View Full Version : [MOD] Land of our Fathers


jenks
Dec 01, 2008, 07:57 AM
http://forums.civfanatics.com/downloads/land_of_our_fathers_75_XAH.jpg
Land of our Fathers v1.4
An historical mod of the Founding Fathers of Civilization IV: Colonization
LATEST VERSION
1. AODII v1.04 LooF Compilation: released 22nd December 2008 (http://www.2shared.com/file/4502481/9db4504e/AODII_v1_04_LooF.html) 66Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
2. AODII v1.04 LooF Compilation (http://www.sendspace.com/file/62ksbz) 66Mb - on Sendspace
VERSION HISTORYLINK 1 - Land of our Fathers v1.4: released 17th December 2008 (http://www.2shared.com/file/4474621/38c83cc3/Land_of_our_Fathers_v_1_4.html) 32Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
LINK 2 - Land of our Fathers v1.4 (http://www.sendspace.com/file/9ro2ly) 32Mb - on sendspace.com
Land of our Fathers v1.3: released 9th December 2008 (http://www.2shared.com/file/4424123/1b69c41a/Land_of_our_Fathers_v1_3.html) 32Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
Land of our Fathers v1.2: released 8th December 2008 (http://www.2shared.com/file/4417412/149db09a/Land_of_our_Fathers_v1_2.html) 15Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
Land of our Fathers v1.1: released 5th December 2008 (http://www.2shared.com/file/4398816/6ffce6c8/Land_of_our_Fathers_v11.html) 16Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
Land of our Fathers v1.0: released 1st December 2008 (http://forums.civfanatics.com/downloads.php?do=file&id=11343) 2Mb (no Portugal nation/colonies) - on CivFanatics

Mod summary v1.4:
* Strategic decisions (all Founding Fathers useful in-game, more balanced)
* Historical accuracy (Hernan Cortes 'famed conquistador and slayer of the Aztecs' no longer gives you a free stockade, pilgrim leader William Brewster no longer gives a discount when buying indian land)
* Play as Portugal (Portuguese leaders Henry Aviz and Martim de Sousa, AOD2)
* Aggressive natives (missionaries fail more often, less positive modifiers to Indian relations)
* Religious migration (crosses, churches and cathedrals are all easier to produce & focus on, migration has more value)
* Harvest raw materials (no nearby villages training planters for that prime resource near your town? Get the corresponding trade Father and bring one over from Europe)
* Classic music (original colonization score added to the shuffled soundtrack)
* New Europe screen (Europescreen version 3 replaces brown background)
* The 'French Intervention' (at some expense and likely late in the War of Independance, Founding Father Benjamin Franklin will now bring reinforcements from Europe)


We, the representatives of the United States of America, in General Congress assembled, appealing to the Supreme Judge of the world for the rectitude of our intentions, do, in the name and by the authority of the good people of these colonies solemnly publish and declare, that these United Colonies are, and of right ought to be, free and independant states; that they are absolved from all allegiance to the crown and that all political connection between them and the state is, and ought to be, totally dissolved; and that, as free and independent states, they have full power to levy war, conclude peace, contract alliances, establish commerce, and do all other acts and things which independent states may of right do.
For the support of this declaration, with a firm reliance on the protection of Divine Providence, we mutually pledge to each other our lives, our fortunes, and our sacred honor.

Complete changelog from Civ IV: Colonization (vanilla):Complete changelog from Civ IV: Colonization (vanilla):
========================
VERSION 1.4 ('realism' and balance changes including naturally breeding horses in ranches and stables, 3 treasures allowed per galleon, longer seiges of european colonies, less indian converts, and Founding Fathers gameplay tweaks following playtesting)
========================
* treasure unit now down to 2 in cargo size, still requires galleons (i.e. galleon can carry up to 3 treasure at a time)
* jesuit missionaries no longer always successful (still generate +50% converts, success rate not editable at present)
* decreased number of native converts (increased initial missionary points convert threshold by +100%, from 1000 to 2000)
* increased growth of native villages, (reduced threshold for growth by 20%, from 100 to 80)
* return to vanilla - edited to give dutch a free merchantman rather than caravel
* increased gold from capturing enemy colonies (up to 20 gold, +20 gold per population (was +10gold per pop) - effects more noticeable when capturing large colonies)
* halved unit bombardment rates for cannon/artillery/frigate/ship of the line/man o war (seiges of colonies to destroy fortifications will take 2x time/units)
* added value to Stables (+1 horses/turn, cost up from 30 to 50 hammers) and Ranch buildings (+2 horses/turn, cost up from 90 to 150 hammers)
* changed value of Hernando de Soto (+1 Master Rancher, +50% production of stables and ranches)
* increased value of Cyrus McCormick (+1 food on tiles with 1 food, +1 Expert Farmer) to (+1 food on tiles with 2 food, +1 food on tiles with 2 sugar, +1 food on tiles with 2 cotton, +1 food on tiles with 2 tobacco)
* increased value of Benjamin Franklin (+1 galleon, +4 veteran soldiers, +2 cannons) to (+1 galleon, +1 ship of the line +4 veteran soldiers, +4 cannons)
* increased value of Hernan Cortes (+50% great general emergence) to (+50% great general emergence, +10% str vs indians)
* switched Lewis & Clark FF position with Alexander von Humboldt
* increased value of Lewis & Clark (-25% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman) to (+1 movement wagon trains and merchantmen, -10% hammers required for all buildings)
* changed value of Juan de Sepulveda (+2 Jesuit missionaries, plus +25% conversion rate from missions) to (+2 Jesuit missionaries, -20% cost of native land)
* changed value of Gabriel Lallemant (+2 Jesuit missionaries) to (+1 Jesuit missionary, +25% conversion rate)
* increased value of Pocahontas (+1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives) to (+1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives, -10% cost of indian land)
* increased value of William Brewster (+1 free colonist, plus +25% construction of churches & cathedrals) to (+50% construction of churches & cathedrals)
* switched Diego de cuellar FF position with De Coronado
* increased value of de Cuellar (+3 Indentured servants) to (+2 Indentured servants, +1 Veteran soldier)
* changed value of Patrick Henry (+3 bells per Town Hall) to (+2 bells per town hall, +2 bells per printing press, +4 bells per newspaper)
========================
VERSION 1.3 (adds original soundtrack, new map, new europe screen, Founding Fathers gameplay tweak, text change, shortcut)
========================
* added cephalo's FaireWeather mapscript (slow at generating map but very 'earth-like')
* added CIV4EraInfos.xml (allows music to be split per era)
* added classic colonization 1 music (cheers to Common Sensei), split between the era-shuffled playlists (Discovery & Expansion playlist: BirdSong, BonnyMorn, SmokyTune, Nightengale, FountainOfYouth, Cornwall, LittleFiddle) (Colonial & Independance playlist: OldJoeClark, FishersHornpipe, ShadyGrove, JineTheCavalry, FiddlersDance)
* added shortcut to load Mod directly (copy to desktop or start menu for quicker loading)
* added Europescreen version 3 (koma13), art included and added patched python file CvEuropeScreen.py
* reduced value of Pocahontas (+1 Indian convert, plus +3 strengthens relations with natives, one off auto-peace with the natives) to (+1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives)
* increased value of Bartolome de las Casas (+25% conversion rate from missions) to (+25% conversion rate from missions, +1 relations with natives, one off auto-peace)
* slightly increased value of Peter Minuit (-50% cost of indian lands) to (-60% cost of indian lands)
* slightly increased value of Lewis & Clark (-25% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman) to (-35% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman)
* new town name added for Portugal : São José da Barra (lubricus)
* changed to a unique icon for Cargo Holds (searchlight icon from Road to War), still awaiting a better one
========================
VERSION 1.2 (fixes music, smaller file, amphibious gameplay tweak, text change)
========================
* added Audioscripts2d.xml (allows play of the currently non-functioning portuguese music)
* added Audioscripts3d.xml (allows play of the currently non-functioning portuguese music)
* added Audiodefines.xml (allows play of the currently non-functioning portuguese music)
* Removed PublicMaps (saves 1.4Mb filespace, looking to add fairweathe maps again at a later date)
* Removed CvGameCoreDLL (saves 3.4Mb filespace, cpp files not necessary for playing the mod)
* Attack crossing river modifier now -20% (was -10%, is -10% in vanilla)
* Attack from ship modifier now -40% (was -25%, is -20% in vanilla, attempt to fix a single and multiplayer exploit of loading loads of cannons on a ship and attacking without chance of counter attack)
* Amphibious promotion (Melee, Mounted, Gunpowder) now requires Combat IV (was Combat II)
* Diplomacy text change "We would like to offer you the lands this settlement is on as a sign of our respect." to "We would like to offer you the land our settlement was founded upon as a sign of our respect." (clarity)
========================
VERSION 1.1 (adds Portugal, new king, new leaders, new traits, new promotion, Founding Father tweak, text change)
========================
* changed text on "2x as likely chance to get Treasure from Ancient ruins" (bad English!)
* changed Father John Jacob Astor to +25% fur, added +1 Expert Fur Trapper (not purchasable in Europe - all units are now available in some way game)
* added King of Portugal (Purple, leaderhead from Civ4 - Portugal, pedia from AOD2/Wikipedia)
* changed Father John Paul Jones to +1 Frigate, free promotion (Veteran I) for all Naval units (to distinguish from Aviz' new Seafarer trait)
* added trait Exporters (free promotion Cargo Holds)
* added Portugal colonies (Dark purple, flag from AOD2, trait: Exporters)
* added trait Seafarer (free promotion Navigation I, all naval units)
* added Portugal leader Henry Aviz (trait: Seafarer, leaderhead from Ekmek, pedia from AOD2/Wikipedia)
* added trait Explorer (-25% horses required for scout profession)
* added Portugal leader Martim de Sousa (trait: Explorer, leaderhead from C.Roland, pedia from AOD2/Wikipedia)
* added promotion Cargo Holds (Naval units only, +1 cargo capacity, requires Great General, recycled icon from Collateral damage III)
========================
VERSION 1.0 (a complete 'balance/historical' redesign of Founding Fathers, cost, bonuses, order, reduced missionary success rate, added slight value to galleons and jesuit missionaries, amphibious gameplay tweak, looter gameplay tweak, text change, includes PatchMod 1.07)
========================
Changes to Founding Fathers, bonuses, costs and positions, as well as additional changes based on CivFanatics feedback, removing bugs, exploits and enhancing gameplay:
* Increased cost of all Founding Fathers, escalating with difficulty level (60/90/110/120/130/140/150 - % of base cost).
* Decreased success rate of establishing missions, falling with difficulty level (100/95/90/85/80/75/70 - % chance of success)
* Jesuit Missionaries are now ALWAYS 100% successful in founding a mission, and still attract +50% converts
* Slightly increased penalty for attacking from sea (-20% to -25%)
* Added a chance for Galleons to escape to a friendly Drydock / Shipyard following defeat (as per Caravel/Merchantman - other defensive/trading vessels)
* Doubled Looter promotion to +100% gold from pillaging
* Amended text for "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only]

Complete list of Founding Fathers, synopsis of their history, vanilla colonization bonuses, and their newly assigned bonuses (categorized in new in-game order):
EXPLORATION
Juan Ponce de Leon (conquistador who discovered Florida searching for fountain of youth ... vanilla gives x2 chance to get treasure from ruins)
to x2 chance to get treasure from ruins
Gonzalo Jimenez de Quesada (wealthy conquistador & explorer who searched for El Dorado ... vanilla gives all burial grounds and ruins visible)
to all burial grounds and ruins visible, plus +1 movement for galleons
Pedro Alvares Cabral (portuguese discoverer of Brazil in 1500, which Europeans then filled with sugar plantations ... vanilla gives -50% travel time to and from Europe)
to +25% sugar production in all settlements, plus +1 Expert Sugar Planter
Vaco Nunez de Balboa (first expedition leader to reach and see the pacific ocean ... vanilla gives +25% defense in all settlements)
to +1 movement for all scouts
Jacques Marquette (french missionary who mapped the mississippi river ... vanilla gives +1 movement scouts)
to free promotion (Explorer I) to mounted units, plus +1 Jesuit Missionary
John Smith (colony leader, survived capture by Algonquan indians, popular pioneer and explorer ... vanilla gives -50% cost of native lands)
to buildings require 25% less Tools, plus +1 Hardy Pioneer
Giovanni de Verrazano (explorer, first European to explore the Atlantic coast of North America including New York Harbor ... vanilla gives +1 caravel)
to + 1 caravel, plus +1 movement for caravel
Juan de Bermudez (navigator, discoverer (and gave name to) Bermuda ... vanilla gives +1 movement to caravel, merchantman, galleon)
to -50% travel time to Europe
Lewis and Clark (military pioneers and traders exploring across N America, land and sea, to the pacific ... vanilla gives -50% tools for pioneers)
to -25% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman
Alexander von Humboldt (explorer/scientist - creator of 'biogeography' ... vanilla gives +50% production of colleges and universities)
to +100% production of schoolhouses, colleges, and universities

RELIGION
Bartolome de las Casas (spanish priest and bishop who voiced opposition to indian slavery & torture ... vanilla gives +50% conversion from natives)
to +25% conversion rate from missions
Gabriel Lallemant (jesuit missionary killed by the iroquois, patron saint of canada ... vanilla gives +50% production of church & cathedral)
to +2 Jesuit missionaries
William Brewster (pilgrim leader and pastor at Plymouth .. vanilla gives -25% cost to native lands)
to +1 free colonist, plus +25% construction of churches & cathedrals
Juan de Sepulveda (spanish theologian argued for the right of conquest, colonization and evangelization of America ... vanilla gives +2 converted natives)
to +2 Jesuit missionaries, plus +25% conversion rate from missions
Nathanial Hawthorne (puritan noveliston the morals of humankind ... vanilla gives +3 elder statesmen)
to +1 hammer per church, +2 hammer per cathedral
Gregorio de Mattos e Guerra (brazilian religious poet and satirist ... vanilla gives +2 bells per church, +3 bells per cathedral)
to +1 cross per printing press, +2 crosses per newspaper
Thomas Hooker (puritan minister of conneticut ... vanilla gives 3 jesuit missionaries)
to +1 Firebrand Preacher, plus +50% cross production
William Penn (pacifist quaker, champion of democracy and religious freedom, founder of Pennsylvania ... vanilla gives +3 crosses per town hall, plus strengthens relations with natives)
to free church in all settlements
Sor Juana (catholic nun, poet and scholar ... vanilla gives +3 crosses per church & cathedral)
to +1 cross per settlement, +1 crosses per church, +2 crosses per cathedral
Roger Williams (English theologian, proponent of religious tolerance, separation of church and state and fair dealings with Natives ... vanilla gives +25% conversion from natives, plus +2 strengthens relations with natives)
to +2 bells per church, +4 bells per cathedral, plus strengthens relations with natives
John Harvard (clergyman who left half his estate to the first Cambridge schoolmaster ... vanilla gives free schoolhouse per settlement)
to +50% education in all settlements, free schoolhouse in all settlements

MILITARY
Chief Powhatan (warchief of powhatan indians ... vanilla gives +50% strength for converted natives)
to +50% strength for converted natives, and +1 movement for converted natives
Francisco Pizarro (conquistador, conqueror of peru and the incan empire ... vanilla gives Free promotion of Looter for Gunpowder Units)
to free promotion Looter (melee, gunpowder, mounted, seige units, plus Looter promotion doubled in strength to +100% gold from pillaging)
Diego Velazquez de Cuellar (governor of cuba authorised slave import ... vanilla gives Provides 3 indentured servants)
to provides +3 indentured servants
Francisco de Coronado (first conquistador to visit the grand canyon ... vanilla gives +1 movement for Dragoons)
to free stockade in every colony
Hernan Cortes (conquisatdor who overthrew the aztecs ... vanilla gives Free Stockade for each settlement)
to +50% great general emergence
Paul Chomeday de Maisonneuve (the french officer who fought off the Iroquois invading Montreal ... vanilla gives free promotion (Formation) to Gunpowder units, plus +1 movement converted natives)
to +25% defense in all settlements
Hernando de Soto (explorer, conquistador, horseman, fighter and military tactician ... vanilla gives free promotion (grenadier I) for gunpowder units)
to +1 horses per stables, +2 horses per ranch, plus +1 Expert Rancher
Marquis de La Fayette (general under washington who managed to organize a retreat at brandywine despite being wounded in battle ... vanilla gives Increases Gun production by the tax rate)
to +1 movement for Dragoons, plus free promotion Skirmisher I (mounted units)
John Paul Jones (americas first great naval leader ... vanilla gives Provides 1 Frigate)
to +1 Frigate, free promotion of Navigation I (naval units)
Ethan Allen (leader of the green mountain boys, guerilla revolutionaries who took vermont ... vanilla gives Free promotion of Ranger I and Mountaineer I for Gunpowder Units)
to Free promotion of Ranger I and Mountaineer I (Gunpowder Units)
Dom Pedro I (Brazils first emperor who declared its independance form portugal ... vanilla gives +50% Great General emergence, Free promotion of Veteran I and Minuteman I for Gunpowder and Mounted Units)
to +50% Great General emergence, free promotion of Veteran I and Minuteman I for Gunpowder and Mounted Units

TRADE
Peter Minuit (trader who bought manhattan for the equivalent of $24 ... vanilla gives -25% purchase cost in Europe)
to -50% cost of buying native land
Lord Baltimore (settler, governor, proprietor of the Maryland colony - a catholic refuge in the english civil war ... vanilla gives increased cross production by tax rate)
to increases cross production by current tax rate, plus +25% construction of churches & cathedrals
Jan de Witt (dutch republican, merchant leader, politician ... vanilla gives -50% tools per building)
to buildings require 25% less Tools, -10% cost of buying units in Europe
John Rolfe (the english tobacco planter who married pocahontas in 1614 ... vanilla gives +25% Tobacco in all settlements)
to +25% Tobacco in all settlements, plus +1 Expert Tobacco Planter, plus +1 relations with the natives
Alexander Hamilton (industrialist, nationalist, first secretary of the treasury, established import taxes ... vanilla gives +3 hammers per settlement)
to +1 hammer per settlement, increases hammer production by current tax rate
Eli Whitney (inventor of the cotton gin in 1793, a device which allows seeds to be speedily seperated and re-planted - device also strengthened the countries economic reliance on slavery ... vanilla gives +50% cotton in all settlements)
to +25% cotton in all settlements, plus +1 Expert Cotton Planter, plus +2 Indentured servant
John Jacob Astor (owner of the american fur company in 1808, multi-millionaire through fur trading ... vanilla gives +50% fur in all settlements)
to +25% fur in all settlements, plus +1 Expert Fur Trapper, plus +1 Master Fur Trader
Adam Smith (the father of modern economics ... vanilla gives +50% hammers for production of cloth/rum/cigar/coat factories)
to +100% hammers for production of cloth/rum/cigar/coat factories
Cyrus McCormick (inventors of agricultural machinery including the 'reaper' in 1834, a 19th century tractor ... vanilla gives +1 food on tiles with 2 food, plus +50% sugar in all settlements)
to +1 food on tiles with 1 food, +1 Expert Farmer

POLITICS
Pocahontas (indian native who saved John Smith and later married John Rolfe ... vanilla gives strengthened relations with natives, plus one off auto-peace)
to +1 Indian convert, plus +3 strengthens relations with natives, plus a one off auto-peace with the natives
John Winthrop (Puritan leader and governor, respected political figure ... vanilla gives +1 Cross per Town Hall)
to gives +1 cross per church, +2 crosses per cathedral
Samuel Adams (republican, statesman, politician, writer, political philosopher, brewer, instrumental in garnering support of the colonies for rebellion against Britain ... vanilla gives Increases Liberty Bell production by the tax rate)
to increases liberty bell production by tax rate, plus increases gun production by tax rate
Thomas Paine (English revolutionary, inventor, and intellectual argued for the rights of man and guaranteed minimum income ... vanilla gives Increases hammer production by the tax rate)
to increases liberty bell production by +25%
Alexis de Tocqueville (french democratic political thinker and historian ... vanilla gives +50% education in every settlement, +3 Liberty Bells per University)
to +1 Liberty Bell per Schoolhouse, +2 Liberty Bells per College, +3 Liberty Bells per University
Betsy Ross (seamstress said to have sewn the first American flag incorporating stars representing the first thirteen colonies ... vanilla gives +3 Cloth from Weaver's House, Weaver's Shop, and Textile Mill)
to +1 liberty bell, +1 cloth per weaver's house, +2 liberty bell, +2 cloth per Weaver's shop, +3 Liberty bell, +3 cloth per Textile mill
Washington Irving (America's first genuine internationally best-selling author ... vanilla gives +1 Liberty Bell per Schoolhouse, +2 Liberty Bells per College, +3 Liberty Bells per University)
to +50% education in all settlements
James Madison (Father of the Bill of Rights, president and economic revivalist ... vanilla gives +3 Guns per Armory, Magazine, and Arsenal)
to +1 liberty bells per printing press, +2 liberty bells per newspaper, -20% cost of purchasing units in Europe
John Jay (statesman, revolutionary, diplomat, and key opponent of slavery ... vanilla gives +25% Liberty Bells per settlement)
to +1 guns per armory, +2 guns per magazine, +3 guns per arsenal
Patrick Henry (influential republican, denunciatiator of corruption in government officials and defender of historic rights ... vanilla gives 3 Liberty Bells per Town Hall)
to +3 Liberty bells per town hall
Ben Franklin (author, political theorist, scientist, inventor, statesman and diplomat who secured the french intervention ... vanilla gives +3 Liberty Bells per Printing Press and Newspaper )
to free galleon, +4 veteran soldiers, +2 cannons

Also incorporating all PatchMod 1.07 changes (many thx to Dale/Snoopy):Military Founding Fathers Screenshothttp://forums.civfanatics.com/downloads/military_adjustments_u55.jpgCREDITS TO : Dale & Snoopy (PatchMod and AOD2), C.Roland (Sousa LH), Ekmek (Aviz LH), cephalo (faireweather mapscript), Common Sensei (extract of old col1 score), koma13 (new europe screen)

ALL feedback, comments, suggestions and playtesting are much appreciated

jenks
Dec 01, 2008, 07:57 AM
Reported bugs and issues:
None

In the to-do 'suggestions' box for future versions:
PRIORITY * Combine the custom Founding Fathers ordering/design with the AOD2 mod!
* Splash screen
* Add Trade Route Utils
* Design unique units for all nations
* Graphics for Unique units for all nations

In the ideas 'awaiting/need some help with' box: (all tips appreciated!)
* create an event or bonus for destroying a galleon carrying treasure (+gold & XP)
* king demands to rotate between : asking for 10% - 40% of your gold reserve / war with a rival european nation / increase 1% - 5% taxes
* add numbers/text describing the specific effect of +ve or -ve Founding Father relations with natives
* add African slaves (purchase from Europe screen/new Africa screen)

joachim_ds
Dec 01, 2008, 09:59 AM
now merge it with AOD2 and im happy :D

Onionsoilder
Dec 01, 2008, 05:07 PM
It seems like it has a LOT of features from AoD II already...

westamastaflash
Dec 01, 2008, 08:11 PM
It seems like it has a LOT of features from AoD II already...

Most of that is from the Patchmod I think

jenks
Dec 02, 2008, 03:57 AM
Most of that is from the Patchmod I think

Many of the similarities are there because I've used PatchMod 1.07 as the base of the MOD, this is the unofficial patch in my opinion, and it addresses too many fixes and bugs from vanilla col2 to be ignored.

Land of our Fathers v1.00
Key gameplay differences from AODII:
- Complete restructure (balancing act) of Founding Fathers
- More aggressive natives
- Increased power of religion for migration
- No 'Pirate nation'
- No Portugal nation, and no unique 'Fluyt' unit
- No 'cheat menu'

I am actually hoping to add in Portugal in a later version, probably will not be until I get enough time off work though! :p

Lubricus
Dec 02, 2008, 05:18 AM
Any chance you'll add Denmark and Sweden as well?

Jabie
Dec 02, 2008, 06:34 AM
I'm in the merge with AoD II / Triangle Trade Camp too...

It seems to me that the base game is pretty narrow in it's focus and it would be better if we unify all of the "New World of America" mods into one team working on a super-mod than to have several marginally different ones. Contentious decisions (e.g. Wild Animals, New Civs) can be exposed to Game Options so that individual players have the choose which ones they want to use in their game.

younflancy
Dec 02, 2008, 12:56 PM
Good Idea! Providing certain experts is a good trait for the players to pursue.
If I cant find any village teaching sugar planting, then I can get that father.

jenks
Dec 02, 2008, 01:48 PM
Any chance you'll add Denmark and Sweden as well?

Perhaps at some stage, but Portugal are my first priority to get in the Land of our Fathers mod, as historically they were a major colonizer of South America (somehow Sid omitted them from the original!)

The Portuguese Empire (http://en.wikipedia.org/wiki/Portuguese_Empire)

TechnoMule
Dec 02, 2008, 05:51 PM
Holy crap. That's way more balanced than vanilla. Good work.

Onionsoilder
Dec 02, 2008, 06:51 PM
Perhaps at some stage, but Portugal are my first priority to get in the Land of our Fathers mod, as historically they were a major colonizer of South America (somehow Sid omitted them from the original!)

The Portuguese Empire (http://en.wikipedia.org/wiki/Portuguese_Empire)

Are you going to base them on religion, exploration, or economical persuits?

Lubricus
Dec 03, 2008, 01:16 AM
Perhaps at some stage, but Portugal are my first priority to get in the Land of our Fathers mod, as historically they were a major colonizer of South America (somehow Sid omitted them from the original!)

Of course! I would just like to see the smaller colony powers in there as well.

jenks
Dec 04, 2008, 05:02 AM
Are you going to base them on religion, exploration, or economical persuits?

Planned traits & leaders* add promotion Cargo Holds (Naval units only, +1 cargo capacity, requires Great General, NO ICON YET!)
* add trait Exporters (free promotion Cargo Holds)
* add Portugal colonies (Dark purple, flag from AOD2, trait: Exporters)
* add trait Seafarer (free promotion Navigation I, all naval units)
* add Portugal leader Henry Aviz (trait: Seafarer, leaderhead from Ekmek)
* add trait Explorer (-25% horses required for scout profession)
* add Portugal leader Martim de Sousa (trait: Explorer, leaderhead from C.Roland)
I'm thinking Portugal will play with bonuses to both Exploration & Trade :D

jenks
Dec 04, 2008, 05:19 AM
17 Names (lifted from AOD 2) for the Portuguese colonies in the new world, in order:

Vila do Porto
Cape Breton
Sao Vicente
Olinda
Sao Salvador
Sao Paulo
Rio de Janeiro
Recife
Curitiba
Igarassu
Porto Seguro
Bahia
Ilheus
Espirito Santo
Sao Tome
Santo Amaro
Santa Anna
Can anyone suggest a couple of others or if any need re-ordering?

Lubricus
Dec 04, 2008, 06:01 AM
How about São José da Barra, which is the original name for Manaus in Northern Brazil? It was settled in 1669, IIRC.

Jabie
Dec 04, 2008, 06:19 AM
Planned traits & leaders: add promotion Cargo Holds (Naval units only, +1 cargo capacity, requires Great General, NO ICON YET!)

I'm thinking Portugal will play with bonuses to both Exploration & Trade :D

I think AoD2 gave them Religious and Charistmatic, which felt right when I played it.

Cargo Holds: Fall from Heaven 2 has an expanded Cargo hold promotion (as well as the capacity to crew your vessels differently, but I digress). You could use the icon they use.

jenks
Dec 04, 2008, 08:01 AM
I think AoD2 gave them Religious and Charistmatic, which felt right when I played it.

For me, other nations are already religiously-oriented in the game:

general gameplay bonuses (dependant on leader:
English : Religious (crosses) / Political
French : Religious (missions) / Peaceful
Dutch : Trade / Development
Spanish : Aggressive / Political

I saw that was in AOD2 but want to make the new nation to be unique to create as much diversity as possible between nations and gameplay bonuses.

Whilst Portugal did a lot of missionary type work with Brazilian tribes, they were also THE major player in exploration (in part due to wanting to find quicker and more lucrative spice trading routes), and were a big player (until the independance of Brazil) in setting up plantations exporting sugar and coffee from South America.

hence I go for
Portugal : Exploration / Trading

Cargo Holds: Fall from Heaven 2 has an expanded Cargo hold promotion (as well as the capacity to crew your vessels differently, but I digress). You could use the icon they use.

I was actually thinking the same thing myself just hadn't had enough time to resinstall FfH :) might have to go pinch that icon!

Onionsoilder
Dec 04, 2008, 10:47 AM
Maybe the Portugese trait could reduce travel time to europe & units costs in europe right from the get-go?

jenks
Dec 04, 2008, 01:05 PM
Maybe the Portugese trait could reduce travel time to europe & units costs in europe right from the get-go?

Not a bad suggestion ... I'm actually thinking of raising both the costs of units and travelling time to europe at some point in a future version (will give more usefulness to cheap Slaves when are introduced, also will increase value of a fleet of ships).

But I think those two are already covered by Founding Fathers : Juan de Bermudez / Jan De Witt / James Madison, don't want to duplicate the bonuses just yet

jenks
Dec 05, 2008, 03:39 AM
I've now uploaded and added a link to Land of our Fathers v1.1.

Couple of tweaks, major addition is Portugal as a playable nation :)

the file is now at 2upload.com as it exceeds CivFanatics 10Mb file limit. (mainly due to the new leaderheads - from AOD2)
========================
VERSION 1.1
========================
* changed text on "2x as likely chance to get Treasure from Ancient ruins" (bad English!)
* changed Father John Jacob Astor to +25% fur, added +1 Expert Fur Trapper (not purchasable in Europe - all units are now available in some way game)
* added King of Portugal (Purple, leaderhead from Civ4 - Portugal, pedia from AOD2/Wikipedia)
* changed Father John Paul Jones to +1 Frigate, free promotion (Veteran I) for all Naval units (to distinguish from Aviz' new Seafarer trait)
* added trait Exporters (free promotion Cargo Holds)
* added Portugal colonies (Dark purple, flag from AOD2, trait: Exporters)
* added trait Seafarer (free promotion Navigation I, all naval units)
* added Portugal leader Henry Aviz (trait: Seafarer, leaderhead from Ekmek, pedia from AOD2/Wikipedia)
* added trait Explorer (-25% horses required for scout profession)
* added Portugal leader Martim de Sousa (trait: Explorer, leaderhead from C.Roland, pedia from AOD2/Wikipedia)
* added promotion Cargo Holds (Naval units only, +1 cargo capacity, requires Great General, recycled icon from Collateral damage III)

Banira
Dec 05, 2008, 06:13 AM
this looks like a great mod :) thanks so much for making it.

jenks
Dec 05, 2008, 02:40 PM
this looks like a great mod :) thanks so much for making it.

thankyou very much Banira :D

heres hoping the Modders can make the new Colonization as good as the last (will be difficult!) ... if not then just a bit more of a fun game for me to play :)

Kattzy
Dec 06, 2008, 06:27 AM
this looks like a realy great mod.just downloaded it and im going to try it out

jenks
Dec 08, 2008, 08:01 AM
Posted an update:

http://www.2shared.com/file/4417412/149db09a/Land_of_our_Fathers_v1_2.html

========================
VERSION 1.2
========================
* added Audioscripts2d.xml (allows play of the currently non-functioning portuguese music)
* added Audioscripts3d.xml (allows play of the currently non-functioning portuguese music)
* added Audiodefines.xml (allows play of the currently non-functioning portuguese music)
* Removed PublicMaps (saves 1.4Mb filespace, looking to add fairweathe maps again at a later date)
* Removed CvGameCoreDLL (saves 3.4Mb filespace, cpp files not necessary for playing the mod)
* Attack crossing river modifier now -20% (was -10%, is -10% in vanilla)
* Attack from ship modifier now -40% (was -25%, is -20% in vanilla, attempt to fix a single and multiplayer exploit of loading loads of cannons on a ship and attacking without chance of counter attack)
* Amphibious promotion (Melee, Mounted, Gunpowder) now requires Combat IV (was Combat II)
* Diplomacy text change "We would like to offer you the lands this settlement is on as a sign of our respect." to "We would like to offer you the land our settlement was founded upon as a sign of our respect." (clarity)

SnoopDogg23
Dec 08, 2008, 11:03 AM
Hey Jenks,
Is there a way to work in the classic music from the original game as options to play in the background? The files are readily available, just a matter of working into the playlist, or a jukebox.

Also, what about extending the 300 day limit to the victory condition? Is it possible?

Best,
Snoop

jenks
Dec 08, 2008, 12:47 PM
gonna have a listen to the old school music tomorrow see if they can be worked in.

if so they will probably be as part of the "shuffle"

jenks
Dec 09, 2008, 09:15 AM
now posted v1.3

http://www.2shared.com/file/4424123/1b69c41a/Land_of_our_Fathers_v1_3.html

========================
VERSION 1.3 (adds original soundtrack, new map, new europe screen, Founding Fathers gameplay tweak, text change, shortcut)
========================
* added FaireWeather mapscript (slow at generating map but very 'earth-like')
* added CIV4EraInfos.xml (allows music to be split per era)
* added classic colonization 1 music, split between the era-shuffled playlists (Discovery & Expansion playlist: BirdSong, BonnyMorn, SmokyTune, Nightengale, FountainOfYouth, Cornwall, LittleFiddle) (Colonial & Independance playlist: OldJoeClark, FishersHornpipe, ShadyGrove, JineTheCavalry, FiddlersDance)
* added shortcut to load Mod directly (copy to desktop or start menu for quicker loading)
* added Europescreen version 3, art included and added patched python file CvEuropeScreen.py
* reduced value of Pocahontas (+1 Indian convert, plus +3 strengthens relations with natives, one off auto-peace with the natives) to (+1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives)
* increased value of Bartolome de las Casas (+25% conversion rate from missions) to (+25% conversion rate from missions, +1 relations with natives, one off auto-peace)
* slightly increased value of Peter Minuit (-50% cost of indian lands) to (-60% cost of indian lands)
* slightly increased value of Lewis & Clark (-25% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman) to (-35% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman)
* new town name added for Portugal : São José da Barra (lubricus)
* changed to a unique icon for Cargo Holds (searchlight icon from Road to War), still awaiting a better one

-----------------
thats gonna be the last update i get done this week as I am offline moving home!

as always feedback and suggestions much appreciated :)

SnoopDogg23
Dec 09, 2008, 09:52 PM
Must I download each patch/version in order to get the full changes? Are there certain files that aren't in the 1.3 patch zip? or can I just download the 1.3 patch and have all updates to all files?

Best,
Snoop

jenks
Dec 10, 2008, 07:05 AM
Must I download each patch/version in order to get the full changes? Are there certain files that aren't in the 1.3 patch zip? or can I just download the 1.3 patch and have all updates to all files?

Best,
Snoop

all versions are standalone Mods (if you have downloaded LooF v1.3 then you don't need any others)

If you have previous versions still saved you can delete them!

cheers

Zuul
Dec 10, 2008, 07:17 AM
I would like to see a split of this mod. One with just the founding father balances (modcomp) and one composite mod (includes the other). Also explanations of all the FF changes would be nice.

BlastDuke
Dec 10, 2008, 06:02 PM
Regarding (team-)multiplay:
I have played version 1.0 of this (excellent) mod, worked great.
Now in (the even better) v1.3 I get the dreaded "game is out of sync" messages, seems to be related to the new Europe screen.

koma13
Dec 10, 2008, 09:20 PM
You can try to remove Europe screen and see if error still continues:


Replace "Land of our Fathers v1.3\Assets\Python\Screens\CvEuropeScreen.py" with the default one from AOD2 or Patchmod.
Remove "Land of our Fathers v1.3\Assets\Art\Interface\Screens\Europe"-directory.

BlastDuke
Dec 11, 2008, 02:16 AM
You can try to remove Europe screen and see if error still continues:


Replace "Land of our Fathers v1.3\Assets\Python\Screens\CvEuropeScreen.py" with the default one from AOD2 or Patchmod.
Remove "Land of our Fathers v1.3\Assets\Art\Interface\Screens\Europe"-directory.


Thank you, I will try this and give feedback ASAP.

BlastDuke
Dec 11, 2008, 05:54 AM
New Europe screen multiplay out-of-sync bug confirmed:
I have removed the Europe screen and played for 3 hours WITHOUT any out-of-sync messages.

jenks
Dec 12, 2008, 02:45 AM
shame europe screen is causing an error.

I might have to take it back out of the next version :(

i love the look of it as oppose to the brown screen but i'd always rather have a completely bug-free mod (hence not putting pirates/africa screen in yet)

Zuul
Dec 12, 2008, 04:47 AM
Looks like it's fixed already.


What about this?

I would like to see a split of this mod. One with just the founding father balances (modcomp) and one composite mod (includes the other). Also explanations of all the FF changes would be nice.

BlastDuke
Dec 12, 2008, 05:08 AM
Europe screen bug is detected, Dale and koma13 are informed, see this thread (http://forums.civfanatics.com/showthread.php?t=294510)

jenks
Dec 12, 2008, 06:13 AM
Looks like it's fixed already.


What about this?

read it at work just no time to post a reply!

gonna look at if its possible to release as ModComp for AOD 2 next version :)

jenks
Dec 17, 2008, 01:57 AM
coming soon:

========================
VERSION 1.4 ('realism' and balance changes including naturally breeding horses in ranches and stables, 3 treasures allowed per galleon, longer seiges of european colonies, less indian converts, and Founding Fathers gameplay tweaks following playtesting)
========================
* treasure unit now down to 2 in cargo size, still requires galleons (i.e. galleon can carry up to 3 treasure at a time)
* jesuit missionaries no longer always successful (still generate +50% converts, success rate not editable at present)
* decreased number of native converts (increased initial missionary points convert threshold by +100%, from 1000 to 2000)
* increased growth of native villages, (reduced threshold for growth by 20%, from 100 to 80)
* return to vanilla - edited to give dutch a free merchantman rather than caravel
* increased gold from capturing enemy colonies (up to 20 gold, +20 gold per population (was +10gold per pop) - effects more noticeable when capturing large colonies)
* halved unit bombardment rates for cannon/artillery/frigate/ship of the line/man o war (seiges of colonies to destroy fortifications will take 2x time/units)
* added value to Stables (+1 horses/turn, cost up from 30 to 50 hammers) and Ranch buildings (+2 horses/turn, cost up from 90 to 150 hammers)
* changed value of Hernando de Soto (+1 Master Rancher, +50% production of stables and ranches)
* increased value of Cyrus McCormick (+1 food on tiles with 1 food, +1 Expert Farmer) to (+1 food on tiles with 2 food, +1 food on tiles with 2 sugar, +1 food on tiles with 2 cotton, +1 food on tiles with 2 tobacco)
* increased value of Benjamin Franklin (+1 galleon, +4 veteran soldiers, +2 cannons) to (+1 galleon, +1 ship of the line +4 veteran soldiers, +4 cannons)
* increased value of Hernan Cortes (+50% great general emergence) to (+50% great general emergence, +10% str vs indians)
* switched Lewis & Clark FF position with Alexander von Humboldt
* increased value of Lewis & Clark (-25% cost of indian lands, +1 movement for wagon trains, +1 movement merchantman) to (+1 movement wagon trains and merchantmen, -10% hammers required for all buildings)
* changed value of Juan de Sepulveda (+2 Jesuit missionaries, plus +25% conversion rate from missions) to (+2 Jesuit missionaries, -20% cost of native land)
* changed value of Gabriel Lallemant (+2 Jesuit missionaries) to (+1 Jesuit missionary, +25% conversion rate)
* increased value of Pocahontas (+1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives) to (+1 Indian convert, plus +2 strengthens relations with natives, one off auto-peace with the natives, -10% cost of indian land)
* increased value of William Brewster (+1 free colonist, plus +25% construction of churches & cathedrals) to (+50% construction of churches & cathedrals)
* switched Diego de cuellar FF position with De Coronado
* increased value of de Cuellar (+3 Indentured servants) to (+2 Indentured servants, +1 Veteran soldier)
* changed value of Patrick Henry (+3 bells per Town Hall) to (+2 bells per town hall, +2 bells per printing press, +4 bells per newspaper)

Dale
Dec 17, 2008, 03:00 AM
I'll be posting the AoD2 source code next version, so you'll be able to take out any concepts you like from my mod into yours. :)

jenks
Dec 17, 2008, 04:50 AM
will be nice :) cheers!

in all honesty i was looking at releasing a 'fathers' patch for AOD2 at some point - save me some work!

Wheldrake
Dec 17, 2008, 07:07 AM
I've played both your mods, and agree wholeheartedly that the best thing to see would be a merge of the two. Everything from the latest build of AOD2, and the modified founding fathers for LoOF.

Great stuff, lads, keep putting it out & I'll keep playtesting it!

Cheers, --- Wheldrake

Zuul
Dec 17, 2008, 08:57 PM
jenks, But you should still split them, if others wanna use the fathers part.

jenks
Dec 18, 2008, 03:09 AM
jenks, But you should still split them, if others wanna use the fathers part.

I do intend to - struggling at the minute as I only have web access at work!
...
IIRC there will only be two main files which need to be included / overwritten to bring in the new list and ordering of Fathers / Traits, simply traits.xml and fathers.xml

I'm gonna try to get it split for the start of next week :) just in time for xmas!

jenks
Dec 18, 2008, 03:11 AM
I've played both your mods, and agree wholeheartedly that the best thing to see would be a merge of the two. Everything from the latest build of AOD2, and the modified founding fathers for LoOF.

Great stuff, lads, keep putting it out & I'll keep playtesting it!

Cheers, --- Wheldrake

The only reason I didn't do that from the start is cause I wasn't too keen on pirates as a new nation :) though many seem to like the randomness of them ... be ace if Dale could make them a game option (nudge!)

Dale
Dec 18, 2008, 04:49 AM
:lol: Point taken. Besides, I'm doing a lot of work on the Pirates for the next version, so you may change your mind anyways after they are a full fledged nation with their own victory conditions. :)

Lubricus
Dec 18, 2008, 05:40 AM
What, they're forming the nation of Somalia? :D

i_diavolorosso
Dec 19, 2008, 04:12 AM
Oh my god
2shared again
Could someone mirror it please.
2shared server is very very slow.My maximum download speed there is only about 3 kbps, while in the same time i download another file form another site, it reach 60kbps:sad::sad:

jenks
Dec 19, 2008, 10:56 AM
Oh my god
2shared again
Could someone mirror it please.
2shared server is very very slow.My maximum download speed there is only about 3 kbps, while in the same time i download another file form another site, it reach 60kbps:sad::sad:

sorry dude i get limited access to sites at work where i can upload files to!

you know or got any other suggestions of places where i can upload files for free, quickly, and without my having to sign up?

koma13
Dec 19, 2008, 11:09 AM
Take a look:

http://filesharing.wikidot.com (http://filesharing.wikidot.com/compare:one-click-hosters)

i_diavolorosso
Dec 19, 2008, 06:28 PM
Do you have an access to rapidshare.com. The server is very fast. Just download this small software to upload your file (500 kb)

http://rapidshare.com/rapiduploader.html

Try it:goodjob:

jenks
Dec 21, 2008, 10:31 AM
Do you have an access to rapidshare.com. The server is very fast. Just download this small software to upload your file (500 kb)

http://rapidshare.com/rapiduploader.html

Try it:goodjob:

na cant install any programs at all - and dont want to sign up to anything to avoid hassle!

just tried uploading to File.am. no luck, got an error message :(

jenks
Dec 21, 2008, 10:44 AM
Do you have an access to rapidshare.com. The server is very fast. Just download this small software to upload your file (500 kb)

http://rapidshare.com/rapiduploader.html

Try it:goodjob:

thx for the help with those links guys

new upload link for v1.4 of Land of our Fathers posted:

LINK 2 - Land of our Fathers v1.4 (http://www.sendspace.com/file/9ro2ly) 32Mb - on sendspace.com

jenks
Dec 22, 2008, 12:15 PM
now uploaded compilation modpack:

AODII 1.04 - Land of our Fathers

Base of Mod v1.04 of Age of Discovery II

Added the below changes (from LooF v1.4)

Changed all Founding Fathers values and free units, in line with LooF 1.4
Changed all traits in game, for civilizations, Fathers and leaders
Took off 1 cargo from Carrack (LooF trait enables this anyway)
decreased native converts (increased initial missionary points convert threshold by +100%, from 1000 to 2000)
increased gold from capturing enemy colonies (up to 20 gold, +20 gold per population (was +10gold per pop) - effects noticeable when capturing large colonies)
increased growth of native villages (reduced threshold for growth by 20%, from 100 to 80)
Upped Looter from +50% to +100% gold from pillaging
Added +1 horse to stables, +2 horse to ranch, upped costs
Attack crossing river modifier now -20% (was -10%, is -10% in vanilla)
Attack from ship modifier now -40% (was -25%, is -20% in vanilla, attempt to fix a single and multiplayer exploit of loading loads of cannons on a ship and attacking without chance of counter attack)
Amended text "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only]
changed text "2x as likely chance to get Treasure from Ancient ruins" (bad English!)
Added new text keys

jenks
Dec 22, 2008, 12:17 PM
Upload links are :

1. AODII v1.04 LooF Compilation (http://www.2shared.com/file/4502481/9db4504e/AODII_v1_04_LooF.html) 66Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
2. AODII v1.04 LooF Compilation (http://www.sendspace.com/file/62ksbz) 66Mb - on Sendspace

jenks
Dec 23, 2008, 10:10 AM
would love to hear from anyone who has had a go at AODII 1.04 with the LooF Fathers changes - all feedback much appreciated :)

(still trying to persuade Dale that the vanilla FF just aint balanced/realistic enough!! :p)

Dale
Dec 23, 2008, 02:37 PM
would love to hear from anyone who has had a go at AODII 1.04 with the LooF Fathers changes - all feedback much appreciated :)

(still trying to persuade Dale that the vanilla FF just aint balanced/realistic enough!! :p)

Hey, I did PM you almost a week ago suggesting a merge of our mods. You never replied. :p

jenks
Dec 24, 2008, 04:42 AM
missed it! doh :P

merging AODII & LooF ... sounded good enough for me to have a go at merging the latest releases LooF 1.4 & AODII 1.04! :)

links again:
1. AODII v1.04 LooF Compilation (http://www.2shared.com/file/4502481/9db4504e/AODII_v1_04_LooF.html) 66Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
2. AODII v1.04 LooF Compilation (http://www.sendspace.com/file/62ksbz) 66Mb - on Sendspace

Thats a "yeah count me in" :)

i_diavolorosso
Dec 24, 2008, 05:29 AM
Wait
Does it you mean you and dale would make an AOD+LOF mod and abandon LOF and AOD project???:confused:

Frankly i hope you are.Maybe you could rename this LOF+AOD mod to unofficial patch:p.At least it much better than the vanilla:goodjob:

Dale
Dec 24, 2008, 07:31 AM
jenks:

Thunderfall is setting up a forum for us to work in, similar to the mod forums in Civ4 C&C. :)

jenks
Dec 24, 2008, 08:21 AM
jenks:

Thunderfall is setting up a forum for us to work in, similar to the mod forums in Civ4 C&C. :)

nice one. all good stuff!

jenks
Dec 24, 2008, 08:31 AM
Wait
Does it you mean you and dale would make an AOD+LOF mod and abandon LOF and AOD project???:confused:

Frankly i hope you are.Maybe you could rename this LOF+AOD mod to unofficial patch:p.At least it much better than the vanilla:goodjob:

Yeah I'll be stopping development on LooF if we combine the work thus far. I'll be focusing on ideas, development and the more simple coding for the combination modpack. Not sure about the 'unofficial patch' title though - would maybe be stepping on anybody else's toes who wants to try and make a new mod!, but it will be nice to be able to point people to a complete, working game Mod which improves the issues and weaknesses of vanilla :D

Zuul
Dec 24, 2008, 09:31 AM
Nice to see this cooperation :).

joelwest
Dec 27, 2008, 07:44 PM
comments from first playing of your mod

1. ship location after first ship
do not know if this comes from your mod or from "official" patch, but when I bought my second ship it came to the New World at a completely random spot on the east coast. first ship was in lower southern hemisphere, second ship was in upper northern hemisphere

how do you set this back to original setting of your next ship returning to where your first ship came out (or most recently approached Europe)?
2. intent for FF Powhatan regarding offense
I noticed you gave FF Powhatan more power to converted native, ie +1 move in addition to vanilla +50% strength. however I could only create a scout from a converted native since in CIV4UnitInfos.xml

<bOnlyDefensive>1</bOnlyDefensive>

as in vanilla C4C

was your intent to make converted native into an offensive unit or just a better scout?

I went ahead and changed this to zero so I could make him into a dragoon
3. seasoned scout not available for purchase
do not know if this comes from your mod or from "official" patch, but seasoned scout is no longer available to be bought in Europe although he does randomly appear on the docks and presumably some native villages train this profession. since seasoned scouts are needed for early exploration and the chances of being next to a native settlement that trains this are remote, why was this changed? how do you put seasoned scout back into the buy list in Europe?
4. settlements on peaks
you do not have a file CIV4TerrainInfos.xml in your mod, so the default one should govern. I changed the file to

<bFound>1</bFound>

for <Type>TERRAIN_PEAK</Type>, so I should be allowed to found a settlement on a peak. however it does not work

jenks
Dec 28, 2008, 05:28 AM
comments from first playing of your mod

1. ship location after first ship
do not know if this comes from your mod or from "official" patch, but when I bought my second ship it came to the New World at a completely random spot on the east coast. first ship was in lower southern hemisphere, second ship was in upper northern hemisphere

how do you set this back to original setting of your next ship returning to where your first ship came out (or most recently approached Europe)?
2. intent for FF Powhatan regarding offense
I noticed you gave FF Powhatan more power to converted native, ie +1 move in addition to vanilla +50% strength. however I could only create a scout from a converted native since in CIV4UnitInfos.xml

<bOnlyDefensive>1</bOnlyDefensive>

as in vanilla C4C

was your intent to make converted native into an offensive unit or just a better scout?

I went ahead and changed this to zero so I could make him into a dragoon
3. seasoned scout not available for purchase
do not know if this comes from your mod or from "official" patch, but seasoned scout is no longer available to be bought in Europe although he does randomly appear on the docks and presumably some native villages train this profession. since seasoned scouts are needed for early exploration and the chances of being next to a native settlement that trains this are remote, why was this changed? how do you put seasoned scout back into the buy list in Europe?
4. settlements on peaks
you do not have a file CIV4TerrainInfos.xml in your mod, so the default one should govern. I changed the file to

<bFound>1</bFound>

for <Type>TERRAIN_PEAK</Type>, so I should be allowed to found a settlement on a peak. however it does not work


1. Never seen that before - it's not intended and not something I changed (possibly PatchMod?) ... was the tile where ship 2 popped up already visible (explored) or was it in a new area?
2. My intention was to make them better, stronger scouts, possibly give them a use post independance, and to help bring converts back quickly from distant missions. Not 100% sure I like the idea of convert dragoons ... :p
3. That is from PatchMod
4. That should do it. I'll have to look further into that one ... not got access to the xml at the moment

Dale
Dec 28, 2008, 05:34 AM
1. A change necessary due to the ship able to head east or west from Europe. Basically, if the ship has not come from the direction chosen, an explored spot on the edge of the Europe zone on that side (centralised to your colonies) is chosen. There is no "start spot" anymore. This is from PatchMod.

3. You can't buy seasoned scouts in vanilla. This is not a PatchMod thing. :)

joelwest
Dec 28, 2008, 06:04 AM
1. A change necessary due to the ship able to head east or west from Europe. Basically, if the ship has not come from the direction chosen, an explored spot on the edge of the Europe zone on that side (centralised to your colonies) is chosen. There is no "start spot" anymore. This is from PatchMod.
I must have set the ship to go west even I had yet to explore the west coast. hence I ended up in the far north of the east rather than where I came from

that dock graphic would benefit from the east and west choice arrows being on opposite sides of the ship rather being next to one another

Dale
Dec 28, 2008, 06:22 AM
Yeah AoD2 already addressed this by making the buttons point in the east or west direction. :)

Zuul
Dec 28, 2008, 07:33 AM
Though the light effect is also mirrored on the icon :p.

kaibayashi
Dec 30, 2008, 02:28 AM
1. A change necessary due to the ship able to head east or west from Europe. Basically, if the ship has not come from the direction chosen, an explored spot on the edge of the Europe zone on that side (centralised to your colonies) is chosen. There is no "start spot" anymore. This is from PatchMod.

Yeah i had this same problem. I was settled right at the south of the map, sent a boat back to Europe to sell some goods, and bought a galleon to transport my treasures. When I sent the Galleon to the New World it appeared right at the top! :( I hadn't yet discovered the West Coast so only had one side to send to.

Could it be made so new ships have the same return square as the last ship to travel to the new world? Or perhaps you could have a user-set default return point? I had a situation in another game where i travelled far south scouting and buying goods, then sent the ship back to Europe. When it returned it did so in the south, naturally. However it would be very useful to be able to return to a point close to your colonies.

I'm sure that ships that travelled between Europe and the New World didn't always return to the point they left from!! :)

Dale
Dec 30, 2008, 07:39 AM
Actually there was a bug in previous versions of AoD2 where it spawned the site from all Europe sea zone plots on that side, discovered or not. I've fixed that in the latest versions by choosing from revealed plots. :)

JaeChunDaeSung
Feb 10, 2009, 11:03 AM
I was actually wondering, where exactly within the mod can I just slightly tweak with the numbers in the REF?

Rhodes
Jun 22, 2009, 03:43 PM
Help, my game crashes when i start, after select the maps. How can i fix it?

kaibayashi
Jun 23, 2009, 08:09 AM
Help, my game crashes when i start, after select the maps. How can i fix it?

Prob nothing if you have the latest ver of Col, as this was created from the unpatched version. Try AOD instead, as it incorporate's many of the changes made in LooF. :)

Rhodes
Jul 10, 2009, 05:39 PM
its true!

Wont u do a LoF for the patched COL?

thadian
Jan 02, 2012, 02:28 PM
both file links ARE DEad.