View Full Version : Age of Discovery II issues


Wheldrake
Nov 14, 2008, 07:42 AM
I'm really enjoying this mod, but there are a few odd "features" I've wondered if anyone else has noticed or has solutions to.

1) From time to time, enemy missions in native villages will generate a converted native unit for *me*. This can't be right!

2) Often I find the pirates either set up their colony right next to my cities, or else their pirate ships will simply camp offshore from my cities, killing my ships indiscrimnately. If I get lucky and they go bother someone else, I can survive long enough to get a privateer or two to hunt them down, but often it means the end of the game for me. I like the pirate concept, but in actual play, it's murder!

And a question: how does this mod compare to the unofficial patch mod?

Cheers, --- Wheldrake

Babibo
Nov 14, 2008, 08:16 AM
1) From time to time, enemy missions in native villages will generate a converted native unit for *me*. This can't be right!
Observed the same behaviour. However, I didn't upgrade to the latest version, and I thought that was the reason.

2) Often I find the pirates either set up their colony right next to my cities, or else their pirate ships will simply camp offshore from my cities, killing my ships indiscrimnately. If I get lucky and they go bother someone else, I can survive long enough to get a privateer or two to hunt them down, but often it means the end of the game for me. I like the pirate concept, but in actual play, it's murder!
I played 3 games with AOD. In 2 of them, the pirates lost in the very first turns. What happened ?
In one of them, the pirates settled next to me, and yes, that was painful, but since I don't find the game very challenging in its original form, I liked the feature. I got luckier than you : they sank my caravel, but lost one of their ships to my galleon. Since their presence was unbearable, I simply razed their settlements with a couple of cannons, and if if I remember correctly, I had to sink another ship later with a combat II privateer I had trained on the European front.

Dale
Nov 14, 2008, 02:41 PM
1. The latest version does not have this bug.
2. I am still working on the basis of the pirate concept. It doesn't seem finished at all, because it literally isn't finished. :)

As for comparison to the unofficial patch, AoD2 contains it. :)

Wheldrake
Nov 16, 2008, 02:30 AM
Thanks, I'll return to re-DL it.You've done a great job giving Civ4Col a more authentic feel. I like the fact that the indian converts can't be re-educated in their own vilages, though I do miss the Col1 founding father who changed them all into regular citizens. With this mod, we have the best of both worlds (col1 and civ4col).

I do wish there were more turns to play with before being forced into the WoI. It feels less satisfying to have only a half-dozen built-up colonies, when in Col1 I usually had 12-20.

Cheers, --- Wheldrake

Oh, one more thing: where can we get "the latest version"?? in the dwnloads section, I only see the sept29 file.
Ah, found it on the Apolyton site.

Dale
Nov 16, 2008, 04:59 AM
On the turn limit thing, in the latest version the game ends 100 turns (for normal scaled for the other speeds) after the first player has the DoI. So on a normal speed game you could go the full 300 turns before someone has the DoI then a further 100 turns. :)

Wheldrake
Nov 17, 2008, 09:11 AM
Again, I'm really liking this modpack. But the pirates seem to be present only in a few scenarios. I like them, and I hate them. It's a cool concept, but when they pick on you in the very early game, there's really nothing you can do.

Thanks for the good work, Dale!
Also, which is more advanced? Age of Discovery II or the unofficial patch mod?

Cheers, --- Wheldrake

lumat83
Nov 18, 2008, 12:54 AM
It seem there is another problem with the mod (really a problem ?). I've seen it with americo's mod who use AOD :

Some natives locations are wrong : for example, the incas are on the north of america ...

Is it possible to correct these starting locations ?

Wheldrake
Nov 18, 2008, 01:53 AM
I think this issue is corrected by using one of the maps/scenarios specially designed for use with the mod, like "Ozzy's Americas [AODII]".

So far everything seems to be in the right place, and the AI nations are much better developed than in a vanilla game. If I don't amass a dozen or so dragoons, I haven't a chance of taking them out.

Cheers, --- Wheldrake

lumat83
Nov 18, 2008, 10:25 AM
Ok, thank :)

In fact, I would like to use Americo's mod, because the map is very very great :).
I'll try the Ozzy' map.

Miner Cotren
Dec 04, 2008, 04:35 PM
I really love this mod, but I have a consistent problem: whenever I try to clear a colonist's specialty, the game crashes. Has anyone else experienced this?

Wheldrake
Dec 05, 2008, 08:49 AM
I have seen the game crash randomly about once per 10-20 hours of play. That's not at all bad, and at worst, with the autosaves, you lose a year or two.

I have found, though, that unless I play the French, I get attacked by indians before I have the cash to built enough defenders to hold them off. Not really a mod-specific issue, but a real problem. The cost for buying land is waaaay down from the vanilla version, which is a very good thing. In vanilla Civ4Col, the costs for buying land are so huge I can rarely manage it.

Cheers, --- Wheldrake

thecloud
Dec 13, 2008, 02:46 AM
Hi Dale,

I know you probably get a lot of requests like these, but is it possible to make a standalone version with just the new victory conditions? (Or alternatively tell me which files from AoD2 I should replace the originals with, or what parts I should edit. I'm also running the PatchMod if that changes anything.)

Dale
Dec 13, 2008, 03:14 AM
Hi Dale,

I know you probably get a lot of requests like these, but is it possible to make a standalone version with just the new victory conditions? (Or alternatively tell me which files from AoD2 I should replace the originals with, or what parts I should edit. I'm also running the PatchMod if that changes anything.)

The victory conditions utilise actual code changes too (not just xml changes). So I'd have to add them to PatchMod. I will get around to that one day soon as I know it was always Snoopy's intention to have more victory conditions. :)

Wheldrake
Dec 13, 2008, 04:34 AM
I've been playing build 3 of AoD2, and it's looking very good. My only problem is that guns are so danged expensive that I can't equip my colony defenders in time to stave off the inevitable indian attacks. Next game I will have to put an even higher priority on building my own guns and cannons.

Either that, or build a lot fewer colonies. <g>

Cheers, --- Wheldrake

Cornhog
Dec 13, 2008, 02:08 PM
I really love this mod, but I have a consistent problem: whenever I try to clear a colonist's specialty, the game crashes. Has anyone else experienced this?

It seems to happen only if you clear the colonist's specialty while inside the colony screen. If you go back out to the main map and clear it there, it works just fine. It's a little bit of a hassle but... what can I say?

ashley26ph2003
Dec 20, 2008, 05:57 PM
Hi

How to permanently display the Transaction page on the Europe Screen when you go there?
To the Price?

Dale
Dec 20, 2008, 09:00 PM
That will be fixed in the next version as Koma fixes the issue in his Europe screen mod. :)

Lajbi
Dec 22, 2008, 12:58 AM
Hi Dale!! I really like this mode since it helped me survive the first wave of disappointment playing the game...It became quite enjoyable with your MOD, and I like your add-ons also, especially the pirates, but are they playable enough or reserved just for the AI? What is their main goal without the crosses, bells, taxes, trade, independance? I can't loot all over the game and win it the same time. Maybe they should resemble a bit more to the European nations profile...
For me a pirate colony keeps producing pirates every second turn without actually buliding them. Is it intended to happen this way? Sorry for this many questions but I'd really want to play with the pirates, still I don't know how to manage them.

ashley26ph2003
Dec 22, 2008, 02:37 AM
hi

I like the mod
I want to ask if possible to capture the ship along the goods?If I am a pirate or use priviteer?

Dale
Dec 22, 2008, 04:44 AM
Pirates are still very much in development. The next version should see major changes to Pirates. :)

ashley26ph2003
Dec 24, 2008, 06:11 PM
Why is it in Ozzy World 5 of them complete in other Scenario 4 only?

How to find Other Ships? I found difficult to capture cargo of Other Civs when I used Priviteer?

Zomgmeister
Dec 31, 2008, 08:01 AM
I believe there is one thing that just must to be implemented in any Civ/Col/whatever game: historically correct Earth map. In this case, historically correct map of Western Hemisphere.

We do have several of them, yes, but there are three issues I'd like to ramble about right here.

1 - Positions of Indians. Aztecs in Brazil? Tupi in Canada? I can live with that stuff on random map, but not in Western Hemisphere. It will be so nice to place them, well, in places. Village placement is not important I think, but it will be very nice to roughly put them where they belong to.

2 - Starting positions of Europeans. This is somewhat difficult, at least for several European powers. But in general I believe we may put them in this way:

France - top north (Canada);
England - more to the south (US);
Spain - center (Carribean sea and Main);
Netherlands - further to the south (Suriname);
Portugal - obviously, top south (Brazil).

This still won't fix some very important historical incongruities, such as French Louisiana and Guadeloupe-Martinique; Dutch Curacao and New Amsterdam, Spanish Mexico and English Barbados and Jamaica, for example. But still it would be better than to spawn French to the south of Portuguese.

3 - Expanded Carribean. Historically, Carribean sea region with islands such as Haiti-Espaniola, Cuba, Jamaica, Lesser Antilles was very important place during Colonization of the New World. Unfortunately in this game no one cares about these small patches of land.

Basically I believe that Carribean islands should be artificially enlarged (distortion is not that important) and buffed with unbelievable wealth of natural resources. Like 3 Tobacco and 2 Fishes for Cuban North-West, where Havana should be. It will make Carribean sea the sweetest spot, with many interesting naval action.

Why do I post it here? Because AoDII is basically new "default" Colonization in my opinion. Couldn't care less about Vanilla or some scenario not compatible with AoDII.

And while issue #3 is actually in my power to solve, I have no idea how to fix issues #1 and #2 in proper Scenario format, where you still can select your leader, not only your nation with preselected leader.

If anyone would point me into general direction of some guide describing how to do this, I will definitely volunteer myself into making of the historically-correct and fun map of Western Hemisphere, which I think this game still lacks.

ashley26ph2003
Dec 31, 2008, 05:14 PM
You're correct

And I searching too correct Starting Position or Scenario already establish cities for further expansion towards Independence

Dale
Dec 31, 2008, 07:59 PM
I believe there is one thing that just must to be implemented in any Civ/Col/whatever game: historically correct Earth map. In this case, historically correct map of Western Hemisphere.

We do have several of them, yes, but there are three issues I'd like to ramble about right here.

1 - Positions of Indians. Aztecs in Brazil? Tupi in Canada? I can live with that stuff on random map, but not in Western Hemisphere. It will be so nice to place them, well, in places. Village placement is not important I think, but it will be very nice to roughly put them where they belong to.

2 - Starting positions of Europeans. This is somewhat difficult, at least for several European powers. But in general I believe we may put them in this way:

France - top north (Canada);
England - more to the south (US);
Spain - center (Carribean sea and Main);
Netherlands - further to the south (Suriname);
Portugal - obviously, top south (Brazil).

This still won't fix some very important historical incongruities, such as French Louisiana and Guadeloupe-Martinique; Dutch Curacao and New Amsterdam, Spanish Mexico and English Barbados and Jamaica, for example. But still it would be better than to spawn French to the south of Portuguese.

3 - Expanded Carribean. Historically, Carribean sea region with islands such as Haiti-Espaniola, Cuba, Jamaica, Lesser Antilles was very important place during Colonization of the New World. Unfortunately in this game no one cares about these small patches of land.

Basically I believe that Carribean islands should be artificially enlarged (distortion is not that important) and buffed with unbelievable wealth of natural resources. Like 3 Tobacco and 2 Fishes for Cuban North-West, where Havana should be. It will make Carribean sea the sweetest spot, with many interesting naval action.

Why do I post it here? Because AoDII is basically new "default" Colonization in my opinion. Couldn't care less about Vanilla or some scenario not compatible with AoDII.

And while issue #3 is actually in my power to solve, I have no idea how to fix issues #1 and #2 in proper Scenario format, where you still can select your leader, not only your nation with preselected leader.

If anyone would point me into general direction of some guide describing how to do this, I will definitely volunteer myself into making of the historically-correct and fun map of Western Hemisphere, which I think this game still lacks.

I would be happy to include any scenario created on this basis. :)

jenks
Jan 01, 2009, 05:10 AM
Why do I post it here? Because AoDII is basically new "default" Colonization in my opinion. Couldn't care less about Vanilla or some scenario not compatible with AoDII.

Thats gotta be the overall goal for any Mod, bonus points to Dale for a job well done thus far :)

kaibayashi
Jan 01, 2009, 08:58 PM
Hey Dale :)

Few issues/notes - not sure if these have been posted before, had a little look but couldn't see anything, so:
1) Boats/Units on docks 'float' above where they should be in Tortuga screen.
2) The quotes dont come in a window, just full screen and not aligned/bordered? properly (a resolution issue? - I'm running 1650x1080 i think)
3) This is from 'vanilla' - the trading screens are totally borked. In fact trading in general is just totally wrong. There's loads to fix if you're so inclined.
4) Speaking of which, could you incorporate JTradeRoutes? It looks pretty ace.
5) There's more, but apu i've forgotten, so will post back later.

Keep up the good work. And contact Firaxis/Take 2 for your Royalties!! :)

Dale
Jan 01, 2009, 09:14 PM
Hey Dale :)

Few issues/notes - not sure if these have been posted before, had a little look but couldn't see anything, so:
1) Boats/Units on docks 'float' above where they should be in Tortuga screen.
2) The quotes dont come in a window, just full screen and not aligned/bordered? properly (a resolution issue? - I'm running 1650x1080 i think)

Yeah, resolution is going to play a bit of havoc on those screens till it's worked out. :)

3) This is from 'vanilla' - the trading screens are totally borked. In fact trading in general is just totally wrong. There's loads to fix if you're so inclined.
4) Speaking of which, could you incorporate JTradeRoutes? It looks pretty ace.

It's already included. ;)

Ekmek
Jan 01, 2009, 09:28 PM
Dale,

I started a game with 1.05 and all the achievement screens are pink. all id id was copy it over from the xml. is there something wrong?

Dale
Jan 01, 2009, 09:33 PM
Is the mod's folder still called AgeOfDiscoveryII? Have a look in AgeOfDiscoveryII\Assets\Art\Achievements\ where all the graphics should be. If you want to move the graphics, you'll need to rewrite the file locations in Civ4AchieveInfos.xml in the XML\Events\ folder. :)

Ekmek
Jan 02, 2009, 02:05 AM
1) yeah the folder is the same. all i did was copy the ageofdiscoveryii folder in your zip and move it to the mods folder. I check the paths in the xml and everything looks right but it still only shows pink screens :confused:

2) why can pirates attack my ships but i cant attack their's?

3) the carrack is a pink box (no graphic) in the europe screen but no other ships are.

kaibayashi
Jan 02, 2009, 06:07 PM
It's already included. ;)

Damn you rock :)

Dale
Jan 03, 2009, 01:33 AM
1) yeah the folder is the same. all i did was copy the ageofdiscoveryii folder in your zip and move it to the mods folder. I check the paths in the xml and everything looks right but it still only shows pink screens :confused:

Looks like I gotta work out how to get them into the artdefines properly then, so it'll start at the mod's path and work from there.

2) why can pirates attack my ships but i cant attack their's?

What sort of ship are you attacking with? Remember only a privateer, frigate and SoL/MoW are able to attack.

3) the carrack is a pink box (no graphic) in the europe screen but no other ships are.

Noted, and resolved. There's a zip file attached in an earlier post (the DL thread I think) with the two missing carrack and fluyt pics for Europe screen. :)

Ekmek
Jan 03, 2009, 02:25 AM
Looks like I gotta work out how to get them into the artdefines properly then, so it'll start at the mod's path and work from there.



I eneded up editing the xml to start with the art folder (removing the mod/age../assets/) and it works now


What sort of ship are you attacking with? Remember only a privateer, frigate and SoL/MoW are able to attack.


nevermind, wrong ship.


Noted, and resolved. There's a zip file attached in an earlier post (the DL thread I think) with the two missing carrack and fluyt pics for Europe screen. :)

thx. EDIT: still looking for it. I can get by on a renamed dds in the mean time.

4) New problem I keep getting a crash when i try to clear speciality in the city screen.

Refar
Jan 03, 2009, 02:31 AM
4) New problem I keep getting a crash when i try to clear speciality in the city screen.I read in another thread that this would cause OOS in Multiplayer too, so it probably really broken (From what i gathered the guys were playing AoD2... Hard to get by this kind of Information, when people report bugs :rolleyes:)...

On a sidenote Walter Hawkwood and myself released a Pack of Sailing Ships around christmas. Some of them might be of use here. http://forums.civfanatics.com/showthread.php?t=304014 I.e. the Caravel looks more like the real deal than the stock model i think...

Dale
Jan 03, 2009, 02:34 AM
That clear specialty bug is fixed for the next version.

Grimz101
Jan 03, 2009, 10:18 AM
Another thing that needs to be fixed, is when you sign a defense pact with a Tribe, and another European declares war on them, it counts as you declaring war on the European, so you get the -3 you declared war negative, and -1 you declared war on our friends, with other europeans and various tribes.. that sucks, makes diplomacy less useful, whilist diplomacy should be an important aspect of the game.

Dale
Jan 03, 2009, 03:43 PM
Technically that would be right as your response to the DoW against your native friend is to DoW the Euro who did it. :)

But as you say from a gameplay point of view it's a big handicap in pacts.

Grimz101
Jan 03, 2009, 07:12 PM
Technically that would be right as your response to the DoW against your native friend is to DoW the Euro who did it. :)

But as you say from a gameplay point of view it's a big handicap in pacts.

well i never get the negative modifier in BTS :p

Supr49er
Jan 23, 2009, 11:18 AM
Welcome to the Forums Lajbi. :beer:

jenks
Jan 24, 2009, 10:14 AM
Welcome to the Forums Lajbi. :beer:

who is Lajbi? ! :mischief:

Kontorotsui
Jan 25, 2009, 06:09 AM
Hello to everybody and congratulations to Dale for such a great Mod. You made Colonization playable, I was sick of keeping my bells down not to face three digit REFs (in my first game it grew up to 250+ soldiers and 200+ dragoons!).

I downloaded AoD-II 1.06 and enjoyed it fully so far.
I have one question and a big issue.

The question is: isn't your mod supposed to allow to train veteran soldiers?

The big issue is that my first game with your mod has reached 100% freedom spirit but when I DoI the game crashes :( maybe it is an issue with the DoI movie? I can DoI on standard vanilla game without a problem.
I tried restarting the game and loading the save, still crashes as soon as I click start revolution.

I'm not sure if the crash is logged somewhere or if I should post you the save game for analysis. Please let me know how can I help fix this.

Dale
Jan 25, 2009, 08:28 AM
Hello to everybody and congratulations to Dale for such a great Mod. You made Colonization playable, I was sick of keeping my bells down not to face three digit REFs (in my first game it grew up to 250+ soldiers and 200+ dragoons!).

I downloaded AoD-II 1.06 and enjoyed it fully so far.
I have one question and a big issue.

The question is: isn't your mod supposed to allow to train veteran soldiers?

The big issue is that my first game with your mod has reached 100% freedom spirit but when I DoI the game crashes :( maybe it is an issue with the DoI movie? I can DoI on standard vanilla game without a problem.
I tried restarting the game and loading the save, still crashes as soon as I click start revolution.

I'm not sure if the crash is logged somewhere or if I should post you the save game for analysis. Please let me know how can I help fix this.

Post the save-game please. Oh, and you cannot train veterans in vanilla or AoD.

Kontorotsui
Jan 25, 2009, 08:38 AM
Here it is:

http://www.gilda.it/hns/personal/kontorotsui/temp/kontorotsui%20AD-1625-May.ColonizationSave

I hope it helps.

Thanks for the answer. I guess I'll kick my King's ass with regulars then, bet is going to hurt even more :D

Kontorotsui
Jan 27, 2009, 05:01 AM
Dale, did you find anything useful in the savegame? Were you able to reproduce the crash?

Dale
Jan 27, 2009, 05:46 AM
Haven't tried it yet. We're going through a heat-wave over here with temps all this week going to be over 40C. I'd fry my laptop CPU if I tried to run Col right now. :(

Kontorotsui
Jan 27, 2009, 07:41 AM
Haven't tried it yet. We're going through a heat-wave over here with temps all this week going to be over 40C. I'd fry my laptop CPU if I tried to run Col right now. :(

Eh it is summer over there, indeed.

Well no worry I'll wait for news from you. If you need anything else let me know.

YaKidK
Jan 28, 2009, 05:10 AM
For some reason, I am not allowed to hurry production, even if I have the needed gold. I have encountered this several times in my games. I have the gold needed to hurry but for some reason, I am not allowed to do some. I dont know if it is a AoD2 bug or a generel bug. The screenshot shows the issue.

Kontorotsui
Jan 28, 2009, 05:25 AM
For some reason, I am not allowed to hurry production, even if I have the needed gold. I have encountered this several times in my games. I have the gold needed to hurry but for some reason, I am not allowed to do some. I dont know if it is a AoD2 bug or a generel bug. The screenshot shows the issue.

After DoI you cannot hurry production with gold. Not sure if that is your case.

dubrown
Jan 28, 2009, 05:41 AM
This has bugged me as well. Sometimes I can't hurry production even though I have the required gold/resources. Then some turns later it's possible all of a sudden. I don't recall how it was in vanilla as most of my games has been with AoDII.

But most likely it's some mechanic of the game I haven't learned yet, though it's not the above, as this has happened before I've declared DoI.

YaKidK
Jan 28, 2009, 07:13 AM
I think the screen is from turn 20ish, so well before the DoI. Later in the same game, in another city, the ability to hurry came on and off every odd turn, eventhough I had 5000+ gold.

kaibayashi
Jan 28, 2009, 08:31 AM
I think the screen is from turn 20ish, so well before the DoI. Later in the same game, in another city, the ability to hurry came on and off every odd turn, eventhough I had 5000+ gold.

Did you have the required amount of wood in/being produced in the city? ( I see you have 2 stored in the pic, but none being produced) I'm not sure if that factors into it?

dubrown
Jan 28, 2009, 09:04 AM
I might be imagining things but wood just makes it cheaper to rushbuy, not necessary to be able to do it though. But I'm rambling, I haven't enough experience from this game and I really haven't studied the colonipedia enough to know all the little details.

Kontorotsui
Jan 28, 2009, 09:12 AM
I might be imagining things but wood just makes it cheaper to rushbuy, not necessary to be able to do it though. But I'm rambling, I haven't enough experience from this game and I really haven't studied the colonipedia enough to know all the little details.

Indeed. If you have part or all the required wood / tools the cost is cheaper. The request amount of gold already consider the lack of raw materials.
This looks like a bug to me.

Kontorotsui
Feb 06, 2009, 08:38 AM
Haven't tried it yet. We're going through a heat-wave over here with temps all this week going to be over 40C. I'd fry my laptop CPU if I tried to run Col right now. :(

Dale, I don't want to bug you, but any chance you can check that save game? At least to understand why it crashes this way :(

ExtraCrispy
Feb 13, 2009, 07:49 AM
Dale the animation to kiss the portugese or pirate king's ring is broken

Kontorotsui
Feb 13, 2009, 01:23 PM
I have the feeling, from the news on TV, that right now he's busy with something important in real life...

Dale
Feb 13, 2009, 03:30 PM
Yeah between that (I know a LOT of people in the Churchill fires) and having a new born baby my time has been limited.

In regards to the ring kiss animations, it's simply because in Civ4 leaderheads that animation doesn't exist so it uses the LH's default animation. LH makers will have to make new animations for the LH's to incorporate the ring kiss.

Dale
Feb 13, 2009, 06:45 PM
This was taken last saturday night looking out over the suburbs of Melbourne towards the fires. I didn't take it, but saw it in the local paper.

This is the Kinglake fires which killed over 100 people on Saturday-Sunday.

EDIT: I should also point out, though that looks very close that would be ~40km away from the person taking the photo.

koma13
Feb 13, 2009, 11:17 PM
This was taken last saturday night looking out over the suburbs of Melbourne towards the fires. I didn't take it, but saw it in the local paper.

It looks like the opening scene from Blade Runner. :eek:

diswal
Feb 18, 2009, 12:46 AM
Hi Dale

I have some problems with your mod.

1) Everytime there is a messages saying anything about resources (eg. jamestown is running out of lumber)
it just turns up symbols like Ï.

And in front of all the text on the founding fathers screen there is a Ë

2)On the main screen there is no city names


I also had the same problem as Ekmek about the achievement screens being pink, but solved that the same way as he did by removing part of the folder name.

But otherwise thanks for a great mod! :)

Chibiabos
Feb 20, 2009, 10:38 PM
I encountered an odd quirk where I hid my Privateer out in a native coastal village after I raided Spanish shipping, but while I was healing the Privateer apparantly the Spanish LB/cultural border enveloped the coastal village entirely, including out at sea. For some very weird reason, it would not let me take my Privateer out of the village without declaring war on New Spain. Privateers are supposed to be able to cross cultural borders even without a ROP right? I'll try to post, unfortunately the game is on an offline computer, so I have to copy the files on to this one to post (this is just a lousy laptop). Its such a rare situation, it might be a regular issue with C4:C and not just the mod. I've actually been curious how the game would handle a situation where a native civ gave up a settlement that had another civ's ship(s) in it, haven't had that happen yet though.

abj9562
Mar 09, 2009, 12:18 AM
I eneded up editing the xml to start with the art folder (removing the mod/age../assets/) and it works now


Same problem here and same fix. Edited file locations to start with Art in the CIV4CutsceneInfos.xml and CIV4AchieveInfos.xml files. Works great now.

westamastaflash
Mar 10, 2009, 12:23 PM
This was taken last saturday night looking out over the suburbs of Melbourne towards the fires. I didn't take it, but saw it in the local paper.

This is the Kinglake fires which killed over 100 people on Saturday-Sunday.

EDIT: I should also point out, though that looks very close that would be ~40km away from the person taking the photo.

What a photo... Hell, the Heavens, and Civilization in between. Incredible.