oct 17, 2008, 10:27 PM No probs! :)
Thanks!
Btw... here's the Portuguese city names (Brazil-based) if you want them:
<City>TXT_KEY_CITY_NAME_SAO_SALVADOR</City>
<City>TXT_KEY_CITY_NAME_RIO_DE_JANEIRO</City>
<City>TXT_KEY_CITY_NAME_SAO_VINCENTE</City>
<City>TXT_KEY_CITY_NAME_PORTO_SEGURO</City>
<City>TXT_KEY_CITY_NAME_IGARASSU</City>
<City>TXT_KEY_CITY_NAME_OLINDA</City>
<City>TXT_KEY_CITY_NAME_VILA_VELHA</City>
<City>TXT_KEY_CITY_NAME_RECIFE</City>
<City>TXT_KEY_CITY_NAME_SAO_PAULO</City>
<City>TXT_KEY_CITY_NAME_SANTO_ANDRE</City>
<City>TXT_KEY_CITY_NAME_SAO_BERNARDO_DO_CAMPO</City>
<City>TXT_KEY_CITY_NAME_SANTOS</City>
<City>TXT_KEY_CITY_NAME_VITORIA</City>
<City>TXT_KEY_CITY_NAME_NITEROI</City>
<City>TXT_KEY_CITY_NAME_NATAL</City>
<City>TXT_KEY_CITY_NAME_JOAO_PESSOA</City>
<City>TXT_KEY_CITY_NAME_SAO_LUIS</City>
<City>TXT_KEY_CITY_NAME_BELEM</City>
<City>TXT_KEY_CITY_NAME_TAUBATE</City>
<City>TXT_KEY_CITY_NAME_JUNDIAI</City>
<City>TXT_KEY_CITY_NAME_MANAUS</City>
<City>TXT_KEY_CITY_NAME_SAO_JOSE_DOS_CAMPOS</City>
<City>TXT_KEY_CITY_NAME_CONTAGEM</City>
<City>TXT_KEY_CITY_NAME_VIAMAO</City>
<City>TXT_KEY_CITY_NAME_FORTALEZA</City>
<City>TXT_KEY_CITY_NAME_CUIABA</City>
<City>TXT_KEY_CITY_NAME_GRAVATAI</City>
<City>TXT_KEY_CITY_NAME_PIRACICABA</City>
<City>TXT_KEY_CITY_NAME_CAMPINAS</City>
<City>TXT_KEY_CITY_NAME_VITORIA_DA_CONQUISTA</City>
<City>TXT_KEY_CITY_NAME_CAMPINA_GRANDE</City>
I'm sure there are more out there, but I figure this is a good starting point ;)
SimonB1er Oct 17, 2008, 11:31 PM how can I played this mod with the unofficial patch you released? Is that even possible?
Dale Oct 17, 2008, 11:37 PM how can I played this mod with the unofficial patch you released? Is that even possible?
It's included in AoD. :)
The setup of the 3 mods is thus:
- Patch: fix bugs
- PatchMod: has Patch + balance fixes
- AoDII: has PatchMod + my new concepts etc
SimonB1er Oct 17, 2008, 11:50 PM It's included in AoD. :)
The setup of the 3 mods is thus:
- Patch: fix bugs
- PatchMod: has Patch + balance fixes
- AoDII: has PatchMod + my new concepts etc
Thanks, pretty fast awnser!! And now how can I play this great mod with the [MAP] Ozzy's America - More Accurate Start?? Can you help me out??
Dale Oct 17, 2008, 11:59 PM Thanks, pretty fast awnser!! And now how can I play this great mod with the [MAP] Ozzy's America - More Accurate Start?? Can you help me out??
http://forums.civfanatics.com/showpost.php?p=7359606&postcount=29
:D
SimonB1er Oct 18, 2008, 12:02 AM http://forums.civfanatics.com/showpost.php?p=7359606&postcount=29
:D
so I've just have to extact it in AODII public map??
Dale Oct 18, 2008, 12:15 AM Correct, and it will be available as a playable scenario. :)
Edmar Oct 18, 2008, 09:02 AM Great mod Dale! I'm really enjoying it. :)
Onionsoilder Oct 18, 2008, 01:35 PM I found a minor glitch in the game I'm playing... I'm the Dutch, and I was lucky enough to land right between two natives, the Tupi and the Souix. I decided to ally with the Tupi and attack the Souix, so I have something like +7 relations with him(which might be related to the glitch, I'm not sure). Now, I have not set up one mission in the entire game, but the English have... in some Tupi settlements. I don't know why, but for some reason I keep getting the Converted Natives(Not England).
Dale Oct 18, 2008, 02:59 PM Onionsoilder:
That's a known bug, but thanks for reporting in. :)
Madeira Oct 18, 2008, 04:00 PM Another report, I was playing as the english and start getting converted natives from villages with portuguese missions.
Cybertran Oct 18, 2008, 07:24 PM I'll be adding other nations to the mod. :)
Great ! And other flavour units too (like the Red coat for english) ? I can't wait to see all that :)
Flash1 Oct 20, 2008, 09:45 AM How do I turn off Formations?
Dale Oct 20, 2008, 02:40 PM How do I turn off Formations?
It's a change in Civ4UnitInfos.xml. Which one is annoying you, it might be the same one that's annoying me. :)
GamblerTuba2 Oct 20, 2008, 03:16 PM Might be helpful to list known bugs on the intro post for this topic. I have also run into the converted native problem but for now i guess i can just run them to correct settlement and gift them to the correct faction.
I also have "to europe" squares in very odd spaces which has made travelling to the western shores of the new world a little strange. Otherwise, great work and thanks!
Tboy Oct 21, 2008, 04:19 PM A weird bug (at least I think it's one) with a game as the Spanish using the latest AODII - I randomly get converted natives from missions in far-flung corners of the map, and yet until the turn I receive the convert, I've never established a mission there.
Is this intended to represent missionaries going out themselves, or a bug? Just curious to know.
Very good mod though!
Madeira Oct 21, 2008, 05:03 PM you should be getting them from portuguese missions, same as me
Dale Oct 21, 2008, 05:15 PM It's a bug. :) I'll be uploading a new version today which fixes a number of other items too.
MightyGooga Oct 21, 2008, 05:52 PM Hey! Checking in again, Got the game and I only play AoDII now, really interesting concepts. Although New Portugal Should be Called Brazil. I have a couple of reports:
1 - I getting the converted natives problem, with spanish and portuguese missions
2 - The weirdest thing happend some other nation found a Ancient Treasure, and I dont know how but it was assingned to me. I did take it home, but it felt like cheating.
3 - Would it be possible to create a map script that mimics the America Map, but changes a little bit? The thing is that when Playing America the best thing you can do is settle in Central America, because then you can get every raw resources availabble. This doesnt happend when you settle north or south, whereas you get stcuk with the same resources.
4 - I Really thing that three our four more resources would add to the game mechanics. Resources that would show up in the entire map, and Latitude specific resources. I thing this item in particular would be the cherry on top to get that prize you talked about.
5 - We have to revise the Pirates concept, i think they are getting it wrong. I know its not the same concept as barbarian in civ, becouse the objectives in this game are a little bit different. But Pirates seem right to me, i believe they will improve gamplay. I just donw know how.
Aany way... my two cents.
henryMCVII Oct 22, 2008, 04:40 AM How do I turn off Formations?
Same here: I like to play without unit formations
(Maybe militaray land units - just soldiers and dragoons - could be the only ones with formations. This would at least make some sense to me. But for wagon trains, pioneers, colonists, ships and so on it seems to be more irritating then usefull. Just my opinion.)
davbenbak Oct 23, 2008, 10:39 AM Which unit formations bug me? All of them. Is there just one XML line fix I can do myself? I really prefer single unit units.
Rusty Nail Oct 23, 2008, 10:48 AM Is there a way to see which products the native villages prefer somewhere, so you don't have to keep notes? I read somewhere that it is supposed to be on the "information" page, but cannot find anything.'
This is a really big improvement over vanilla. Well done.
GamblerTuba2 Oct 23, 2008, 11:08 AM @ Rusty Nail
The preferred good icon is shown in the city information bar on your main map. Just to the right of the native city's name it should show the picture of their desired good. Note, this may/will change when you send them that good.
MightyGooga Oct 23, 2008, 11:18 AM Hello again,
I was trying in a new mod from Jeckel, which is called Jtraderoute. Its a fantastic piece of work, He has redone the graphics and the interface, making a lot more efficient.
Is there a possibilitie to include that in Age of Discovery? That would be nice.
Another question:
What can I do to always start the mod instead of the regular game? Does anyone know how to do that?
Sds.
MattJek Oct 23, 2008, 06:28 PM I still can't get this mod to run... when I load it, the name shows up in the top right corner but none of the moded features show up :(
Dale Oct 23, 2008, 07:58 PM Open the folder C:\Program Files\2K Games\Sid Meiers Colonization\Mods\AgeOfDiscoveryII\
In there, you should see:
- Assets folder
- PublicMaps folder
- ini file
- Maybe a backup ini file too
If you only see another AgeOfDiscoveryII folder then copy everything from the second one down to the first one. :)
Taliseian Oct 23, 2008, 08:17 PM Dale,
Fantastic Mod! Between the PatchMod and this, you've outdone yourself!
I only have one question. Is there a way to make the Pirates "optional" without having to open the map in the editor and remove them?
Thanks in advance....
T
Dale Oct 23, 2008, 08:47 PM Hello again,
I was trying in a new mod from Jeckel, which is called Jtraderoute. Its a fantastic piece of work, He has redone the graphics and the interface, making a lot more efficient.
Is there a possibilitie to include that in Age of Discovery? That would be nice.
Another question:
What can I do to always start the mod instead of the regular game? Does anyone know how to do that?
Sds.
Added and testing it now. :) It was a fairly seemless integration so I expect no issues. You'll see it in the next version.
Dale Oct 23, 2008, 08:49 PM Dale,
Fantastic Mod! Between the PatchMod and this, you've outdone yourself!
I only have one question. Is there a way to make the Pirates "optional" without having to open the map in the editor and remove them?
Thanks in advance....
T
I think in the latest version (I know definitely in my test version) I've reduced the number of Euro civs on the map so Pirates won't appear every time. I've also changed it so the AI can't select Pirates (only human from main menu) which eliminates them from the game.
If they are still appearing as an AI civ, then I must've changed that after I uploaded. It'll be in the next version. :)
Flambo Oct 23, 2008, 10:32 PM I don't even know where to begin. Thank you so much for doing this.
I only recently got C4C and was already becoming aggravated by the shortcomings of the game. A quick stop on civfanatics linked me here (http://videolamer.com/3784) which then linked me to this mod. While it's upsetting that C4C needs third-party improvement, the fact of your undertaking and the amount of your progress with C4C is a great inspiration to me, both as a gamer and a coder.
Thank you.
Edit: And of course, an hour later and I'm already asking for something: does anyone know of a guide for Formations? They seem interesting (though I may wind up turning them off) but I have no idea what they do or how to set them. I've tried searching the civfanatics forums, but haven't come up with much. Is it purely a visual effect?
Edit2: I've done some hunting through the changed .xml files using examdiff, and learned for myself that the formations are purely visual. I'm thinking about removing the formations but keeping in the other adjustments (berth size, natives cant be missionary)... but it's going to be tedious. If I want to make these changes, is it enough to just edit the .xml files, or are there other changes that go with it?
Dale Oct 24, 2008, 12:51 AM Formations as I did it is done through Civ4UnitInfos.xml in the professions section: iRequired which specifies how many of the character in the unit.
For the next versions, citizens and ships are reduced to 1, mounted and siege units to 2, soldiers to 4. That's cleans up a lot of the mess. :)
Flambo Oct 24, 2008, 02:32 AM Nice. So as a temp fix, anyone who wants to get rid of formations should do this:
1.) Using wordpad, open C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\AgeOfDiscoveryII\Assets\XML\Unit s\CIV4UnitInfos.xml
2.) Go to Edit -> Replace
3.) Do a "Replace All" for these 4 fields:
<iRequired>2</iRequired> -to- <iRequired>1</iRequired>
<iRequired>3</iRequired> -to- <iRequired>1</iRequired>
<iRequired>4</iRequired> -to- <iRequired>1</iRequired>
<iRequired>8</iRequired> -to- <iRequired>1</iRequired>
this will find all units that have formation sizes of 2, 3, 4 and 8 and set them all to 1
In addition, if you want to revert the berth size of Treasure, search for <iBerthsize>2 and change the 2 to 1
Hope that helps, and thanks for the tips!
Civ.exe Error Oct 24, 2008, 03:59 AM Hi Dale!
Let me start with saying that your mod is excellent and im really enjoying it :goodjob:
User OnmyojiOmn made a great menu intro music for Col which he snached from HBO's John Adams miniseries (great serie btw).
The intro would fit nicely with you mod, check it out :)
MattJek Oct 24, 2008, 04:14 AM Open the folder C:\Program Files\2K Games\Sid Meiers Colonization\Mods\AgeOfDiscoveryII\
In there, you should see:
- Assets folder
- PublicMaps folder
- ini file
- Maybe a backup ini file too
If you only see another AgeOfDiscoveryII folder then copy everything from the second one down to the first one. :)
Thanks Dale, that worked :goodjob:
Babibo Oct 24, 2008, 07:31 AM Thanks a lot, Dale, your mod is excellent !
I posted a few suggestions on the Civ4 - col main forum. Would you consider having a look at them for Age of Discovery ? I think that some of them require very few work and would be extremely good for game balance :
http://forums.civfanatics.com/showthread.php?t=296553
Tboy Oct 24, 2008, 09:51 AM Very nice mod indeed.
Just two points on the pirates:
1. They always seem to disappear just a few turns into all of my games, and thus do nothing at all
2. Would it not be possible to introduce pirates as barbs, as in standard Civ4? i.e. they spawn fairly randomly, are at war with everyone, and can occasionally take settlements.
Still, keep up the good work!
Flambo Oct 24, 2008, 06:08 PM Just had to pop back in to say: full storage warnings = AMAZING feature.:thumbsup:
kcoun Oct 24, 2008, 09:37 PM Gents,
Could some kind soul please advise on how to extend the 300 turn limit ?
I sorta like to play in "Domination Mode" ;)
Thanx ...
Ministry Oct 25, 2008, 12:30 AM I'm playing a good game with Portugal but there is no dialogue box popup when a founding father becomes available. There is a "Founding father x" is no longer available and that's it. The AI has all the founding fathers and I'm wondering if this is a bug?
Flambo Oct 25, 2008, 01:47 AM @kcoun
C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\AgeOfDiscoveryII\Assets\XML\Game Info\CIV4GameSpeedInfo.xml
In this file, you'll see something like
http://img186.imageshack.us/img186/6936/gamespeedxmltk9.png
All you need to do is change the settings for the Marathon speed. You could alternately add a new speed, but I think it requires you to edit additional files.
iTurnsPerIncrement - how many turns you will play on this setting
iMonthIncrement - in a 300 turn game, this is set to 12. If you want to maintain the timeline of the game (and not be finishing turn 1200 some time in the 22nd century) you will need to lower this in proportion to the turns you add
iGrowthPercent, iStoragePercent, iConstructPercent, iFatherPercent , iGreatGeneralPercent also need to be adjusted if you want to keep your game fair (leaving these values but increasing the turns allowed will make victory conditions easier to achieve).
With the exception of iGrowthPercent, the relationship between these variables and iTurnsPerIncrement is linear. To make your new speed, divide your new iTurnsPerIncrement by 300, multiply the GAMESPEED_NORMAL values by the quotient, put the product in the GAMESPEED_MARATHON fields.
For iGrowthPercent, the stock values are as follows:
Turns: 300 = Growth: 100
Turns: 450 = Growth: 200
Turns: 900 = Growth: 600
Math isn't my forté, so I'm having some trouble determining an exact relationship between these three points.
If you have a mod that already has a "Domination" mode, I would suggest finding those settings and using them.
starsky Oct 26, 2008, 07:15 PM WOW loving the mod but I would like too know if there's a temporary date for the 1.1 version release, looking foward to it!
BTW how's the pirate civ coming?
Dale Oct 26, 2008, 08:25 PM WOW loving the mod but I would like too know if there's a temporary date for the 1.1 version release, looking foward to it!
BTW how's the pirate civ coming?
Today. :D
I haven't touched the Pirates, but they shouldn't appear on the map anymore either. I've disabled them till I've time to fix them. :)
Dale Oct 26, 2008, 08:46 PM Age of Discovery II v1.02 released!
Please update from the first post. :)
One of the biggest changes I would like some feedback on, is how Global Sentiment is calculated. I have changed it from TOTAL population to COLONY population. It no longer counts units outside of colonies.
slackerpride Oct 26, 2008, 10:19 PM I didn't see it, but is there a custom house added to this MOD? If not, I hope so with a future version. This game, as you gear towards WoI, selling lumber and other such crap is such a pain. Even if the custom house sells it at half cost it would be nice.
I know that the extra warehouse does some of that, but its just a pain.
Dale Oct 26, 2008, 10:40 PM There's no custom house like in Col1, but I do plan on making changes to the warehouse expansion so it works better. :)
Custom house as it was in Col1 was borked majorly so I won't be replicating that. :)
Gomer_Pyle Oct 27, 2008, 06:52 AM There's no custom house like in Col1, but I do plan on making changes to the warehouse expansion so it works better. :)
Custom house as it was in Col1 was borked majorly so I won't be replicating that. :)
The problem i see with having the Warehouse Expansion do the Custom House job is that it will make ur ships obsolete. That is if u make the Warehouse sell more than it already does. At this point it sells only the stuff over max storage limit.
If you ask me I would make a custom house for the game. The custom house should be really expensive, and if u ask me it should be only be possible to build one and it needed a coastal city. Also the custom house should sell 50% of what u got in storage of the goods u choose to sell once your storage amount reach max. And how you choose what goods to sell would probaby be best to sort with having a selection screen like the incity import/export screen.
This will in my eyes make it extra fun when u declare independence and the king comes for ur coastal city with your custom house. It will be very important to keep your custom house for trade.
Well, what do you think of this idea? And would it be possible to make?
Hian the Frog Oct 27, 2008, 10:07 AM Dale,
Nice mod. Well thought and made.
Will you add one day more European Nations ?
I suppose you know that many Europeans Nations tried to create colonies. Below a list (and some links) of Nations that can be added:
- Courland http://en.wikipedia.org/wiki/Courland_colonization
- Sweden http://en.wikipedia.org/wiki/Swedish_overseas_colonies
- Denmark http://en.wikipedia.org/wiki/Danish_overseas_colonies
- Norway http://en.wikipedia.org/wiki/Possessions_of_Norway
An idea can be adding this nations as "minor european nations". In that case, a massive malus can be given to this nations. For example, why not rising by 100% or more the number of cross needed to have a new guy on the docks....
All in all, your mod is nice and interesting. I like it.
reddog11123 Oct 28, 2008, 10:06 AM Mod keeps getting better. thanks dale. One bug though leaderheads for dutch not showing up or is transparent.
Flash1 Oct 28, 2008, 10:12 AM I have a wierd problem.
In the European screen, the number of crosses just reset. On marathon, the first colonist took 9 crosses, and the second one is going to take 9 crosses.
Third colonist will cost 12 crosses.
So, I got a Seasoned Scout with the second pick. The ship arrives to pick him up a turn later. I have a hardy Pioneer that I can choose for 260 gold. I take him too. The crosses reset from 1/12 to 0/12.
This isn't normal is it?
Anyone else have this problem?
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