View Full Version : [MOD] Snoopy/Dale PatchMod
Dale Sep 29, 2008, 03:49 PM Snoopy and I have been working on a PatchMod to resolve the bugs in the game, rebalance certain parts, and make the game the 5/5 it deserves. :)
This is separate to the unofficial patch which addresses bug-fixes only.
Current version 1.07
Please download the latest version from here (http://forums.civfanatics.com/downloads.php?do=file&id=10965).
Installation:
1. Download the patch.
2. Open the actual game folder (default is C:\Program Files\Sid Meiers Colonization\) not the "My Games" folder.
3. Create a folder called "Mods".
4. Open the Mods folder (C:\Program Files\Sid Meiers Colonization\Mods).
5. Unzip the PatchMods to there (it should create a new folder in there called PatchMod: \Mods\PatchMod\).
6. Open the new PatchMod folder and you will see an Assets, PublicMaps and CvGameCoreDLL folder, and the ini file.
7. Start Civ4 Col and load the mod by selecting ADVANCED --> LOAD A MOD and selecting PatchMod.
8. C4C will restart, and you'll know you're in the patch as top-right will indicate the mod's name.
List of changes:
PatchMod 1.07:
Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.
* King no longer increases taxes after WoI.
* King no longer increases REF after WoI.
* King no longer requests gold after WoI.
* Tax rises less often in Marathon and Epic games.
* King's navy cannot enter native settlements.
* Only coastal cities with specified good mentioned in party text.
* Can no longer bring up domestic advisor during diplomacy.
AI:
* AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon
* AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever).
* AI now arms units in Europe and transports them to become standing defenders of the colonies.
* AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army).
* AI is now capable of winning Indian wars and the War of Independance
NEW * AI has more cash for everything.
NEW * AI now capable of having more than 2 transport ships (now max 5).
EDUCATION:
* Reduced education threshold increase from 20% to 10%.
* Multiple colonists can graduate each turn.
MAPS:
* AI start locs no longer in order from top to bottom of map (randomised).
* Humans no longer start in the same start loc.
* Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast
* Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration).
* Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()).
* Can now sail to the east or west coast (if known) from Europe.
* AI will settle correctly in user-made custom scenarios.
UNITS:
* 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).
* Converted natives can no longer become missionaries.
* Units cannot be made a soldier/dragoon and attack the same turn (eliminates an exploit).
* Terrain double movement from promotions now works fully (eg: Swamp Fox II wasn't applying to marsh even though it was set to).
* Units unstack when entering native training (eliminates screwy behaviour).
* Units unstack when going to/from Europe (eliminates screwy behaviour).
* Easier to get Great Generals in Marathon and Epic games.
* Units on the way to, or in Europe get intercepted by the King when you declare independance.
* Defensive bonus for armed natives fixed to match unarmed natives (mounted/unmounted reversed).
* Docks hurry costs have a set maximum (currently 2000, will change).
NEW * That bloody unit cycling bug has been found, squashed and celebrated!
NEW * Automation (and AI) will no longer remove features from a plot when that plot is being worked and it has an improvement (eg: lodge on forest will NOT be removed under automation).
TRADE:
* European horses tripled in price.
* Blockaded goods no longer counted against tax rise threshold.
* King's blockades now clear after WoI.
* Warehouse expansion sales now count towards total traded amounts (not previously counted).
* Natives only change desired good when supplied with that good (previously was any good would reset desired good).
* Buttons on trade route screen corrected.
NEW * Prices in Europe are checked after each trade instead of only once per turn.
NEW * Production now calculated before resource yield calculation, fixes depletion bug.
INTERFACE:
* Warnings: Out of raw good for processing warning.
* Warnings: Almost out of space warning.
PEDIA:
* GG concept entry no longer talks about free upgrades and retaining full experience when doing so.
* FF's and Traits boosting native relations now correctly mentions auto-peace with natives.
* Renamed to Colonizopedia as it was in Col1.
* setBasicUnitHelp bug shows correct transport unit when changed from default.
MISC:
* Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml via tag iBerthSize. (EG: Treasure now fills 6 berths of a ship)
* Can't declare war against another European Civ for the first 20 turns.
* Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation).
* Exploration points now correctly scale for gamespeed.
* Pilgrim king gives you a free ship if you lose your final ship (regardless of gold remaining).
* Establishing missions now have an increasing failure chance based on success missions and difficulty.
NEW * Failed missions will have a negative impact on the Natives.
* Immigration threshold increase reduced to 20% (was 25%).
NEW * End of game now extended after first DoI (like Col1) based on GameSpeed: 75/100/150/300 turns. So now 300 turns to DoI, +100 turns to win from that point (on Normal speed).
NEW * Start location (re-spawn location) is now randomised each time you lose your last ship.
NEW * Text when Indians "give" you their city changed for clarity.
nbcman Sep 29, 2008, 04:22 PM Thanks Dale (and snoopy). :goodjob: I'll try it next game.
Where should the files be extracted to?
I extracted it to Program Files\Firaxis Games\Sid Meier's Civilization 4 and started the game but the version was still 1.0.0.
woodelf Sep 29, 2008, 05:57 PM I extracted it to Program Files\Firaxis Games\Sid Meier's Civilization 4 and started the game but the version was still 1.0.0.
This isn't Civ4. :p
r_rolo1 Sep 29, 2008, 06:15 PM Better use Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization :p
It is the default install folder ;)
Dale Sep 29, 2008, 06:56 PM Actually....
Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods
You'll probably have to add the Mods folder though. :)
At this point, until we get more fixes and stability in the patch, don't over write your default files.
Gliese 581 Sep 29, 2008, 11:39 PM How is compatibility for CIV/col2 mods? I've only ever used BUG and blue marble for CIV as I'm normally not fan of changing the game (unless it's fixing bugs etc or getting it closer to the makers stated intentions).
I might have to trust in the mod community for this game though.. :)
Dale Sep 29, 2008, 11:58 PM You can't use Civ mods in Col, or vice-versa. :)
The patch that Snoopy and I are working on (this thread) is purely to fix bugs. It's the equivalent of Solver's for BtS 3.17.
And just an update, the AI in the next version of the patch will build a standing army. This should help to solve a lot of the AI's problems. :)
Rasmus40 Sep 30, 2008, 02:55 AM I tried the patch last night, and it was great to finally start in a different location. So far I have only played in the Americas, and I was getting a bit tired of the northeast corner of Brazil.:)
I noticed however that my treasure didn't take up six spots on my galleon. I had a dragoon there already and the treasure loaded just fine. Are you sure this is fixed? It was getting a bit late so I could be imagining things, but I'm pretty sure.
Dale Sep 30, 2008, 02:55 AM You know you're doing SOMETHING right when playing around with the AI and on conquistador it beats you to Independance victory!
(Even just the fact it can now GET an independance victory is a major goal!) :D
Modfather Sep 30, 2008, 03:22 AM Any word on the Scenario issue yet Dale? As in being able to set up a scenario?
Dale Sep 30, 2008, 03:47 AM Not yet. Whilst that's a priority item, there are other items higher on the priority list. One of them was making the AI better than a complete pushover.
I've done three test games on conquistador (AI autoplay games) and a different AI to my nation's AI won independance victory. All three were ~turn 250. So I'm quietly impressed. :)
Early in the game the AI will build UNITAI_DEFENSIVE and UNITAI_COUNTER units in Europe (which are soldier and dragoon respectively) and during the revolution preparation it will build canons.
AI's seem to better be able to handle Indian raids too now. I saw Bolivar wipe out a whole tribe when he was attacked by them. :)
coreybowman Sep 30, 2008, 07:05 AM dale could you explain exactily how i should go about adding the mods folder? do i make the folder first then put the patch in or do it together. should i put the patch in the \mydocuments\c4c\mods or in the program files?
Cedronian Sep 30, 2008, 07:43 AM About this:
* Humans no longer start in the same start loc.
Is this true even with pregenerated maps? I applied your mod and started/restarted a couple of games using the Western Hemisphere map and I ended up in the same square each time (albeit not the same square as I used to end up in before the applying the PatchMod), off the coast of southern Brazil.
Could it have something to do with not existing the game completely between restarting, messing up the randomness?
Oh, another thing, I can confirm this from earlier in the thread:
I noticed however that my treasure didn't take up six spots on my galleon. I had a dragoon there already and the treasure loaded just fine. Are you sure this is fixed? It was getting a bit late so I could be imagining things, but I'm pretty sure.
It seems you can load the treasure on the galleon as long as there is one spot empty (which is wrong), however after it's loaded you can't add anything else even if there is room (which is expected). So...add the treasure last if you feel exploitive :)
Dale Sep 30, 2008, 08:14 AM dale could you explain exactily how i should go about adding the mods folder? do i make the folder first then put the patch in or do it together. should i put the patch in the \mydocuments\c4c\mods or in the program files?
Open the actual game file location (default is C:\Program Files\Colonization) and create a Mods folder in there. Then unzip the patch to that Mods folder.
:)
Dale Sep 30, 2008, 08:17 AM About this:
Is this true even with pregenerated maps? I applied your mod and started/restarted a couple of games using the Western Hemisphere map and I ended up in the same square each time (albeit not the same square as I used to end up in before the applying the PatchMod), off the coast of southern Brazil.
Could it have something to do with not existing the game completely between restarting, messing up the randomness?
Oh, another thing, I can confirm this from earlier in the thread:
It seems you can load the treasure on the galleon as long as there is one spot empty (which is wrong), however after it's loaded you can't add anything else even if there is room (which is expected). So...add the treasure last if you feel exploitive :)
From the "to do" list you'll notice that random starts are actually in two pieces. The actual randomness, and then the actual start location distance from each other. I've only done part 1.
Also, the way the start locs are configured, the closer to land it is, the higher the weight. So that's why everyone still lingers in that location. The distance fix I'll apply will mostly fix this, but the rest will be fixed by extending the sea zone out towards land for the rest of the map, thus putting more weight on the top bits. :)
davbenbak Sep 30, 2008, 10:21 AM Thanks for working on the start locations. I can't beleive this didn't come up in beta. So can you program the order or starting locations from top to bottom? If France always started near the top of the map followed by England, Spain, Netherlands and Portugal they would probably make land fall in roughly the right historical spots. As for Pirates I don't know. Maybe they should just start with an island city instead of right along side the others. It really sucks when they take you out on the second or third turn. Great work so far especially with AOE II.
arkham4269 Sep 30, 2008, 10:57 AM You can't use Civ mods in Col, or vice-versa. :)
So how much of Civ IV and all the mods and units will be available for use? I was thinking of waiting to buy this after you Mod-Gods had modded it into shape. I had thought that most of the Civ IV stuff would be available, however.
...I mean, who wouldn't want to see the First Natives changed to different Fall From Heaven non-human Civs? :lol:
Gliese 581 Sep 30, 2008, 12:16 PM I meant to ask if different col mods would be compatible with each other as long as they don't change the same values?
I'm debating testing this or Ellestar's mod. What I would like to see:
REF being at least partly unrelated to what you're doing (and please, not related to bells!), like a linear buildup based on number of turns spent. Meaning impossible to exploit and big and strong empires and economies are always favoured if you can pull it off in time. This I think is how it should be.
An AI that will actually build defensive troops (at least one per city). Beyond that I have no idea how difficult it would be to improve it.
Cedronian Sep 30, 2008, 01:42 PM From the "to do" list you'll notice that random starts are actually in two pieces. The actual randomness, and then the actual start location distance from each other. I've only done part 1.
Also, the way the start locs are configured, the closer to land it is, the higher the weight. So that's why everyone still lingers in that location. The distance fix I'll apply will mostly fix this, but the rest will be fixed by extending the sea zone out towards land for the rest of the map, thus putting more weight on the top bits. :)
I'm not sure I follow...I'm using the PatchMod and I'm not seeing any randomness at all in the start locations when firing up a pregenerated map (for example the Western Hemisphere scenario). I start in exactly the same square regardless of which nation I choose to start as. Perhaps starting locations for the player is hardcoded when playing a scenario?
Or do you mean that it actually is random, only we can't really tell until the second part (distance fix) is implemented?
Oh and thanks for working on the mod, nice changes so far :goodjob:
Dale Sep 30, 2008, 07:12 PM Version 1.03 posted (adds AI changes so it can now defend itself and win the WoI).
I've also put up some install instructions. :)
Dale Sep 30, 2008, 07:15 PM I'm not sure I follow...I'm using the PatchMod and I'm not seeing any randomness at all in the start locations when firing up a pregenerated map (for example the Western Hemisphere scenario). I start in exactly the same square regardless of which nation I choose to start as. Perhaps starting locations for the player is hardcoded when playing a scenario?
Or do you mean that it actually is random, only we can't really tell until the second part (distance fix) is implemented?
Oh and thanks for working on the mod, nice changes so far :goodjob:
You might not be loading it correctly, please check the top post for the install instructions. :)
Also, there is a chance you'll start in the same location, as there's only 4 "good" starting spots on each map (random or otherwise). The Europeans start in the top 4 starting locations so it's possible (25% chance) to get the same square between two games.
Quueg Sep 30, 2008, 07:24 PM Dale:
Is version 1.03 supposed to be a lot smaller than 1.02? I just downloaded the new version, and it has only fraction of the files in the CVGameCoreDLL folder as were in 1.02. Total file size for 1.03 is 6MB vs. nearly 45MB for 1.02. Is this intentional? Thanks.
EDIT: And I'm also getting repeat crashes with 1.03 upon first encounter with another nation. Did I get a corrupt download?
shibdib Sep 30, 2008, 08:00 PM Dale:
Is version 1.03 supposed to be a lot smaller than 1.02? I just downloaded the new version, and it has only fraction of the files in the CVGameCoreDLL folder as were in 1.02. Total file size for 1.03 is 6MB vs. nearly 45MB for 1.02. Is this intentional? Thanks.
EDIT: And I'm also getting repeat crashes with 1.03 upon first encounter with another nation. Did I get a corrupt download?
im also crashing alot with 1.03, when i first land my units insta crash to desktop
Dale Sep 30, 2008, 09:07 PM Apologies! I'd compiled with an out of date cpp file. I've fixed it, so if you got 1.03 before this message, please redownload. :)
Quueg:
Yes, the size is correct. I only placed the modified files in the CvGameCoreDLL folder (as everyone has the base source files). :)
Quueg Sep 30, 2008, 09:17 PM Thanks for the quick response.
Stormbringer Sep 30, 2008, 09:47 PM is there any chance you guys will work out a way to set us set exact starting locations in a scenario? I know you talked about it Dale but I don't see it on the list of things the patch fixes
Def Zep Sep 30, 2008, 10:03 PM Hi Dale & Snoopy,
Thanks very much for taking the time to do this work. I appreciate your efforts to correct these things!
I would like to report a possible bug, if I may:
When I run beta patches 1.02 or 1.03, my units do not render on-screen. They are present and can be moved, commanded, etc. but they do not appear on-map.
I have followed the above instructions and installed the beta patch in the Mods folder, loading it as a mod, and not over-writing (to my knowledge) any original files. I have no other mods installed.
Standard C4C v1.00 runs fine in all respects. I can correct this problem by re-installing the game (in full) from the ground up. Just deleting the "Mods" folder with the beta patch installed still results in the invisable units, though.
Just wanted to bring this to your attention. Thanks again for all your help.
Dale Sep 30, 2008, 10:06 PM is there any chance you guys will work out a way to set us set exact starting locations in a scenario? I know you talked about it Dale but I don't see it on the list of things the patch fixes
It's on the list. :) Only so many hours, and so many things possible in a day. ;)
Our focus immediately is to make the game playable, and then we will spread out from there.
I'm sure you can agree with that approach.
Dale Sep 30, 2008, 10:08 PM Hi Dale & Snoopy,
Thanks very much for taking the time to do this work. I appreciate your efforts to correct these things!
I would like to report a possible bug, if I may:
When I run beta patches 1.02 or 1.03, my units do not render on-screen. They are present and can be moved, commanded, etc. but they do not appear on-map.
I have followed the above instructions and installed the beta patch in the Mods folder, loading it as a mod, and not over-writing (to my knowledge) any original files.
Standard C4C v1.00 runs fine in all respects. I can correct this problem by re-installing the game (in full) from the ground up. Just deleting the "Mods" folder with the beta patch installed still results in the invisable units, though.
Just wanted to bring this to your attention. Thanks again for all your help.
Sounds like you may be looking at a graphic issue. We haven't touched any piece there yet.
Here's what I suggest:
1. Go into Graphics options and set Anti-Aliasing to zero. If that doesn't fix it then....
2. Go into Graphics options and set graphics to low as well.
The Anti-Aliasing will trip up quite a number of graphics cards, specially older ones.
Stormbringer Sep 30, 2008, 10:32 PM I can certainly agree! You managed to make some of the other maps floating around playable somehow, though without set starting locations. Is that achieved simply by removing the teams and the units in the scenario file with an editor?
Gliese 581 Sep 30, 2008, 11:36 PM Great work Dale and Snoopy!
I wonder if this mod is compatible with Ellestar's REF mod? I understand you not changing anything about REF before it can be tested but I rather get some change any change compared to it being tied to bells and test that out so I have a chance of getting a challenge. :)
Also why limit galleons to 1 treasure like in the original? I find that when I wipe out indians late (after extensive trade) they often have something like 200-300 gold per village, which would be extremely tedious to transport back one by one. I don't see what this change adds to the gameplay, thoughts? :)
Dale Oct 01, 2008, 12:50 AM We have made REF changes, but until the current stuff is tested (and commented on by you guys) we won't change anymore. :)
I didn't limit galleons to 1 treasure, I relinked this back to the tag in the UnitInfos xml file. It's just treasure is the most obvious one. I figure, you must have a ship with 6 berths, so it should take up 6 berths.
It was a code bug as it was hard-coded to 1 and didn't use the relevant UnitInfos tag at all.
Vorpal+5 Oct 01, 2008, 02:10 AM Thanks Dale, any info on the next version?
Dale Oct 01, 2008, 08:57 AM This is where 1.04 currently stands (not released, I want to get a few more things in and 1.03 hasn't really been tested by anyone yet).
Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented;
This allows the REF increases to be modified by an XML edit.
This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels.
Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented;
This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50)
This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.
AI:
* AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon
* AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever).
* AI now arms units in Europe and transports them to become standing defenders of the colonies.
* AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army).
* AI is now capable of winning Indian wars and the War of Independance
EDUCATION:
* Reduced education threshold increase from 20% to 10%
MAPS:
* AI start locs no longer in order from top to bottom of map (randomised).
* Humans no longer start in the same start loc.
* Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast
* Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration).
* Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()).
UNITS:
* Can now join cities after moving (like founding cities).
* Can now set profession after moving (like clear profession).
* Converted native can no longer be educated.
MISC:
* Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml. (EG: Treasure now fills 6 berths of a ship)
LordGek Oct 01, 2008, 09:22 AM Hey Dale,
While maybe a good change for balance, I was wondering what brought about, "Natives can no longer be educated"? Am I missing some cheesy related exploit?
Kogan Oct 01, 2008, 09:30 AM Hello
First I'd like to thank both of u for modding out the issues that cripple the vanilla game.
I'm testing 1.03 and I'm getting strange results:
Galleons can only transport 1 Treasure, start locations of the europeans are random - those are things that have been changed, right?
But I can not use colonists after they have been moved - which should be possible in 1.03?
When I start a game, I choose advanced then the Patchmod and game restarts and in the above right corner 'Patchmod' is written. So it seems I have installed everything in the right places?
Another request - maybe it is already in the 'todo-list' or done: Would it be possible to always get all specializations which come through the natives? I find it very annoying to start a game and after 60 turns or more I've checked all tribes just to see that there are no sugar planters and fur trappers...
Keep up the good work!
Thx
LordGek Oct 01, 2008, 09:37 AM Another request - maybe it is already in the 'todo-list' or done: Would it be possible to always get all specializations which come through the natives? I find it very annoying to start a game and after 60 turns or more I've checked all tribes just to see that there are no sugar planters and fur trappers...
Thx
Err, I personally prefer the "need to adapt" aspect where it may be in fact in a given game some specialties don't come up.
niidel Oct 01, 2008, 10:13 AM When I run beta patches 1.02 or 1.03, my units do not render on-screen. They are present and can be moved, commanded, etc. but they do not appear on-map.
Sounds like you may be looking at a graphic issue. We haven't touched any piece there yet.
Here's what I suggest:
1. Go into Graphics options and set Anti-Aliasing to zero. If that doesn't fix it then....
2. Go into Graphics options and set graphics to low as well.
The Anti-Aliasing will trip up quite a number of graphics cards, specially older ones.
You might have accidentally triggered the "invisible units" from the GUI; there is a button next to the map that says "toggle bare map". Click on it and see if you can see your units again :). It's a bug in the game engine as well; I have gotten it myself once or twice in Civ IV, my girlfriend also had that yesterday.
player1 fanatic Oct 01, 2008, 10:47 AM You could include this:
http://forums.civfanatics.com/showthread.php?t=293350
(armed braves bugfix)
player1 fanatic Oct 01, 2008, 10:51 AM * Converted native can no longer be educated.
Is this really necessary?
Civilopedia clearly states that Converted Native have -1 penalty to education (just like Indenturned Servants).
I guess if it was design decision to have them never trained that they would also have no such penalty.
Def Zep Oct 01, 2008, 11:18 AM You might have accidentally triggered the "invisible units" from the GUI; there is a button next to the map that says "toggle bare map". Click on it and see if you can see your units again :). It's a bug in the game engine as well; I have gotten it myself once or twice in Civ IV, my girlfriend also had that yesterday.
Thank you very much, Dale & Niidel, for the excellent advice. The above did indeed prove to be true; for some reason, the game starts up with the bare map automatically turned on when the Mod file for beta patch 1.02 or 1.03 is loaded.
Interestingly, when I start a game of standard C4C without either of the beta patches installed, the game starts with this function turned off.
The improvements of BP1.03 are excellent. Looking forward to 1.04!
Beengalas Oct 01, 2008, 01:37 PM Something strange that happen with your mod when it comes to the starting location. I don't think someone should end up to south or north and not meet any land when going west. Here is a picture of it all:
http://img385.imageshack.us/img385/6704/colwc3.jpg
Bumbar Oct 01, 2008, 02:02 PM Short report of my Dutch game on conquistador difficulty and WOI:
I ended the game with 4 cities, 3 of which were established rather early in the game and fourth one quite a lot later, when Indians gave up their settlement. I started generating bells soon after game started, to get founding fathers, but I didn't put more than one statesman per city. My population got quite high, due to converted indians (I had 5 missions established, 3 of them due to founding father that gives 3 missionaries) and buying specialists in Europe. I paid most of the money requests and accepted all taxes.
I started WOI a few turns before 1700, at that time king had 70ish soldiers, 30ish dragoons, 40 artillery and (only) 4 warships. I had 9 soldiers, 16 dragoons, 13 cannons and 6 warships (4 SOL upgraded to veteran II using a general, 1 frigate and 1 privateer).
War was over pretty fast, his ships came in 2 waves, 3 ships first and fourth one a bit later. Needless to say, my navy prevented any of them from seeing Netherlands again and meager forces they managed to land were likewise easily destroyed. Victory was achieved in 1700.
Beengalas Oct 01, 2008, 02:46 PM Can only load one treasure per galleon and nothing else when one treasure is on.
Dale Oct 01, 2008, 03:32 PM Hey Dale,
While maybe a good change for balance, I was wondering what brought about, "Natives can no longer be educated"? Am I missing some cheesy related exploit?
Yeah, the pop convert and train in his own settlement exploit. Then if you want you clear his profession and he's a free colonist. Not so good. :(
Dale Oct 01, 2008, 03:34 PM Hello
First I'd like to thank both of u for modding out the issues that cripple the vanilla game.
I'm testing 1.03 and I'm getting strange results:
Galleons can only transport 1 Treasure, start locations of the europeans are random - those are things that have been changed, right?
Corrent.
But I can not use colonists after they have been moved - which should be possible in 1.03?
When I start a game, I choose advanced then the Patchmod and game restarts and in the above right corner 'Patchmod' is written. So it seems I have installed everything in the right places?
Don't worry it's not you. :) I had to quickly remove that at the last moment as it was causing a crash. It's been re-added back in for 1.04 so watch for the next version. :)
Another request - maybe it is already in the 'todo-list' or done: Would it be possible to always get all specializations which come through the natives? I find it very annoying to start a game and after 60 turns or more I've checked all tribes just to see that there are no sugar planters and fur trappers...
Keep up the good work!
Thx
It's on the list to look into that. But there's still other things more important first. :)
Bugs first, balance later.
Dale Oct 01, 2008, 03:35 PM Is this really necessary?
Civilopedia clearly states that Converted Native have -1 penalty to education (just like Indenturned Servants).
I guess if it was design decision to have them never trained that they would also have no such penalty.
Removes the convert --> train convert in indian settlement --> free colonist swticheroo.
Dale Oct 01, 2008, 03:37 PM Can only load one treasure per galleon and nothing else when one treasure is on.
That is correct. Treasures require 6 berth's to transport back to Europe.
As for your other post, I'm sorry but I don't see what the problem is. Please explain what is wrong with the screenshot? You haven't even gone west to see what's there.
LordGek Oct 01, 2008, 03:40 PM Removes the convert --> train convert in indian settlement --> free colonist swticheroo.
Err, but doesn't an Native Convert take time to train or do they have an option to gain their village's skill instantly?
Is it possible instead that you just ban Native Converts from "learning from the natives" but still allow them to learn in settlements?
I see where you are coming from but as it stands the solutions sounds a lot more severe than the exploit.
Reveilled Oct 01, 2008, 03:41 PM Removes the convert --> train convert in indian settlement --> free colonist swticheroo.
Is that such a bad thing? You still have to sacrifice the time it takes to train them, so it's not like an instantaneous thing, and I think the idea that indians are incapable of learning makes less sense than the idea that an indian can gain indoor skills by living in an indian villiage.
Beengalas Oct 01, 2008, 03:51 PM That is correct. Treasures require 6 berth's to transport back to Europe.
As for your other post, I'm sorry but I don't see what the problem is. Please explain what is wrong with the screenshot? You haven't even gone west to see what's there.
Why? Seems silly to me as first you need that ship and then it can only take once at a time. I had over a 15 treasure waiting for me to transport them. And that brings me another request. I just won the game with one military unit, the soldier I start with. I attack the natives instantly with him and playing Jose, he get's very powerful really fast. Even with your patch to help the AI getting better troop, they cannot do anything against my soldier, and when REF comes, I just let them take a city and retaliate with this soldiers until they all are dead. This soldier, had over 220 experience.
About my picture, which happen on another restart, is that I started so south I could have continued going west without meeting any land. I shall see if I can get a better screenshot of that later.
Dale Oct 01, 2008, 04:24 PM Is that such a bad thing? You still have to sacrifice the time it takes to train them, so it's not like an instantaneous thing, and I think the idea that indians are incapable of learning makes less sense than the idea that an indian can gain indoor skills by living in an indian villiage.
Yeah, after reading the comments before I then went in to the code again and changed it so they can't be trained at indian settlements, but can be trained in Europe. I'll also make it so if you clear their specialty they revert to a native convert again instead of a free colonist. :)
Dale Oct 01, 2008, 04:27 PM Why? Seems silly to me as first you need that ship and then it can only take once at a time. I had over a 15 treasure waiting for me to transport them.
It's how it was supposed to be. The fact you could stack your treasures in a galleon was actually a bug.
And that brings me another request. I just won the game with one military unit, the soldier I start with. I attack the natives instantly with him and playing Jose, he get's very powerful really fast. Even with your patch to help the AI getting better troop, they cannot do anything against my soldier, and when REF comes, I just let them take a city and retaliate with this soldiers until they all are dead. This soldier, had over 220 experience.
What difficulty level? Also, how many REF did you face? And how did you defeat so many troops without being pushed backwards with only 1 troop? Because with one soldier, you couldn't catch royal dragoons going around you to capture your other cities. I'm confused how you did this to be honest.
About my picture, which happen on another restart, is that I started so south I could have continued going west without meeting any land. I shall see if I can get a better screenshot of that later.
Better start locations are still being worked on. Step by step mate. :)
Reveilled Oct 01, 2008, 04:45 PM Hey Dale, I have a request.
In future updates, could you possibly note in the update info if any new files are added to the mod in that release?
I imagine most modders will want to keep their mods compatible with the Unofficial Patch, and this will be a lot easier to check if you and snoopy made a note of any new files you've added that other modders might be using in their own mods.
Only if it's not too much trouble. I realise your priority right now is fixing things.
LordGek Oct 01, 2008, 04:55 PM Yeah, after reading the comments before I then went in to the code again and changed it so they can't be trained at indian settlements, but can be trained in Europe. I'll also make it so if you clear their specialty they revert to a native convert again instead of a free colonist. :)
Yeah, the public managed to shout you down! :cool:
But, interesting concept here, could you do the same with Indentured Servants and Petty Criminals as I long ago thought "Indian Training -> Clearing Specialties" was a cheapass way to make them into Free Colonists as well.
Actually, hold the phone, if you've already taken care of the Free Colonist exploit in regards to the Native Converts, why not still allow them to train in villages?
I'm also assuming by "Trained in Europe" you mean trained in European Settlements...unless there is some cool way to train your units in Europe that I've missed so far (other than simply paying to recruit certain specialists and ships).
Old MacDonald Oct 01, 2008, 05:18 PM That is correct. Treasures require 6 berth's to transport back to Europe.
How come? That's not a feature that adds any fun, it just makes the game more of a chore to manage. And it's not a fix either, so why is it in the patch instead of the Age of Discovery-mod?
Edit: Omg, it was supposed to be like this? Wow, these devs never cease to surprise me.
avacado Oct 01, 2008, 05:22 PM The trade system with Europe seems to be broken. The prices of tools and guns never rise to high levels, goods that you don't manufacture never rise in price, and goods you do sell to Europe never fall to low levels. Do you see this as a fixable bug?
Beengalas Oct 01, 2008, 05:35 PM It's how it was supposed to be. The fact you could stack your treasures in a galleon was actually a bug.
All right, I can agree on sending six treasure at once sure gives you a big boost at once. When I get Galleon in normal games and send over my treasure it gives a huge boost. But when playing aggressive style aka Spain or are really lucky(unlucky?) and get's to many of these, it does instead slow your economy down if you are going to try to get those back to Europe. And with taxes applied to it, the value really decades quickly (like everything else thought).
For the moment, with the treasure being such a large part of your economy in the beginning, at least two treasure at once should be possible. The treasure from the natives are IMO, to large. A few treasure and with the (-25% cost) you suddenly have bought a lot of specialist. Some more and you have bought all of them that is needed for a city. Considering the fact that players rarely use more then six cities, it may be to much.
The exploration was a large part of the colonization of America and should also be so in this game, but I would like to see random events instead of just a lot of gold when exploring into the jungle. And exploring in this game is of to little danger, well, sometimes you get attacked when taking a hut but at least 50% of the times my scout survives these attacks. I can put this down into a more detail and compile a list of idea of events (with help of others).
What difficulty level? Also, how many REF did you face? And how did you defeat so many troops without being pushed backwards with only 1 troop? Because with one soldier, you couldn't catch royal dragoons going around you to capture your other cities. I'm confused how you did this to be honest.
Conquistador (middle difficulty). I faced around 20-25 REF. But this game was not a serious one, just wanted to see if it was possible. Therefore, during the attack from the king, I gifted all my cities except one to England so I didn't need to worry about them. But I could have taken them back in a matter of a few turns with my Dragoon with four in movement (Explorer II, +FF). I did let them get my single city and then I just attacked, never took any damage and healed full each turn.
But I could have gone around this by settle on an island as far east as possible. The REF would have most likely taken that city first, locking a large part of his troops there and then send that soldier back with a ship that has navigation III (easy to get due to bad AI). This is quite random thought and it's easily fixed vs cheese. I could have got two of these also, getting the perfect setup for defense on a inland city. The artillery are scary, but due to the low amount of REF with this tactic and huge defense bonus two defender could hold a city vs 5-8 artillery.
Also, some maps have some bottleneck and with this map generator giving a lot of hills with jungle/forest you can easily stop REF by units with ranger and mountain promotion. But that's something you can't rely on.
1. When you loose your last settlement you loose! Same should IMO go for the AI also. It's not as the country back in Europe would stop trying to colonize the new world. But YOU failed, so why would the king waste more resources, time and gold on a failure?
2. Make sure the artillery completely take down the entire defense given by stockade, fort and fortress.
3. To gain certain promotion I switched between dragoon and soldier. I saved up levels for until I took a city with it that gave a native colonist. I founded a new settlement with him, changed my military unit and gave it the right promotions and changed back (ranged and explorer for example). Four movement and double in forest, yeah (edit, it doesn't work that way. Nevermind this)! Two things I would suggest: To train a soldier at all, a city must have a barrack (or the weaponmakingbuilding). The first city you establish can get a barrack for free to help in early fighting. And lock the unit to the first kind of units promotion. Therefore, when you start with a (veteran)soldier it shouldn't be able to get a dragoons promotion. It may change, but never archive it's promotion. Unrealistic, yeah, but it's IMO balance.
Better start locations are still being worked on. Step by step mate. :)
I will post a save next time it happens.
Keep up the good work!
PS. I have a thesis: That the developer created a half finish product because people like you would fix it for them. :)
Dale Oct 01, 2008, 05:56 PM How come? That's not a feature that adds any fun, it just makes the game more of a chore to manage. And it's not a fix either, so why is it in the patch instead of the Age of Discovery-mod?
Edit: Omg, it was supposed to be like this? Wow, these devs never cease to surprise me.
The actual bug in the code was that every unit was berth size 1, regardless of what was set in the XML file. I changed the code to correctly use the XML file setting.
My argument for treasures taking 6 berths is, you require 6 berths to transport a treasure (a galleon). If the intention was to only fill 3 berths then you should be allowed to use a merchantman. :)
Unless Firaxis change it in the official patch, it's not something we will change. However, in your own personal installs by changing the XML tag for treasures you can make the berth requirement 3. :)
Dale Oct 01, 2008, 05:59 PM Yeah, the public managed to shout you down! :cool:
But, interesting concept here, could you do the same with Indentured Servants and Petty Criminals as I long ago thought "Indian Training -> Clearing Specialties" was a cheapass way to make them into Free Colonists as well.
Actually, hold the phone, if you've already taken care of the Free Colonist exploit in regards to the Native Converts, why not still allow them to train in villages?
I'm also assuming by "Trained in Europe" you mean trained in European Settlements...unless there is some cool way to train your units in Europe that I've missed so far (other than simply paying to recruit certain specialists and ships).
Yes, I wanted to do the same with servants and criminals too.
Yeah, "trained in Europe" i meant european colonies. :)
I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)
Reveilled Oct 01, 2008, 06:10 PM Yes, I wanted to do the same with servants and criminals too.
Yeah, "trained in Europe" i meant european colonies. :)
I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)
Well, there are education buildings in the game, even though a free colonist already has the skills a European has, right? ;)
niidel Oct 01, 2008, 07:07 PM Thank you very much, Dale & Niidel, for the excellent advice. The above did indeed prove to be true; for some reason, the game starts up with the bare map automatically turned on when the Mod file for beta patch 1.02 or 1.03 is loaded.
You're welcome :) For me, though, the game always seems to start with yield display on, but resource display off... weird. It's not a big thing, but annoying. Btw - has anyone figured out why they changed the keyboard shortcuts? In Civ4, the "show resources" was Ctrl + R, now it's Alt + R - but "show yield" is Ctrl + Y...
I just won the game with one military unit, the soldier I start with. I attack the natives instantly with him and playing Jose, he get's very powerful really fast. Even with your patch to help the AI getting better troop, they cannot do anything against my soldier, and when REF comes, I just let them take a city and retaliate with this soldiers until they all are dead. This soldier, had over 220 experience.
It's not a bug that you can win the game that way - it's just that the veteran soldier you happened to get was Chuck Norris...
LordGek Oct 01, 2008, 07:38 PM I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)
Enh, yes, it would sound stupid BUT, even beyond abstractions made for the game, if he came from the Master Cotton Planting village there is no reason to believe he would also know the ways of the Master Fisherman tribe far away over the mountain from his home. Since I doubt you could do something where a Native Convert is only blocked from learning a skill from his village of origin, I'd think your disabling their ability to pop into a Free Colonist is more than enough. Also recall that since the learning inflation is MUCH WORSE with the Native Settlements than the European Settlements, if I decide to have him relearn the ways of his village it will only make it harder for my other colonists to learn from that tribe later (and therefore not a freebie).
I mean you can't say, oh that Free Colonist is Dutch so he must already know the ways of a Master Tobacconist, can you?
LordGek Oct 01, 2008, 07:41 PM It's not a bug that you can win the game that way - it's just that the veteran soldier you happened to get was Chuck Norris...
Yes! A revisionist history where it was only Chuck Norris declaring independence from the British, kicking the REF's collective ass, and only then convincing Thomas Jefferson and the gang the point of being independent by whipping up a document we now know as the Constitution.
Dale Oct 01, 2008, 09:32 PM Okay for the next version, I am only going to limit Natives from learning in native settlements. They'll still be able to go to school as normal.
No other changes as really they aren't bugs as such and I should really keep to the mould of this patchmod. :)
Siran Oct 02, 2008, 02:29 AM Yes, I wanted to do the same with servants and criminals too.
Yeah, "trained in Europe" i meant european colonies. :)
I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)
But an Expert Tabacco Planter doesn't have the normal skills of a native. He is exceptionally good in this one field. I don't think, it's that illogical that a native could train with a specialist and learn some things he didn't know before.
Only because I have my own garden and work in it, doesn't mean I have the same skill as a professional gardener or landscaper.
Vorpal+5 Oct 02, 2008, 02:30 AM Yes, I don't see a need to remove that...
also
UNITS:
* Can now join cities after moving (like founding cities).
Is very abusable, i.e attacking with different soldiers but only one set of 50 horses, constantly recycled as Dragoon A attack, then goes back into soldier state, thus freeing the horses for another soldier to switch to Dragoon, etc. Same for muskets, if you allow even units with exhausted move to enter the city, it frees immediately their musket.
Orion66 Oct 02, 2008, 02:44 AM Am playing on 4th difficulty setting and still I see that AI (european countries) is still not capable of building army. In my game English was doomed in 3 turns by indians.
Vorpal+5 Oct 02, 2008, 03:16 AM May I suggest something, so that cannons are not useless in Colony Defense? Make them benefits from the terrain. Emplaced guns were terrific in defense, behind walls, and the game really don't do justice to that: if you have a fortress, unless your opponent take the time to change it to rumble, guns behind should really be hard to crack.
Sure, it makes them also benefits from hill/jungle bonus in the open, but this is a necessary evil to me, and as they have the same strength than a soldier, while being much more precious, this is not a big deal.
Vorpal+5 Oct 02, 2008, 03:17 AM Also any chance to have the militia converts to continentals with some luck and battles won?
LordGek Oct 02, 2008, 08:50 AM Is very abusable, i.e attacking with different soldiers but only one set of 50 horses, constantly recycled as Dragoon A attack, then goes back into soldier state, thus freeing the horses for another soldier to switch to Dragoon, etc. Same for muskets, if you allow even units with exhausted move to enter the city, it frees immediately their musket.
Is this true, Dale, or do you have some clever way to stop this? I think I'd much rather leave it as it is IF this kind of abuse would be possible.
Evleos Oct 02, 2008, 11:03 AM Is there a way to combine this mod with the REF mod? :D
That would be :king:
LordGek Oct 02, 2008, 11:38 AM Is there a way to combine this mod with the REF mod? :D
That would be :king:
Which REF mod? If you mean Dale's REF Mod it is included.
Gliese 581 Oct 02, 2008, 01:30 PM I also would like native converts to be able to train as before and galleons to carry more than 1 treasure. You guys are doing some great work on the REF and AI, but the more small changes like this that is not strictly necessary to balance the game that you make, the less accessible the mod becomes to "the masses". What if you change 10 small things like this? 20?
Of course it's your mod so you can do whatever you want with it but perhaps you would consider releasing a "bare bones" mod with only the essential fixes? (AI, REF, bugs)?
LordGek Oct 02, 2008, 01:34 PM I also would like native converts to be able to train as before and galleons to carry more than 1 treasure. You guys are doing some great work on the REF and AI, but the more small changes like this that is not strictly necessary to balance the game that you make, the less accessible the mod becomes to "the masses". What if you change 10 small things like this? 20?
Of course it's your mod so you can do whatever you want with it but perhaps you would consider releasing a "bare bones" mod with only the essential fixes? (AI, REF, bugs)?
The Galleons only carrying 1 treasure is a major bugfix, IMHO. If Treasures only took 1 hull space why would you need a Galleon to carry them?
10th Legion Oct 02, 2008, 02:52 PM Is there a chance that we could possibly recruit or at least train our converted natives into "Armed Braves"? I would like to see my indians allies in my army (more of a historical flavor). Just a thought.
I can't wait to get home and try this out now that I have the mechanics of the game down somewhat.
Dale Oct 03, 2008, 12:10 AM v1.04 posted, please see first post for details.
It may seem like a small one, but some of the AI changes took time, and my time was a bit more limited this week.
Next week I hope to get a bigger update out. :)
Southern Hunter Oct 03, 2008, 03:13 AM Thanks very much.
While I don't agree with all of your design decisions, it is terrific the work you have done to improve the playability of this game.
Cheers
Dale Oct 03, 2008, 06:11 AM Just remember that what Snoopy and I are doing is to fix bugs, eliminate obvious exploits, and a few re-balances.
If you don't agree with something then it can be modded later. :) For instance, for those disagreeing with the treasure berth change, just remember that the actual bug was that the code ignored what was set in the UnitInfos.xml file. I relinked it as it should have been. So now to affect how big a treasure (or ANY unit) is just change the xml file. No code changes necessary, as you would have to have done without our bugfix. :)
I'm sure you will all agree that eliminating the bug is good and opening up the value to modding an xml file better. :)
LordGek Oct 03, 2008, 07:23 AM Is very abusable, i.e attacking with different soldiers but only one set of 50 horses, constantly recycled as Dragoon A attack, then goes back into soldier state, thus freeing the horses for another soldier to switch to Dragoon, etc. Same for muskets, if you allow even units with exhausted move to enter the city, it frees immediately their musket.
Is this exploit somehow dealt with then with the latest v1.04 tweak?
Dale Oct 03, 2008, 08:19 AM Is this exploit somehow dealt with then with the latest v1.04 tweak?
No, will be in 1.05 next week. I've set it so the colonist will have to wait till next turn to attack (they can defend) when arming.
LordGek Oct 03, 2008, 11:09 AM No, will be in 1.05 next week. I've set it so the colonist will have to wait till next turn to attack (they can defend) when arming.
A nice elegant solution to be sure, thanks again, Dale!
In the meantime, ahem, what file is it we who don't agree with the new Native Convert inability to learn in Native Settlements need to tweak? This is your baby and respect your call on this for your mod as it does seem a little counter-intuitive (What would a Native convert learn living among his own people longer than he already has?), but I still think I'd like the option to train my Native Convert anywhere I choose (especially if the clearing his specialty and becoming a Free Colonist malarkey has been addressed already).
C~G Oct 03, 2008, 01:57 PM 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.
IronCrown Oct 03, 2008, 02:18 PM Is there a way to always lod a mod automatically, so you don't have to always start the game twice to play with the mod?
Dale Oct 03, 2008, 03:45 PM A nice elegant solution to be sure, thanks again, Dale!
In the meantime, ahem, what file is it we who don't agree with the new Native Convert inability to learn in Native Settlements need to tweak? This is your baby and respect your call on this for your mod as it does seem a little counter-intuitive (What would a Native convert learn living among his own people longer than he already has?), but I still think I'd like the option to train my Native Convert anywhere I choose (especially if the clearing his specialty and becoming a Free Colonist malarkey has been addressed already).
Civ4UnitInfos.xml go to UNIT_CONVERTED_NATIVE and about 2/3's the way through you'll see two education fields refering to education for natives and European.
BTW, I didn't change the "clear because free colonist" thing. Still having a discussion with Snoopy over this one. :p
Dale Oct 03, 2008, 03:46 PM Is there a way to always lod a mod automatically, so you don't have to always start the game twice to play with the mod?
Copy the desktop shortcut, right-click properties and add to the end of the target line: \colonization.exe "mod=\PatchMod"
LordGek Oct 03, 2008, 03:50 PM Is there a way to always lod a mod automatically, so you don't have to always start the game twice to play with the mod?
Yes! But it all depends on which version you have. If the standard retail add this to the end of the Target Dialog Box of your Civ4-Colonization Icon:
mod=\PatchMod
If using something like Steam, you need to add that same bit in Advanced Launch Properties of the Civ4-Colonization, not in the Civ4-Colonization Icon.
Dale Oct 03, 2008, 03:51 PM In the next version, depending on whether you have discovered the east and west Europe sea zones, you'll be able to send you ship east or west from Europe.
No more sailing across the map from east to west when you buy a new ship. :)
Dale Oct 03, 2008, 04:33 PM Here's one for the traditionalist. :)
Lord Shadow Oct 03, 2008, 05:24 PM A little detail: in the original, the in-game encyclopedia was called Colonizopedia. :p
Dale Oct 03, 2008, 05:31 PM Too much of a mouth full. :) I've always just called it the Colonopedia. :p
Southern Hunter Oct 03, 2008, 05:48 PM In the next version, depending on whether you have discovered the east and west Europe sea zones, you'll be able to send you ship east or west from Europe.
No more sailing across the map from east to west when you buy a new ship. :)
That it awesome! Great work :eek:
Dale Oct 03, 2008, 05:52 PM That it awesome! Great work :eek:
Here's the best bit:
Instead of the ship reappearing in the "starting plot", it now appears in the closest average distance to your colonies. So it's more centralised to where your colonies are on the map. :)
TechnoMule Oct 03, 2008, 06:41 PM Too much of a mouth full. :) I've always just called it the Colonopedia. :p
That sounds like something covering all aspects of your intestine.
Vorpal+5 Oct 03, 2008, 08:06 PM Would it be possible to introduce back the militia can goes Continental (veteran promotion in Colonization IV) feature?
Also, how can I set a sound when a unit fortify? I really miss the 'arm the gun' sound of old Colonization, this was so cool !
Dale Oct 03, 2008, 10:02 PM Would it be possible to introduce back the militia can goes Continental (veteran promotion in Colonization IV) feature?
Not in this patch. The promotion system (which I believe is better) replaces that Col1 concept.
IronCrown Oct 03, 2008, 11:19 PM Copy the desktop shortcut, right-click properties and add to the end of the target line: \colonization.exe "mod=\PatchMod"
Thanks :goodjob: (also to LordGek)
Btw, I've another bug for your to-do list, unless you already know about it: The promotion Swamp Fox II is broken. The pedia says that it should double movement in marsh and jungle, but actually it works only in jungle, not in marshlands. Very annoying on carribean maps which have like 50% marshlands.
Vorpal+5 Oct 04, 2008, 01:34 AM Not in this patch. The promotion system (which I believe is better) replaces that Col1 concept.
Yes, I do understand that. But how about proposing the 'Leadership' promotion to Militia having say Veteran III or higher? Choosing that would also change the model to the Blue Continental. That would be kinda neat to see your army visually change to professionals over time.
Polobo Oct 04, 2008, 01:38 AM Also, how can I set a sound when a unit fortify? I really miss the 'arm the gun' sound of old Colonization, this was so cool !
I'm missing something here ... in CIV4MissionInfos we have a bSound element that supposedly toggles sound on/off for the particular mission BUT there is no element to associate an actual sound file.
There are a number of SND_XXX_FORT_VOX SoundID elements in the AudioDefines.xml file but how they are mapped must be hard coded somehow. The XXX has values such as: AXMN, KNIGHT, LBMN, HORSE which seems to me like they were copied from the Civ4 setup and the files merely changed.
Someone with SDK experience, please help.
Polobo Oct 04, 2008, 01:44 AM Thanks :goodjob: (also to LordGek)
Btw, I've another bug for your to-do list, unless you already know about it: The promotion Swamp Fox II is broken. The pedia says that it should double movement in marsh and jungle, but actually it works only in jungle, not in marshlands. Very annoying on carribean maps which have like 50% marshlands.
Sorry I am unable to actually fix the problem but seems like the feature double-move tags are working while the terrain double-move tags are not...tell me if I should just shut up now :mischief:
Ninja2 Oct 04, 2008, 06:05 AM Colonopedia... That sounds like something covering all aspects of your intestine.
:lol: 10 chars
OnmyojiOmn Oct 04, 2008, 08:55 AM What is your rationalization for the native training change?
Lord Shadow Oct 04, 2008, 09:02 AM Yes, I do understand that. But how about proposing the 'Leadership' promotion to Militia having say Veteran III or higher? Choosing that would also change the model to the Blue Continental. That would be kinda neat to see your army visually change to professionals over time.
I agree. Once a Militia unit has all the promotions a normal Veteran Soldier has, it could change to one. Just for flavour. :)
However, it's not really a bugfix, so it might have to wait.
Strannik Oct 04, 2008, 10:59 AM Hi Dale and Snoopy, I'm very happy you guys are doing this work for all of us. I'm having a problem with the patch and is horrible because it prevents me to go forward in my best game so far :cry:
Going from turn 126 to 127 my game crashes to desktop, every time no matter what I do and I don't see any different going on. The microsoft error message states that the problem is with the file "CvGameCoreDLL.dll" and the game creates a file called ThemeParseLog.txt with the following message:
[Oct 04, 2008 - 09:29:10] Messages while processing 'Resource/Civ4.thm'
Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : File - ('Civ4Theme_HUD.thm', Ln:401, Col:47) Could not load bitmap 'Colonization/end_turn.dds'
Error : File - ('Civ4Theme_HUD.thm', Ln:884, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:885, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : File - ('Civ4Theme_HUD.thm', Ln:888, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:889, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:904, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:905, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:907, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:908, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:909, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:924, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:925, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement
Error : File - ('Civ4Theme_HUD.thm', Ln:928, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
Error : File - ('Civ4Theme_HUD.thm', Ln:929, Col:47) Could not load bitmap '../Beyond the Sword/Resource/Civ4/HUD/HUD_BTS_icons.tga'
The reason I think it might be a problem with the patch is because "CvGameCoreDLL.dll" is one of the moded files and I never had this problem before while running vanilla. I found someone having the same problem in a german forum and he claims he fixed it by installing the "Microsoft Visual c++2005 Redistributable" but I tried that and it didn't do the trick for me :(
Dale Oct 04, 2008, 03:15 PM Please post the save so I can debug the crash. :)
Dale Oct 04, 2008, 03:15 PM What is your rationalization for the native training change?
Eliminates an exploit.
centurie Oct 04, 2008, 04:33 PM i am getting a crash too, i reached turn 326 in marathon and it crashes every time.....
this is what the crash said
Problem signature:
Problem Event Name: APPCRASH
Application Name: Colonization.exe
Application Version: 1.0.0.0
Application Timestamp: 00000000
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.1
Fault Module Timestamp: 48e5794b
Exception Code: c0000005
Exception Offset: 00053097
OS Version: 6.0.6001.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 35e3
Additional Information 2: 37f4ec5d58068873a21f2805e6aa528f
Additional Information 3: 2d93
Additional Information 4: 91df07db244f21072587f284953bfce7
Read our privacy statement:
http://go.microsoft.com/fwlink/?linkid=50163&clcid=0x0409
Strannik Oct 04, 2008, 05:26 PM Hi Dale, thanks for your prompt answer I'm kind of new so I didn't think about posting the save, here it is. just go a couple of turns more.
strangelove8 Oct 04, 2008, 05:53 PM Hi everyone,
Dale, thanks for the awesome changes, really makes the game a better experience. Unfortunately I too have the same Theme Parse errors as the other posters.
Looking forward to your resolution!
Thanks :)
Pod Oct 04, 2008, 06:25 PM Why does it mention a BTS resource in that output? :o
Does your mod make use of those things?
Dale Oct 04, 2008, 09:17 PM Theme/resources haven't been touched by us.
strangelove8 Oct 04, 2008, 09:45 PM Theme/resources haven't been touched by us.
Of course not. However, could your changes be referencing the various sections in the files referred to in the Theme Parse error log given that people using this mod are experiencing the same errors?
Through brute editing (nothing elegant) I managed to reduce the errors to just the two syntax errors, but lack the knowledge to effectively edit Civ4Theme_HUD further. Attached are the three files I edited to reduce the errors. Found in: ...Resource\Themes\Civ4 test.
Dale Oct 04, 2008, 09:58 PM Oh no doubt it is caused by something, I will debug and find out what and fix it. :)
I just doubt it is directly related to the theme file though.
strangelove8 Oct 04, 2008, 10:04 PM It's strange, eh. There is an old BTS tech support post from 2007 (http://forums.civfanatics.com/showthread.php?p=7188589) which lists the same Theme Parse lot contents. :)
Thanks again for the patch!
Zuul Oct 05, 2008, 03:12 AM Thanks Dale & Snoopy for the paching. :)
Cool option for west & east travel.
player1 fanatic Oct 05, 2008, 03:31 AM Dale, could you implement click-SHIFT to work in diplomacy screen when trading with natives. Currently you can only offer full shipment of whatever goods you have in wagon train.
tour86rocker Oct 05, 2008, 06:10 AM If nobody has suggested it yet, to make a shortcut that will automatically load the mod as you open the game, create a shortcut pointing to:
"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="PatchMod"
or, if your path to the game is different, simply add
mod="PatchMod"
to the end
Lord Olleus Oct 05, 2008, 07:28 AM Or, you can alter the .ini file to make it automaticaly load the mod if you enver play without it.
Heav Oct 05, 2008, 09:26 AM Hi,
Great work so far. Could you try to look at taxes? It is not funny to pay 75% of income to king in 17th century:(. And I even play as Adriaen Van Der Donck...:eek:
Also I have same problem as others:(. I play as Dutch, marathon, explorer difficulty, classic Americas map and experience CTD no matter what I do.:( I attach my saved game.
strangelove8 Oct 05, 2008, 09:42 AM I've "corrected" the errors in ThemeParseLog, but now still have a CTD, however with no error log!? LOL ::crazyeye:
archeide Oct 05, 2008, 10:30 AM I had also a repeated crash, whereas the same game work just fine with 1.03.
It crashes in the CivGameCore.DLL, but as there are no symbols in the DLL, i cannot be of any help.
I tried to rebuild the DLL (using Vanilla source + the files in the mod) with debug enabled, but my DLL crash at startup.
Thanks for the amazing work by the way :)
brisos Oct 05, 2008, 10:52 AM Can someone explain what this does:
EDUCATION:
* Reduced education threshold increase from 20% to 10%
What is the "education Threshold Increase" ?
neo_one Oct 05, 2008, 11:48 AM The rate for needed books increase by that much percent
any chance we'll get events mod in this?
neo_one Oct 05, 2008, 11:51 AM Hey what was the native exploit that you were talking about? The one where you can't train the native in their place.
I think native in that tribal village should get the profession of that tribal village automatically . Wouldn't that make sense? lol.
Polobo Oct 05, 2008, 01:31 PM Hey what was the native exploit that you were talking about? The one where you can't train the native in their place.
I think native in that tribal village should get the profession of that tribal village automatically . Wouldn't that make sense? lol.
Not everyone in the village offering expert fishing is a fishernative; odds are the converted are the outcasts of the village and not one of the productive members. Then, when they leave the village elders are disgusted and tell them never to come back since they had abandoned their native ways.
Native Kid: Hey pops, I've leaving in a few weeks, do you think you could teach me how to fish?
Native Dad: Son, get out of my sight. Your new friends can teach you.
Dale Oct 05, 2008, 02:11 PM I've "corrected" the errors in ThemeParseLog, but now still have a CTD, however with no error log!? LOL ::crazyeye:
I've fixed the crash, and as I said it was nothing to do with themes. :)
You will notice that you get the theme errors in vanilla Col too. ;)
Dale Oct 05, 2008, 02:13 PM The rate for needed books increase by that much percent
any chance we'll get events mod in this?
No, this is a patch not a mod. :)
centurie Oct 05, 2008, 02:37 PM I've fixed the crash, and as I said it was nothing to do with themes. :)
You will notice that you get the theme errors in vanilla Col too. ;)
so where can we download this fix?? have you already uploaded it??
Strannik Oct 05, 2008, 03:44 PM I've fixed the crash, and as I said it was nothing to do with themes. :)
You will notice that you get the theme errors in vanilla Col too. ;)
I want that fix too!! :clap::worship:
woodelf Oct 05, 2008, 04:38 PM Using 1.04 here's another CTD. Might already be fixed though.
tour86rocker Oct 05, 2008, 07:46 PM Dale, is it your intent for Converted Natives to be turned around and used as missionaries? Because I'm still doing that like a bandit. :^)
tour86rocker Oct 05, 2008, 07:57 PM Okay for the next version, I am only going to limit Natives from learning in native settlements. They'll still be able to go to school as normal.
No other changes as really they aren't bugs as such and I should really keep to the mould of this patchmod. :)
Question: do Natives take longer or cost more to train? I suggest that either they should take maybe twice the number of school 'books' to train, or else it should cost you more to train them even the more basic professions (ex: no free ore miner upgrade, ALL professions cost something)
I can't say that I've ever trained a native IN my own settlement, so I don't know how it works, currently.
Southern Hunter Oct 06, 2008, 02:18 AM Dale, is it your intent for Converted Natives to be turned around and used as missionaries? Because I'm still doing that like a bandit. :^)
I can see a justification for that. Seems fair.
10th Legion Oct 06, 2008, 11:09 AM I was wondering if I was doing something wrong. I loaded the mod, I have the same screen as you displayed earlier with the "unload mod" option, so I assume the mod is loaded properly. I just haven't noticed the map changes described in the fixes. Is this because i am playing with the Western hemisphere map? or is that fix only applied to the randomly generated map? Also, my treasure is still only taking 1 space on the galleon as opposed to 6 (not complaining about that though :lol:).
Awesome work by the way.
macondo Oct 06, 2008, 01:01 PM hello,
i just registered to say thank you for your fantastic work. i really enjoy the way you improve colonization. its getting more and more like i expected it to be. :)
greetings from germany
Dale Oct 06, 2008, 02:10 PM I was wondering if I was doing something wrong. I loaded the mod, I have the same screen as you displayed earlier with the "unload mod" option, so I assume the mod is loaded properly. I just haven't noticed the map changes described in the fixes. Is this because i am playing with the Western hemisphere map? or is that fix only applied to the randomly generated map? Also, my treasure is still only taking 1 space on the galleon as opposed to 6 (not complaining about that though :lol:).
Awesome work by the way.
Yeah the next version has changes made to the retail maps. 1.04 only updates random ones. :)
I'm curious about what you say about treasures. Are you adding them to the galleon after other stuff? Or adding the treasure and then other stuff?
10th Legion Oct 06, 2008, 04:58 PM I am adding them by themselves because of the change that was listed in 1.04. But I think that because I am playing a different map that maybe it is conflicting. I'll try a new game with the retail maps and see if it is different.
Vorpal+5 Oct 07, 2008, 01:27 AM any ETA for 1.05?
By the way the first post indicates both that this is version 1.03 and 1.04 that you propose!
Rasmus40 Oct 07, 2008, 03:47 AM I am adding them by themselves because of the change that was listed in 1.04. But I think that because I am playing a different map that maybe it is conflicting. I'll try a new game with the retail maps and see if it is different.
Visually they only take up one space in the galleon, but you can't load anything extra on it anymore.
Dale Oct 07, 2008, 07:20 AM v1.05 is posted. Please see the first post for details, download, instructions and changes. :)
Southern Hunter Oct 07, 2008, 07:27 AM Excellent work. Will give it a go straight away. Good call on the horses as well.
Southern Hunter Oct 07, 2008, 07:44 AM Incidentally, for those who want a 'better' balance for education and immigration...
I use the following numbers...
IMMIGRATION_THRESHOLD_INCREASE 10
IMMIGRATION_THRESHOLD 20
This makes immigration slower at the start, but a persistent immigration potential if you can get churches working.
EDUCATION_THRESHOLD_INCREASE 0
EDUCATION_THRESHOLD 45
Takes longer to educate people at any given level of institution, but they don't get worse over time.
Finarfin Oct 07, 2008, 09:57 AM If nobody has suggested it yet, to make a shortcut that will automatically load the mod as you open the game, create a shortcut pointing to:
"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="PatchMod"
or, if your path to the game is different, simply add
mod="PatchMod"
to the end
This will automatically load the mod, or so it appears, but when I try to then load a saved game it still tells me that it needs patchmod and the app has to restart. How do you get around that?
10th Legion Oct 07, 2008, 10:11 AM Does this mod apply to other downloaded maps also? And will we have to start a new game for the mod to take effect?
Looks even better and now I have to think about leaving work early to get home and play.
Thanks
Blackmantle Oct 07, 2008, 01:29 PM While Education with less treshold sounds better it should really be redone to make other aspects of the game (like certain FFs) more interesting as well.
The inability to train natives might make sense to some! tastes (i for one don't see such a change as strictly nessesary even from a view of realism but that has been discussed enough and there are valid points for both opinions + your mod is purely optional anyways.) but without a broader education redo it sounds even worse (in terms of getting specialists) than the core game honestly.
I think that for founding fathers alone (schoolhouse in every settlement? What good?) the whole system should instead be done on a per-settlement instead of a colony as a whole basis. (and for many other reasons as well)
That in turn whould allow for a higher treshold for balance again (like 30%, 40% or even as high as 50%) which whould seem necessary as well then.
There are 2 possible ways to approach that thing codewise imo (one easier to code and perhaps better for gameplay, the other sounds more in line with the micro-oriented base of the game):
Option 1 (likely easier to code and better for a quickfix / mod such as this):
Make the whole thing per settlement and let it progress via a pool of the books taken together (so when a certain number of books are attained in a settlement one student will learn a profession and the pool will be emptied + the aim set to a higher treshold. Akin to how crosses work on colony-level.)
No more collection of educational level of the individual student of course.
That might be a tad bit unrealistic but it whould play out nicely.
Option 2 (something like this should imo clearly be done at least by firaxis if its not possible here.):
As now but the treshold is counted per settlement.
That whould also require that colonists with more than one education point allready gained check what is the highest treshold of an institution they have learned in (including their current one they just start to learn on?) and stick with it (to prevent obvious exploits of learning in a higher institution in a settlement with a high treshold and then resettling to another place with a lower treshold getting their degree in an instant.
Or just to lose their educational level after leaving a settlement.)
Both whould require some notekeeping by the game but should! be possible without days of coding if im not utterly mistaken (not that im a coder myself... :mischief:).
Is there a flaw in my logic / do other things need to be added to prevent possible exploits seen beforehand?
That whould go a long way in making education a more viable way to get specialists as well as put use in building multiple centers of education and getting education-enhancing FFs.
The second option sounds more in line with how col 2 is designed overall if that whould be doable here it whould be terriffic.
Just do the increase in treshold (+ if necessary adjust the starting one) high enough and it should work out rather nicely imo.
Anything with exploding increase sucks sooner or later and gives no big incentives / rewards for investing more than just marginally in buildings and FFs related to eduacation.
PS: Naturally thanks for trying to fix the game for us. :goodjob: :)
brisos Oct 07, 2008, 02:27 PM Anyone can let me know where the fix for the "1 treasure per Galleon" is located and how to reverse it?
I like the rest of the patch but I just cannot stand this change. Col1 did have the 1 treasure per Galleon limit, but the treasures, as I recall, we much larger than in Col2.
I tend to get a scout going in the first few turns of the game and I get treasures quickly. I see how bringing them 6 at a time can give me an insane amount of cash early in the game, but the alternative is worse. I am now at turn 170 and I have at least 20 treasures stored up. They are all between 400 and 1000 gold and I make more money taking my rums/cigars/etc... to europe than I do with with 6 treasure runs. Paying 3000 for a Galleon means it will take about 5 trips to pay for itself. At 6-8 turns per trip it just is not fun.
I totally see where the fix is coming from and I was psyched when I saw it on paper. I just think that for it to work with this game the amount of gold per treasure should be much larger, and treasure appearances equally more rare. This basically means allowing more gold per galleon, which is what Vanilla Col2 did. Even if they went a little overboard, I still get less frustrated with the vanilla system.
Sorry if this sounds like a rant - I do love this patch, I swear! Just not this little bit of it :)
If anyone can let me know how to revert it I would appreciate it.
Grimz101 Oct 07, 2008, 03:43 PM Press enter on the save
& the game crashes to desktop, with error report
just thought i should post it since im using this mod in said game
Heav Oct 07, 2008, 04:06 PM Hi, taxes are really bothering on marathon (dunno about epic), so I would like to take a look at it and maybe help with this if you want.:)
I have questions:
Where is the system of taxes located? Is it somewhere in XMLs? Because if so I would like to find right parameters for it.:) I admit that it can be a long run, because I have lots of duties, but I will test it as much as it will be possible.
comtedemeighan Oct 07, 2008, 04:47 PM I agree that the taxes on marathon need some work in 1700 I had about 68% tax rate...
KJ Jansson Oct 07, 2008, 04:53 PM Hi, taxes are really bothering on marathon (dunno about epic), so I would like to take a look at it and maybe help with this if you want.:)
I have questions:
Where is the system of taxes located? Is it somewhere in XMLs? Because if so I would like to find right parameters for it.:) I admit that it can be a long run, because I have lots of duties, but I will test it as much as it will be possible.
Open in Notepad the "GlobalDefines.xml" file (located in .../Assets/XML) and find the lines:
<DefineName>TAX_INCREASE_CHANCE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
"20" means 20% possibility that the king will change the tax.
Change "20" on any smaller value. The king never ask you about the tax changes if instead "20" will be "0".
P.S. make backup copy "GlobalDefines.xml" file before your changes.
Dale Oct 07, 2008, 05:00 PM Open in Notepad the "GlobalDefines.xml" file (located in .../Assets/XML) and find the lines:
<DefineName>TAX_INCREASE_CHANCE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
"20" means 20% possibility that the king will change the tax.
Change "20" on any smaller value. The king never ask you about the tax changes if instead "20" will be "0".
P.S. make backup copy "GlobalDefines.xml" file before your changes.
Problem with that is that it affects every speed, not just marathon. In the SDK code I'm fairly sure that gamespeed is not taken into consideration for tax rises. You will notice it's in the "to-do" list in the first post. :)
KJ Jansson Oct 07, 2008, 05:12 PM Problem with that is that it affects every speed, not just marathon. In the SDK code I'm fairly sure that gamespeed is not taken into consideration for tax rises. You will notice it's in the "to-do" list in the first post. :)
Of course, this method permit to remove the king's tax problem at all (TAX_INCREASE_CHANCE = 0) or significantly diminish the taxes in the end of the game (TAX_INCREASE_CHANCE more than 0 but less than 20).
Vorpal+5 Oct 08, 2008, 01:14 AM May I suggest something which is really silly in Civ 4 - Colonization?
1. In the original game, once you were at war, there was no more interdicted goods. This is really absurd to be at war and still have the King prevents you from buying muskets.
We can safely assume that undergoing trade when at war is with others countries, so no interdicted goods please!
2. Tax % ... I can understand that for game balance reason, some remains after the declaration of Independence, but really paying taxes to a King you are at war with is absurd too! Alternatively, we can think that this tax is incurred by sells to others countries... But in this case, lets set it at 50% and that's it!
3. I would like to propose something about foreign help. As you know one of the reason why USA won war of Independence is because the French helped with their navy (British capitulated at Yorktown because the French fleet won a sea battle and was able to blockade the Yorktown peninsula). Here we know this won't happen, the SOL are too much weak against MOW. So my proposal would be:
a) Rebels can only build frigates, as historically. They never built SOL.
b) SOL are worth as much as MOW. But they can be bought only after DoI is done, AND they don't increase in price. Basically you are calling (with money... there is no diplomacy points !!) the help of others European powers here, and they bring their fleet against the King's own.
Thank for your attention!
Zuul Oct 08, 2008, 03:43 AM v1.05 is posted. Please see the first post for details, download, instructions and changes. :)
Nice change log :)
Will it break save-games?
*Add pedia for: Flat/hill/mountain.
*Maybe numerate every line in your change-log/to-be-compleated for easier discussion.
* Unit Cycling Bug where cycling stops (reload fixes)
Also popups are "delayed". Probably same bug.
Turinturambar Oct 08, 2008, 05:35 AM Just wanted to mention that 20 turns forced peace doesn't really change anything. After 20 turns the Ai are still as helpless as they were on turn1. It is annoying though, because on high difficulties you get attitude penalties and they won't open borders with you anymore.
Zuul Oct 08, 2008, 06:45 AM Dale: I have looked though the whole bug forum and found these that I can't find in your lists.
Killing ships in native settlements (http://forums.civfanatics.com/showthread.php?t=294319)
AI should not sail into others cities.
Bad Pioneer Automation (http://forums.civfanatics.com/showthread.php?t=294489)
Stop removing non-empty forests.
Rival Colony boundary (http://forums.civfanatics.com/showthread.php?t=294375)
First should keep boundary.
Stuck in europe (http://forums.civfanatics.com/showthread.php?t=294220)
Find the bug.
Fixed repawn point (http://forums.civfanatics.com/showthread.php?t=294307)
Make it random.
Native giving villages (http://forums.civfanatics.com/showthread.php?t=294276)
Not giving them or don't remove them.
Loading/unloading cargo (http://forums.civfanatics.com/showthread.php?t=293914)
Improve the loading.
Indian relations (http://forums.civfanatics.com/showthread.php?t=293983)
King can't take over native villages or no angry natives when liberating.
No Food (http://forums.civfanatics.com/showthread.php?t=293405)
Find and fix.
Double name (http://forums.civfanatics.com/showthread.php?t=293874)
Fix maybe by changing duplicated names.
No ship replacement (http://forums.civfanatics.com/showthread.php?t=293630)
Was this fixed?
Cancel sail order (http://forums.civfanatics.com/showthread.php?t=293415)
Be able to cancel the order 1st turn.
Hurried cost more (http://forums.civfanatics.com/showthread.php?t=293202)
Balance somehow?
Jesuit Missionaries (http://forums.civfanatics.com/showthread.php?t=293338)
Default as missionary.
More than allowed storage (http://forums.civfanatics.com/showthread.php?t=293201)
First time just fill to max (next time fill more).
Training in native settlements (http://forums.civfanatics.com/showthread.php?t=293240)
Add info and/or add cancel training.
Privateers in cities (http://forums.civfanatics.com/showthread.php?t=293191)
Should only be able to sail inside own cities.
Lack of defense bonus (http://forums.civfanatics.com/showthread.php?t=293304)
Fix.
Finarfin Oct 08, 2008, 07:35 AM I agree that the taxes on marathon need some work in 1700 I had about 68% tax rate...
It also seems, at least to me, that on marathon the king still loves to add units to the REF. I'm not even half way through the game, and my rebel sentiment is only 4%, but there are times he will add a new units 2 or 3 turns in a row. What is the trigger for this?
jockass Oct 08, 2008, 07:38 AM [QUOTE=brisos;7322791]Anyone can let me know where the fix for the "1 treasure per Galleon" is located and how to reverse it?
I like the rest of the patch but I just cannot stand this change. Col1 did have the 1 treasure per Galleon limit, but the treasures, as I recall, we much larger than in Col2.
I tend to get a scout going in the first few turns of the game and I get treasures quickly. I see how bringing them 6 at a time can give me an insane amount of cash early in the game, but the alternative is worse. I am now at turn 170 and I have at least 20 treasures stored up. They are all between 400 and 1000 gold and I make more money taking my rums/cigars/etc... to europe than I do with with 6 treasure runs. Paying 3000 for a Galleon means it will take about 5 trips to pay for itself. At 6-8 turns per trip it just is not fun.
I totally see where the fix is coming from and I was psyched when I saw it on paper. I just think that for it to work with this game the amount of gold per treasure should be much larger, and treasure appearances equally more rare. This basically means allowing more gold per galleon, which is what Vanilla Col2 did. Even if they went a little overboard, I still get less frustrated with the vanilla system.
QUOTE]
Maybe if it was possible to merge two treasure units that are less than X gold (say <1000 for example) then you can merge several smaller treasure units together until you have one worth transporting? This would produce a maximum merged unit of 1998gold which should be worth shipping by galleon, without the exploit of merging multiple multiple treasures together into a massive one to take it all in one go (perhaps for tax reasons or something).
Otherwise just got to suck it up and transport as kings treasure and take the hit if its not worth sending your own galleon for stuff smaller
Dale Oct 08, 2008, 07:46 AM The berth size fix can be revisited at a later stage.
I'm thinking along the line of allowing treasures to be combined to a max 3000, and allowing 3000 gold per galleon. That at least pays for the galleon fast, and means you can combine 2-6 treasures in one shipment.
Dale Oct 08, 2008, 07:51 AM Dale: I have looked though the whole bug forum and found these that I can't find in your lists.
....SNIP....
Thanks, a couple are on the list (eg: ships in indian cities which I fixed tonight btw) and a couple I want a confirmation from Firaxis on. :)
I go through the bugs forum every few days, so would've caught up with them. ;)
KJ Jansson Oct 08, 2008, 08:05 AM Anyone can let me know where the fix for the "1 treasure per Galleon" is located and how to reverse it?
I like the rest of the patch but I just cannot stand this change. Col1 did have the 1 treasure per Galleon limit, but the treasures, as I recall, we much larger than in Col2.
I tend to get a scout going in the first few turns of the game and I get treasures quickly. I see how bringing them 6 at a time can give me an insane amount of cash early in the game, but the alternative is worse. I am now at turn 170 and I have at least 20 treasures stored up. They are all between 400 and 1000 gold and I make more money taking my rums/cigars/etc... to europe than I do with with 6 treasure runs. Paying 3000 for a Galleon means it will take about 5 trips to pay for itself. At 6-8 turns per trip it just is not fun.
I totally see where the fix is coming from and I was psyched when I saw it on paper. I just think that for it to work with this game the amount of gold per treasure should be much larger, and treasure appearances equally more rare. This basically means allowing more gold per galleon, which is what Vanilla Col2 did. Even if they went a little overboard, I still get less frustrated with the vanilla system.
Sorry if this sounds like a rant - I do love this patch, I swear! Just not this little bit of it :)
If anyone can let me know how to revert it I would appreciate it.
Everybody can fix it during maximum 1 minute.
Here the explanation: http://forums.civfanatics.com/showthread.php?t=294514
Good luck!
player1 fanatic Oct 08, 2008, 08:42 AM Why is this not included:
http://forums.civfanatics.com/showthread.php?t=293350
10th Legion Oct 08, 2008, 09:58 AM I like the changes I see so far but I am not sure if they are all applying in the custom maps or custom scenarios yet. I started a new game under 1.05 using the Atlantic Seaboard map and I can still load six seperate treasures on one galleon. Again not complaining, but I just thought it was worth mentioning because it was the one obvious fix that I thought I couldn observe and know the rest of the fixes were being applied in my game.
Heav Oct 08, 2008, 12:18 PM Open in Notepad the "GlobalDefines.xml" file (located in .../Assets/XML) and find the lines:
<DefineName>TAX_INCREASE_CHANCE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
"20" means 20% possibility that the king will change the tax.
Change "20" on any smaller value. The king never ask you about the tax changes if instead "20" will be "0".
P.S. make backup copy "GlobalDefines.xml" file before your changes.
Thanks. I have also found here other thresholds which can affect taxes. Are they important too? Because it looks like there can be connection between trade and taxes. That can also explain why I had so big taxes, because of my play style, I export tons of goods(4-5 colonies specialized at exporting goods).:D But still, it needs to be rebalanced.;)
@Dale: I do not know how SDK works... But I know quite a lot about XMLs. I can try to play with them and make some statistics. I think it can be quite useful for you.;)
Pep Oct 08, 2008, 01:57 PM I think I have found the solution to the "Still to be completed" point:
* Exploration points harder to get in marathon. ???????
Points needed to get a new Founded Father on Marathon are trippled, so you need 3x turns (compared to Normal speed) to produce them. The fact is that you receive exploration points by revealing the map and discovering new Civs. When the map is fully revealed (very soon in Marathon compared to Normal speed), the standard exploration points are gone. The rest of the points (political, military, religious) are affected by time, so you only need 3x time compared to normal speed.
I think the standard exploration points (i.e., not built) you receive should be TRIPPLED at marathon, as they don't scale with time and the map is not 3x times bigger!. It is true that with this scheme, you obtain almost all exploration points at the beginning. But, as you also need political points (which DO scale with time) to produce exploration FF, I think the game balance is not altered.
On the other hand, produced exploration points should be left unmodded as they do scale with time.
Öjevind Lång Oct 08, 2008, 02:11 PM There is one very irritating item (taken over from Ciov IV) which I should be hhppy to see gone: the text on the map screen informing you that the end is near ("Only X turns left!!!"), and the permanent message "X has won independence!!!" afterwards.
Dale Oct 08, 2008, 02:18 PM Why is this not included:
http://forums.civfanatics.com/showthread.php?t=293350
Because there's a million things to do, and only a small amount of time to do it. In other words, haven't got to it yet.
Dale Oct 08, 2008, 02:21 PM I like the changes I see so far but I am not sure if they are all applying in the custom maps or custom scenarios yet. I started a new game under 1.05 using the Atlantic Seaboard map and I can still load six seperate treasures on one galleon. Again not complaining, but I just thought it was worth mentioning because it was the one obvious fix that I thought I couldn observe and know the rest of the fixes were being applied in my game.
Please make sure the patch actually is loaded. In the main menu top-right should list the name of the mod - PatchMod. :)
Öjevind Lång Oct 08, 2008, 02:37 PM Yes, I wanted to do the same with servants and criminals too.
Yeah, "trained in Europe" i meant european colonies. :)
I've downloaded your patch but haven't played it yet. Can one still see that the Indian convert who has been taught a profession is an Indian? Otherwise one might make a stupid mistake.
Dale Oct 08, 2008, 02:49 PM I've downloaded your patch but haven't played it yet. Can one still see that the Indian convert who has been taught a profession is an Indian? Otherwise one might make a stupid mistake.
It works as before, except you can only train a CN in one of your colonies.
tour86rocker Oct 08, 2008, 02:50 PM There is one very irritating item (taken over from Ciov IV) which I should be hhppy to see gone: the text on the map screen informing you that the end is near ("Only X turns left!!!"), and the permanent message "X has won independence!!!" afterwards.
I'm not opposed to somebody making it optional, but I find it useful.
Jeckel Oct 08, 2008, 03:05 PM Wow, I'm amazed at how many of the bugs were fixed with just a line or two of code. I don't agree that all the changes were bugs, but keep up the good Dale. :goodjob:
Dale Oct 08, 2008, 03:24 PM Wow, I'm amazed at how many of the bugs were fixed with just a line or two of code. I don't agree that all the changes were bugs, but keep up the good Dale. :goodjob:
Yeah we've tried to address exploits and balance issues too. For instance, in the next version there is now a small failure rate attached to missions which increases for each successful mission. This will stop the mission spam exploit. Coupled with the change so CN can't train in indian settlements, stop the insta-native army (masses of CN, quick train in indian settlement, then arm with guns). It also stops the exploit of locking the AI out of missions completely so they miss out on all those extras.
tour86rocker Oct 08, 2008, 04:03 PM Dale,
-will it be harder to overthrow a mission as well? I think that would be good
-will Jesuits have a higher success rate?
-will Jesuit missions be harder to overthrow?
-will non-Jesuit missions and missioanries continue to be exactly the same whether created by a CN, Thief, or Free Colonist?
That last question is because I love using CN's and Thieves as missionaries. You'd think they'd work at less than average competency, but they don't. Just curious.
Polobo Oct 08, 2008, 04:40 PM I don't necessarily mind missionary failure but isn't insta-death a little severe for punishment. Can you make it so a failure is permanent for that colony, per native settlement, and instead of instant death maybe have the whole "you have angered the natives and they have attacked you" event occur - giving your missionary a chance to at least live and run away. Or, maybe not permanent prohibition but each time you try the stoning gets more severe (again, per settlement).
Dale Oct 08, 2008, 04:45 PM I don't necessarily mind missionary failure but isn't insta-death a little severe for punishment. Can you make it so a failure is permanent for that colony, per native settlement, and instead of instant death maybe have the whole "you have angered the natives and they have attacked you" event occur - giving your missionary a chance to at least live and run away. Or, maybe not permanent prohibition but each time you try the stoning gets more severe (again, per settlement).
In the original Col your missionary died (scalped) and it alarmed the natives. I'm for insta-death, but not locking the settlement out of future attempts.
Dale Oct 08, 2008, 04:48 PM Dale,
-will it be harder to overthrow a mission as well? I think that would be good
-will Jesuits have a higher success rate?
-will Jesuit missions be harder to overthrow?
-will non-Jesuit missions and missioanries continue to be exactly the same whether created by a CN, Thief, or Free Colonist?
That last question is because I love using CN's and Thieves as missionaries. You'd think they'd work at less than average competency, but they don't. Just curious.
Overthrowing a mission is also related to the success rate (so the more missions the overthrower has, the harder it will be).
Jesuits have +25% on success attempts. This translates to *1.25 meaning 80%+ is 100% success for jesuits.
Jesuit missions won't be harder than normal missions to over throw, but still get the higher conversion rate.
Only change to units becoming missionaries is the already present CN change, being cut out of becoming one.
Dale Oct 08, 2008, 04:50 PM Also note, that the success rate decay is tiny for low levels (there is no decay for pilgrim). But conquistador and higher you'll notice a decent decay.
On Conquistador, 6 missions is easy to get, but more becomes pretty difficult (success rate drops under 65%). On Rev, 4 missions is possible before success rate drops under 65%.
OnmyojiOmn Oct 08, 2008, 04:50 PM Yeah we've tried to address exploits and balance issues too. For instance, in the next version there is now a small failure rate attached to missions which increases for each successful mission. This will stop the mission spam exploit. Coupled with the change so CN can't train in indian settlements, stop the insta-native army (masses of CN, quick train in indian settlement, then arm with guns). It also stops the exploit of locking the AI out of missions completely so they miss out on all those extras.
These balance changes are getting out of hand. As it stands, calling this an "unofficial patch" only discourages others from creating an actual unofficial patch. It happens. If you feel these changes make for a better game, and I'm not arguing that they don't, then you should simply call it a balance mod.
FYI, the AI will happily spam missionaries and oust your missions.
tour86rocker Oct 08, 2008, 05:06 PM I've yet to see the AI overthrow the same mission twice though, have you?
OnmyojiOmn Oct 08, 2008, 05:25 PM I've yet to see the AI overthrow the same mission twice though, have you?
Not that I can think of. I have seen them oust 4 of my missions at the same time, though. The AI being coded to never send more than one missionary to a settlement sounds like a legitimate bug.
Dale Oct 08, 2008, 05:50 PM These balance changes are getting out of hand. As it stands, calling this an "unofficial patch" only discourages others from creating an actual unofficial patch. It happens. If you feel these changes make for a better game, and I'm not arguing that they don't, then you should simply call it a balance mod.
FYI, the AI will happily spam missionaries and oust your missions.
I've yet to discuss with Snoopy, but I want to separate the pure bug fixes so there will be the option of bug fixes only, or the full PatchMod.
OnmyojiOmn Oct 08, 2008, 06:11 PM I've yet to discuss with Snoopy, but I want to separate the pure bug fixes so there will be the option of bug fixes only, or the full PatchMod.
This is exactly what I'd like to see, and I appreciate you being willing to do the extra work.
Öjevind Lång Oct 08, 2008, 09:08 PM From the list of things still to be done: "Ruins and buriels disappear if you do not explore then. ?????"
I think that isn't a bug. It's probably as in Civ IV, where you don't see changes on the map (new cities, razed cities and so on) until you get close to them. So you might get a map of the area from Sitting Bull showing a ruin, but when you get there somebody else's scout has already visited it.
player1 fanatic Oct 08, 2008, 09:15 PM I've yet to discuss with Snoopy, but I want to separate the pure bug fixes so there will be the option of bug fixes only, or the full PatchMod.
This would be good idea.
I, for example, don't care about not being able to put colonist in town if moved (not a bug), training natives in villages (bad decision anyway) and similar other tweaks that probably wouldn't even be a part of official patch when it finnally gets out to fix things (unlike Blake mods for Civ4).
Dale Oct 08, 2008, 09:42 PM This would be good idea.
I, for example, don't care about not being able to put colonist in town if moved (not a bug), training natives in villages (bad decision anyway) and similar other tweaks that probably wouldn't even be a part of official patch when it finnally gets out to fix things (unlike Blake mods for Civ4).
The move-join thing, I actually believe it to be an actual bug. My reasoning is that you can move-found in the same turn, which is effectively the same thing. And the same with assign a profession after moving. You can clear a profession, but not assign one? The fact you can do one thing, but not another which compliments to the action you can do smells of bug to me.
Training natives in villages, yes whilst not a bug it does address an exploit. But would not be included in a pure bug fix.
Cutlass Oct 08, 2008, 09:45 PM why can't converts be soldiers?
Dale Oct 08, 2008, 10:36 PM These are what I'm proposing as pure bug fixes:
Patch requirements:
REF:
* King increases taxes after WoI.
* King increases REF after WoI.
* King demands gold after WoI.
* City with none of specified good can be mentioned in party text.
AI:
* AI does not use King's transports after turn 90 for treasures, even if it still doesn't have a galleon.
* AI does not consider treasure on other continents (thus doesn't load them and remove them to Europe).
* AI doesn't change strategy to arming up in preparation for WoI, it changes strategy on the turn it declares (thus has one turn to buy an army in Europe).
EDUCATION:
* Allow multiple colonists to finish school same turn
* Do not allow free training of costly colonists when player has no gold
MAPS:
* Regenerating map does not reset REF (every regeneration increases REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (bug in Map Regeneration where a land tile could become a europe tile).
* AI does not settle in user-made custom scenarios.
* WB crashes placing river on edge plots.
UNITS:
* Colonists cannot join cities after moving (like founding cities).
* Colonists cannot set profession after moving (like clear profession).
* Terrain double movement from promotions does not work (eg: Swamp Fox II doesn't apply to marsh even though it is set to).
* Units don't unstack when entering native training (first colonist out can't move till second complete bug).
* Ships don't unstack when going to/from Europe (first ship returning can't move till second returns bug, and ship stuck in Europe bug).
* Defensive bonus for armed natives reversed as matched to unarmed natives (mounted/unmounted reversed).
* Unit Cycling Bug where cycling stops (reload fixes)
TRADE:
* Blockaded goods count against player for tax rise threshold.
* Native settlements change desired good when not supplied with the good in trades.
PEDIA:
* Pedia: GG concept entry talks about free upgrades and retaining full experience when doing so
* Pedia: Information about FFs which give a boost to native relations should explicitely mention auto-peace
* Pedia: when selecting promotions in civilopedia, list always reverts to top
MISC:
* iRequiredTransportSize in Civ4UnitInfos.xml not used to determine cargo size (in code it's defined as size 1).
* Two players same country, converts from missions gets mixed up whose mission it was.
* Exploration points not tripled in marathon (even though FF are).
* Pilgrim king doesn't let you respawn.
Open for discussion items:
1. Colonists cannot join cities after moving (like founding cities). I believe to be a bug since you can move-found in the same turn which is effectively the same action.
2. Colonists cannot set profession after moving (like clear profession). I believe to be a bug since you can move-clear profession in the same turn which is the compliment of move-set profession.
3. iRequiredTransportSize in Civ4UnitInfos.xml not used to determine cargo size (in code it's defined as size 1). I believe to be a bug as the code does not use the xml tag set up for it.
People's thoughts? Additions? Subtractions?
player1 fanatic Oct 08, 2008, 11:35 PM 3. iRequiredTransportSize in Civ4UnitInfos.xml not used to determine cargo size (in code it's defined as size 1). I believe to be a bug as the code does not use the xml tag set up for it.
Probably best way to handle this would be to implement use of iRequiredTransportSize by code (so mods could use it), but change this value for tresure to 1, since most like it the way it is now (and treause values are much lower then in Col1). Who wants 6, let him mod this back to 6.
2. Colonists cannot set profession after moving (like clear profession). I believe to be a bug since you can move-clear profession in the same turn which is the compliment of move-set profession.
Isn't this related to no1?
Just like joining, setting proffesion is unavailable if you moved (setting profession when in city garrison is pretty much same as joining).
Clearing, on the other hand, has nothing with joining to city, so it safe to be done any time.
1. Colonists cannot join cities after moving (like founding cities). I believe to be a bug since you can move-found in the same turn which is effectively the same action.
This also prevents exploits like attack with dragon, go back to city and do your turn of production and similar things. I guess you could also workaround new code to bypass such exploits, but it's much simplier to leave as is.
Plus, if colonist moved, I really don't think he should benefit from turn of production.
Jeckel Oct 08, 2008, 11:36 PM I think all the ones in the quoate box sound appropriate.
For the three in question.
1 and 2: I can see your point and I'm to peticular about them being in, but I don't have any arguments for keeping them out. I don't think it effects game play much either way.
3: This should totally be in and is practically the definition of an oversite bug. They have the tag in there and just forgot to check it in the code. For those that like treasures only taking 1 berth, like me, you can easyly go into the XML and change that one value from 6 to 1, like I did. :cool:
player1 fanatic Oct 08, 2008, 11:51 PM 3: This should totally be in and is practically the definition of an oversite bug.
No necessary. Many modable games I've seen had unused tags as leftover from develpment, or feature that was cut in the process.
Dale Oct 09, 2008, 12:43 AM For the cargosize, I like p1f's proposed extra tag. So then you'd have "required ship size" and a separate "cargo size" tag. Because just changing the tag to 1 will allow treasures on caravels which is definitely against the design of the concept. :)
So to have the effect in PatchMod 1.05, set both tags to 6 (for treasure). For default behaviour, set requiredsize to 6 and cargosize to 1.
Jeckel Oct 09, 2008, 01:07 AM That sounds like a good compromise. I do like more tags that let modders have more control over how the game works. :cool:
Rasmus40 Oct 09, 2008, 03:29 AM Never mind.
Krennson Oct 09, 2008, 06:05 AM slight problem: it seems that when i purchase a new ship, whether I send it east or west, it always emerges in the same starting location that my first exploration ship used. east/west only makes a difference if the ship has already returned once from the new world. is this intentional? something which can't be changed in any event?
Dale Oct 09, 2008, 06:39 AM slight problem: it seems that when i purchase a new ship, whether I send it east or west, it always emerges in the same starting location that my first exploration ship used. east/west only makes a difference if the ship has already returned once from the new world. is this intentional? something which can't be changed in any event?
This bug was noted and fixed on page 9. Will be in the next version. :)
Finarfin Oct 09, 2008, 07:56 AM What is the rationale for not letting converted natives become missionaries? It would seem to make sense, and possibly be historical, for such a person to try to return to their own people and convert them to the 'true' faith.
Pilotis Oct 09, 2008, 08:09 AM CTD.
Damn good game in progress. Can you help. Savegame here
190901
Thanks for all the work
Dale Oct 09, 2008, 08:16 AM What is the rationale for not letting converted natives become missionaries? It would seem to make sense, and possibly be historical, for such a person to try to return to their own people and convert them to the 'true' faith.
Catholics didn't allow this (as far as I know) as well as, natives shouldn't be able to become missionaries for European religions when they themselves are not fully integrated into a European society. As a converted native they are still essentially a native, not a European. Once trained in a school, and become an expert (thus implying a certain level of Europeanising of them) then yes they can become a missionary.
Öjevind Lång Oct 09, 2008, 08:17 AM What is the rationale for not letting converted natives become missionaries? It would seem to make sense, and possibly be historical, for such a person to try to return to their own people and convert them to the 'true' faith.
It's an exploit. Makes it much too easy to decide what to do with Indian converts.
player1 fanatic Oct 09, 2008, 08:19 AM Well, only if you spent all your criminals or servants before that. :D
Öjevind Lång Oct 09, 2008, 08:23 AM Well, only if you spent all your criminals or servants before that. :D
That's another exploit that should be done away with. You tell criminals and indentured servants to go off and convert Indians?
tour86rocker Oct 09, 2008, 08:27 AM post removed by author
Öjevind Lång Oct 09, 2008, 08:40 AM Dale, would you and Snoopy consider an option to play the game at a more leisurely pace, that is to say having to 1850 to become independent, as in the original game?
player1 fanatic Oct 09, 2008, 08:51 AM That's another exploit that should be done away with. You tell criminals and indentured servants to go off and convert Indians?
Then making military units from servants or criminals is also exploit. :D
brisos Oct 09, 2008, 11:32 AM Well I had some time to seriously play the game again and I have to say that between this patch and Reveilled's Origins mod the game is at least twice as enjoyable as vanilla was.
I did notice something strange about how long it takes for colonists to be educated. I got to turn 150 in the EPIC (Origins) speed and it is taking about 80 turns in a university for one guy to learn a profession.
I did a lot of teaching from the start but I did that in my first vanilla game too. So I wanted to ask for a clarification:
-The change made in this patch made the increase in time to educated slower, right? So the first time you educate someone it takes the same amount of turns (or books) as in a vanilla game. But thereafter instead of the books needed increasing by 20% for each new educated colonist, it only increases by 10%. Is that correct?
If I am correct I have a follow-up question:
-Does the 10% increase apply on the previous number of turns/books required? Or does it apply on the base number of books required?
This would make almost no difference, either way, for the first few educated colonists, but after a while the difference becomes huge:
Scenario 1 Let's say the first time you educate a colonist it takes 100 books:
Colonist #1 : 100 books
#2: 110 books (#1+10% of #1)
#3: 120 [110 + (#2+10% of #1)
...
#21 : 300 books (#20+10% of #1)
Basically adds 10 books per new colonist
Scenario 2:
#1: 100
#2: 110 (#1+10% of #1)
#3: 121 (#2+10% of #2)
#4: 133.1 (#3+10% of #3)
#5: 146.41 (#4+10% of #4)
#6: 161.051 (#5+10% of #5)
..
#20: 611.5909045 ($19+10% of #19)
#21: 672.7499949 (#20+10% of #20)
I am fairly sure that Scenario 2 is the formula used by both the vanilla game and the patch (with a different % increase).
The Vanilla game did it with a 20% increase. In scenario 1, by the 21st educated colon it would take 500 books instead of 300. In scenario 2 it would take 3833 books.
What I am trying to say is that even though the 20% to 10% change makes a big difference it does not fix what is broken (the exponential increase). It delays the problem, meaning that you can have two or three times more educated colonists before reaching the same "this university is not worth using anymore" threshold. And that makes the game (or this aspect of the game) enjoyable for far longer than the original allowed us to. But on a marathon game we still hit that frustrating threshold way before the end. And I would like to be able to still educate my guys when I finally destroyed one of the other nations and it is finally time to take that much-envied spot next to the silver tiles.
I am not sure that scenario 1 is better than 2. It would probably make the education too easy once you have a university in a couple of your colonies. But there are middle grounds (with a different formula altogether, or maybe with a limit to how far the increase will go, so that it never takes more than XXX turns to educate someone).
I just wanted to point out what (I believe) is going on right now and see if anyone felt like me. I might also be wrong on everything and would appreciate it if you could correct me.
Thanks for the hard work and for putting up with our harassment!
Öjevind Lång Oct 09, 2008, 11:39 AM Then making military units from servants or criminals is also exploit. :D
No, because they are not outstanding soldiers whereas all missionaries (except the Jesuit specialist) are equally efficient. Also, soldiers are just soldiers; you have lots of them. But missionaries do a lot for your civilization because they appease the Indians. At the same time, a missionary is a labour unit or figthing unit permanently removed from your civ, which means that the temptation to use your least valuable colonists as missionaries is very great.
Mind you, I think it would be an interesting change to the game if one couldn't turn criminals or indentured servants into soldiers without having first trained them in a school. Train them to become ordinary colonists, as in the original game. In this game, you can train them to become statesmen at one go, given enough money, which doesn't feel entirely right to me.
brisos Oct 09, 2008, 12:22 PM Just thought of a couple things you guys might be interested in fixing. Since this is a suggestion and not a call for discussion like my previous post, I figured I would keep it in the realm of the "plain bug without room for subjectivity" kind of glitches. Anyway...
1)When you have more than 4 transports in a city and opens the city screen, you get a scroll bar to scroll through all the transports. If you have goods in the 5th transport and drag them to the city's stock, the scroll bar resets and moves back up to the top. Not sure how it sounds to you guys but in my games with about 40 wagons and 10 or so galleons it is mind-blowingly frustrating.
2)Can't transfer goods between transports unless you are in a city/europe.
3)Can't sell limited amount of a cargo with the shift/drag feature when selling to natives.
I figured this is the kind of thing a patch might fix.
Raph Oct 09, 2008, 02:00 PM No, because they are not outstanding soldiers whereas all missionaries (except the Jesuit specialist) are equally efficient. Also, soldiers are just soldiers; you have lots of them. But missionaries do a lot for your civilization because they appease the Indians. At the same time, a missionary is a labour unit or figthing unit permanently removed from your civ, which means that the temptation to use your least valuable colonists as missionaries is very great.
Mind you, I think it would be an interesting change to the game if one couldn't turn criminals or indentured servants into soldiers without having first trained them in a school. Train them to become ordinary colonists, as in the original game. In this game, you can train them to become statesmen at one go, given enough money, which doesn't feel entirely right to me.
Using criminals/servants as missionaries was a strategy I used a lot in the original colonization and I don't think it should be removed, though that might just be me being conservative.
I think it's rather realistic though that you can use the criminals without penalty for missionary work (imagine, say, a drug addict who finds religion and goes door to door-knocking, only hundreds of years ago), or soldier duty (doesn't it somehow make sense that criminals fight well?). One thing I really miss from the original though is the possibility to "educate" criminals/servants through warfare, as well as turning colonists into veterans through warfare.
FrontLine72 Oct 09, 2008, 05:07 PM First off thanks for taking the time to create this mod. I was just getting ready to write this game off.
I've noticed a bug with respect to ships and trade routes. My galleons are losing their trade routes each time they return from Europe (and yes I'm aware of the things that normally cause this such as transporting units, etc.) I've tested it and each of my 3 galleons lose their trade routes each time they return. My guess is it's related to either the tile space increase to the europe zone or the change to the treasure hauling. One other thing: the increase in tiles to the "sail to europe" zones have caused some strange behavior when there's an island for example. Large chunks of the map can be without europe zone now.
[EDIT: corrected mistakes about tile spaces]
TechnoMule Oct 09, 2008, 05:47 PM Then making military units from servants or criminals is also exploit. :D
No way! The best thing to do in Col1 was to give your criminals guns and send them off into the bush to kill injuns! Even more so after you got George Washington.
I also wanted to say thanks to Snoopy and Dale for their work on this patch.
There's one thing I'd like to request if it hasn't already been done: change the Iron resource you can find in hills to Ore, like in the original. Iron isn't mentioned anywhere else as a resource.
Öjevind Lång Oct 09, 2008, 06:26 PM I think it's rather realistic though that you can use the criminals without penalty for missionary work (imagine, say, a drug addict who finds religion and goes door to door-knocking, only hundreds of years ago), or soldier duty (doesn't it somehow make sense that criminals fight well?). One thing I really miss from the original though is the possibility to "educate" criminals/servants through warfare, as well as turning colonists into veterans through warfare.
I agree that the ability to create veteran soldiers through military experience in the New World should have been retained. God knows why they removed that one. And criminals being promoted to indentured servants, and then to normal colonists, and then to veterans through successful fighting was pretty good. It wasn't an instant thing, that is to say, an exploit.
TechnoMule Oct 09, 2008, 06:51 PM Yeah I really liked that mechanic as well. I'm not sure what the chances were for a promotion, but they seemed fairly reasonable.
And again, Washington (who guaranteed a promotion) was a great one to get.
Dale Oct 10, 2008, 05:25 AM Here's something interesting:
* Pilgrim king doesn't let you respawn.
This is NOT a bug, it is operating as intended. The code is written such that:
- IF you have enough gold to buy a ship, then don't let the King give you one and tax you.
On pilgrim you begin with 1100 gold. A caravel costs 1000. However there is NO indication that a player must go to Europe to buy a new ship. To prove this, start a game as Dutch on pilgrim, go immediately to Europe and purchase something so your gold is < 1000. Return to New World, drop off units and disband ship. End turn and King will give you a ship.
But, I see no problem in just allowing this to go through to the keeper and give the pilgrim player another ship.
I doubt anyone will disagree. :)
Polobo Oct 10, 2008, 08:15 AM As the self-declared representative of the Union for Artificial and Extraterrestrial Intelligence I do protest - the human species already have enough advantages with their opposable thumbs and iPhones that they do not need further assistance when the fully have the means to help themselves and buy the ship using existing funds. My members are also quite distraught regarding your seeming obliviousness to the fact that your leaders are not all powerful and while they claim to be able to fix every ill of your world they are inept in the execution - plus they too wish to bail out people who have much more wealth than my average member. We are attempting to push through a write-in vote for the Monty Civ4 AI for U.S. President. A return to slavery will solve many overcrowding issues and he is fervently for pointy-stick diplomacy to get this country back on track.
Yanez Oct 10, 2008, 10:32 AM Theres a bug that happened to me last night.
I sent my merchantman to a coastal native village while spending the turn there, the French's cultural borders expanded around the village,even water tiles. So I couldn't leave the village without declaring war or opening borders (which they didnt want)
10th Legion Oct 10, 2008, 10:33 AM Dale,
Thanks for your response earlier. I made sure that the mod is properly listed in the top right corner before starting a new game. I started another cutom map and the changes still have not taken place. I must have jacked something up on the insall.
tour86rocker Oct 10, 2008, 11:02 AM I agree that the ability to create veteran soldiers through military experience in the New World should have been retained. God knows why they removed that one. And criminals being promoted to indentured servants, and then to normal colonists, and then to veterans through successful fighting was pretty good. It wasn't an instant thing, that is to say, an exploit.
I still don't understand this complaint. A Veteran Soldier just starts with Veteran I and Leadership upgrades. You CAN get these with any armed colonist and it happens through military experience (although the latter does require a Great General).
So if the Leadership upgrade is the only difference, shouldn't we be agitating for a different way for units to receive the Leadership upgrade?
tour86rocker Oct 10, 2008, 11:05 AM Theres a bug that happened to me last night.
I sent my merchantman to a coastal native village while spending the turn there, the French's cultural borders expanded around the village,even water tiles. So I couldn't leave the village without declaring war or opening borders (which they didnt want)
I've had this same thing happen to me in a Privateer. It that REALLY shouldn't happen to a Privateer (but I feel your pain, too)
FrontLine72 Oct 10, 2008, 03:48 PM Is nobody else having the issue where your ships lose their assigned trade routes after returning from Europe? I only noticed this after I installed this mod. At first I thought it was just galleons but after further testing it's affecting merchantmen too.
Dale Oct 10, 2008, 04:32 PM Is nobody else having the issue where your ships lose their assigned trade routes after returning from Europe? I only noticed this after I installed this mod. At first I thought it was just galleons but after further testing it's affecting merchantmen too.
That's been noted in vanilla game too, not just this mod.
Öjevind Lång Oct 10, 2008, 05:45 PM I still don't understand this complaint. A Veteran Soldier just starts with Veteran I and Leadership upgrades. You CAN get these with any armed colonist and it happens through military experience (although the latter does require a Great General).
So if the Leadership upgrade is the only difference, shouldn't we be agitating for a different way for units to receive the Leadership upgrade?
If you wish. I'm not too fond of the GG anyway.
TheArchduke Oct 11, 2008, 06:18 AM Thanks for this awesome patch.
The Western Hemisphere scenario is actually playable right now.
Sickbean Oct 11, 2008, 07:26 AM Brilliant patch, but just found an odd bug - clearing the specialty of a firebrand preacher in my cathedral caused the game to crash to desktop.
This hasn't happened with the unpatched/modded game.
Öjevind Lång Oct 11, 2008, 08:44 AM Brilliant patch, but just found an odd bug - clearing the specialty of a firebrand preacher in my cathedral caused the game to crash to desktop.
This hasn't happened with the unpatched/modded game.
Here's another one - at least I suspect it's a bug. I had just brought a Jesuit over from Europe when I was asked if I wanted Thomas Hooker, who, as you know, gives you three free Jesuits. I said yes and prepared to install a misionary in every village around my settlements. However, the game wouldn't let me found any missions whith those three Jesuits from Thomas Hooker. I tried different tribes with the same result. Perhaps I could have solved the problem by transporting them back to Europe, but I tired of the game (as I increasingly often do with Col II), so I simply stopped playing then and there.
Vorpal+5 Oct 12, 2008, 01:44 AM Can you please convert the brown/gray militia into Blue continental automatically when they reach 10 xp or whatever level you want? At least put a boolean in a XML to allow that, if some people don't like that, but really I miss my Continentals of old Col1
Rasmus40 Oct 13, 2008, 04:43 AM I had great fun playing in the Western Hemisphere last night. This patch has really made that much more interesting. The random location of bonus resspurces in particularly adds a lot to replayability.
There is however one thing that struck me as not working the way I think it should. Silver is only located in the cold terrain types (arctic and tundra?). Because of this there is no silver at all in Peru or Mexico, where it was quite abundant historically. I looked in the terrain files and for some reason this seems to be an intentional move by the developers.
Strannik Oct 13, 2008, 10:30 AM Here's another one - at least I suspect it's a bug. I had just brought a Jesuit over from Europe when I was asked if I wanted Thomas Hooker, who, as you know, gives you three free Jesuits. I said yes and prepared to install a misionary in every village around my settlements. However, the game wouldn't let me found any missions whith those three Jesuits from Thomas Hooker. I tried different tribes with the same result. Perhaps I could have solved the problem by transporting them back to Europe, but I tired of the game (as I increasingly often do with Col II), so I simply stopped playing then and there.
Öjevind, did you make sure they are not set as colonists? if a Jesuit missionary is set as colonist it will not found any missions. Try bringing them inside your cities and set them to do some any work there and then take them out again making sure that they are set as missionaries.
Öjevind Lång Oct 13, 2008, 01:27 PM Öjevind, did you make sure they are not set as colonists? if a Jesuit missionary is set as colonist it will not found any missions. Try bringing them inside your cities and set them to do some any work there and then take them out again making sure that they are set as missionaries.
Hmm. Sounds like solid advice. I abandoned that game, but this is worth keeping in mind. I still think it looks like a bug, though; I've got Thomas Hooker before, and that time nothing strange happened.
rgroll Oct 13, 2008, 08:19 PM "The King has won a Europe Victory". I tried looking on the forums but I can't find what this means. I had the highest score (of the three) and didn't even loose a settlement. Except for ships, even had a larger army yet I lost the game. Please tell me if there is a score for the king where to find it so I can check near the end of the game.
Thanks.
Dale Oct 13, 2008, 08:28 PM It's when you fail to defeat the Royal Expeditionary Forces.
Polobo Oct 13, 2008, 08:48 PM It's when you fail to defeat the Royal Expeditionary Forces.
To clarify; it occurs when you fail to earn your independence in 300 turns (normal speed). If any ground forces (deployed or otherwise) are present in the King's army at turn 301 the King wins. There is no "Score" victory in the standard game.
Grotius Oct 13, 2008, 10:06 PM * AI is now capable of winning Indian wars and the War of Independance
I don't understand this supposed fix. In the three games I've completed, one of the competing AI colonies has won the War of Independence. (In the third game, the REF beat me.) In fact, in the game I just played, George Washington won an Independence victory in 1680 or thereabouts. That game was on the third-easiest difficulty level; does the AI have more trouble winning at higher difficulty levels? If so, I might try those. :)
Or am I missing something here? I don't see the AI having trouble winning the WoI as the colonies. Or as the REF.
Dale Oct 13, 2008, 10:25 PM It was having more troubles at higher levels due to increased native activity. :)
Also, it was my (and a lot of other player's experience) that the AI didn't deploy a large enough army to counter human, Indian or REF attack. Most of the time when the AI DoI'ed it got swamped and destroyed by the REF.
Grotius Oct 13, 2008, 11:32 PM Hmm, OK. But if anything, at lower difficulty levels, the AI has an easy time of declaring and winning Independence, at least in my (limited) experience. At the third-easiest difficulty level, it beat me to winning its own WoI once in about 1680 and once in about 1750.
So I guess I worry that your fix might make it even easier for the AI to win even earlier, on easier difficulty levels -- thereby making those levels tougher to win than higher difficulty levels!
Dale Oct 14, 2008, 12:36 AM Hmm, OK. But if anything, at lower difficulty levels, the AI has an easy time of declaring and winning Independence, at least in my (limited) experience. At the third-easiest difficulty level, it beat me to winning its own WoI once in about 1680 and once in about 1750.
So I guess I worry that your fix might make it even easier for the AI to win even earlier, on easier difficulty levels -- thereby making those levels tougher to win than higher difficulty levels!
Not necessarily, because other changes make it even easier for lower level human players to DoI and win the WoI. These include REF changes which make the REF substantially smaller on lower levels meaning you can DoI much earlier. :)
.Spartan Oct 14, 2008, 04:51 AM An outstanding project! Great work guys!
Zuul Oct 14, 2008, 08:18 AM Looking forward next uppdate. You said you guys want to release one per weak. Any special timetable? Any pre changelog I could look at hehe.
Refar Oct 14, 2008, 08:41 AM Edit:
Sorry... Mis-navigated.
:wallbash:
SerriaFox Oct 14, 2008, 08:54 AM "The King has won a Europe Victory". I tried looking on the forums but I can't find what this means. I had the highest score (of the three) and didn't even loose a settlement. Except for ships, even had a larger army yet I lost the game. Please tell me if there is a score for the king where to find it so I can check near the end of the game.
Thanks.
I just thought of something, if you declare war on say turn 275 (normal speed) and by turn 300 you have more colonist than the king has troops, should you win?
I know this would change the victory condition, but it might help.
rgroll Oct 14, 2008, 11:28 AM "The King has won a Europe Victory". I tried looking on the forums but I can't find what this means. I had the highest score (of the three) and didn't even loose a settlement. Except for ships, even had a larger army yet I lost the game. Please tell me if there is a score for the king where to find it so I can check near the end of the game.
Thanks.
Okay. Thanks all.
Öjevind Lång Oct 14, 2008, 11:31 AM Not necessarily, because other changes make it even easier for lower level human players to DoI and win the WoI. These include REF changes which make the REF substantially smaller on lower levels meaning you can DoI much earlier. :)
Can you also generate libery bells without provoking the king to start adding units to his army? That feature really is stupid. The old "king adds troops over time" feature was much better, and could of course be made to include a mechanism whereby he adds troops when you refuse his demands for money or tax raises.
Dale Oct 14, 2008, 01:52 PM Can you also generate libery bells without provoking the king to start adding units to his army? That feature really is stupid. The old "king adds troops over time" feature was much better, and could of course be made to include a mechanism whereby he adds troops when you refuse his demands for money or tax raises.
No, and I strongly support the REF growth due to LB production method. But it has been rescaled to grow much slower though with LB production. Also, there is a new mechanism to slow down REF growth, which is when you pay the King's money demands, there is an equivalent threshold rise to effectively slow down REF production too.
Öjevind Lång Oct 14, 2008, 02:32 PM No, and I strongly support the REF growth due to LB production method. But it has been rescaled to grow much slower though with LB production. Also, there is a new mechanism to slow down REF growth, which is when you pay the King's money demands, there is an equivalent threshold rise to effectively slow down REF production too.
So you have implemented that already? I got the impression that you had left it as it is in the published game until you decided what the correct scale would be.
Dale Oct 14, 2008, 02:42 PM So you have implemented that already? I got the impression that you had left it as it is in the published game until you decided what the correct scale would be.
Yes, they're implemented:
Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.
The "This will currently be left at 100% (normal)" means that the change is effective at 100% for each difficulty. The change isn't scaled for difficulty yet as there is already a difficulty scale built into the REF calculation. If the change still creates REF's too big at a certain level then we'll change it from 100. :)
SerriaFox Oct 14, 2008, 02:52 PM BUG
In map script
X = land
. = sea
O= ocean to Europe
XXXXXXXXXXXXXXXXXXXXXX.............ooo
XXXXXXXXXXXXXXXXXXXXXX.............000
XX................................................ .ooo
XX................................................ ......
XX.............................xxxxxx............. ...
xx....OOOOOOO.........xxxxxxx.................
xx....ooooooooo..........xxxxxxx................
xx... ooooooooo....................................
xx................................................ ......
xxx............................................... ..ooo
xxx....................................ooooooooooo oo
xxxxxxxxxxxxxxxxxxxxx..........ooooooooooooooo
Not perfect but a good representation of an actual map created by the patch mod. Notice the ocean squares leading to Europe in the middle of the gulf
Edited I notice there is no ocean going squares east of the island, (to close to edge)
Lord Olleus Oct 14, 2008, 02:55 PM The problem isn't that the REF grows too quickly, but the short term benefit of bells (increased production) isn't worth the long term growth in REF. Even if it grows much slower, you have to keep producing bells, and thus keep inflating the REF to maintain the same level of rebel sentiment to keep the same bonuses. The only way to change this is to make it easier to keep a rebel sentiment at x% than it is to raise it to x%. That way, it is worth investing in LB early as it costs little (in terms of REF growth) to keep it at that level.
At the moment you're better off producing all your LB in one go right before DoI. The system should be changed so that it is worth investing in LB early or relatively early for increased prodcution in exchange for a slightly larger REF.
tour86rocker Oct 14, 2008, 02:55 PM SeriaFox,
haha WOW do you have a saved game? I also must commend you on your ASCII art. Using '.'s for ocean make it a lot less cluttered and more easy to interpret! Kudos from a geography/spatial sciences student!
I'm guessing that some sort of wormhole/whirlpool whisks the boat to Europe from that bermuda quadrangle you have in your map.
Dale Oct 14, 2008, 03:14 PM LO:
And that's where our changes come in. We have slowed growth and given the player more control over slower growth (pay the King).
If it needs more tweaking, time will show that. :)
Öjevind Lång Oct 14, 2008, 03:20 PM Yes, they're implemented:
The "This will currently be left at 100% (normal)" means that the change is effective at 100% for each difficulty. The change isn't scaled for difficulty yet as there is already a difficulty scale built into the REF calculation. If the change still creates REF's too big at a certain level then we'll change it from 100. :)
Oh, good! Thank you. :)
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