View Full Version : Welcome: Read first!
Dale Dec 26, 2008, 07:36 PM Welcome to the Age of Discovery II forum!
Welcome to the AoD2 forum. This is the home of the Age of Discovery II mod. Feel free to hang out, post any ideas, recommendations or comments about the mod.
I spend a lot of time in community forums, many hours each week. During releases my time escalates as I respond to player questions and comments. I endeaver to read every comment, every post, every question and every complaint. But I cannot respond to everyone. But I do my best. :)
AoD2 is a mod that is primarily my vision for what Col2 should be. It is also shaped in part by the community. It is my goal to open many strategic avenues within the game to the player, and every change, fix, addition, removal is in progress to that goal.
I would like to thank everyone involved in this mod, from Snoopy369 who worked with me to form PatchMod (the core of AoD2), the graphic artists of Apolyton and CFC for their units, leaderheads and other graphics, and most importantly you, the player for trying out this mod, making suggestions and generally helping to make the game better. :)
Thanks
Dale
Dale Dec 26, 2008, 07:38 PM What can YOU do?
The simple answer, is participate. :)
If you play the mod and have an idea or a suggestion, I fully encourage you to make that suggestion. If you don't want to post it publically, then PM me. But make your voice heard!
ashley26ph2003 Dec 28, 2008, 10:48 AM hi dale its nice that you have news version
i have question does my previous save games in past patch cant be loaded on the new patch?
Dale Dec 28, 2008, 04:42 PM That's correct. Old saves won't work in the new version as the changes to the Pirates were a major change.
ashley26ph2003 Dec 28, 2008, 06:56 PM Can you make a Scenario? that have correct location of Past European Empire?
Even middle game like in Civilization?
Starting a New Game would take me so long
Dale Dec 28, 2008, 09:11 PM Europe isn't represented on the map, so you can't model the correct location of European empires.
ashley26ph2003 Dec 28, 2008, 09:56 PM ok
it is possible to have 6 playable?
In Ozzy's America only 6 other scenarios only 5?
Dale Dec 28, 2008, 10:19 PM Yes you just need to edit the WorldInfos.xml file to increase the number of Europeans. :)
Commander Cody Dec 28, 2008, 10:58 PM Europe isn't represented on the map, so you can't model the correct location of European empires.
Humm....Why is that not possible? Heck during one of my games for Independence the King built a town in the new world. Surely Couldn't a couple of cities in England, France, Netherlands, Spain, and Portugual, be made to show up in the game? There would be where all the forces are at and when you want to trade with Europe, you have to sail to one of those towns, and from there pops up the Europe screen.
Might still not be possible. But it would be interesting if you could add it. Perhaps a player could play as one of the European powers, and stop the war for independence.
Dale Dec 29, 2008, 12:36 AM Yes, I do believe it is possible. And it is actually my final goal for AoD2 to have a scenario depicting a World stage for the Age of Discovery. So from Europe you can expand into the Americas, Africa, India and South-east Asia. But there is still a lot more to be done in AoD2 before that sort of goal can be possible. :)
ashley26ph2003 Dec 29, 2008, 04:15 AM It is possible then to have Scenarios Made like Civ Series and you continue it?
Or Napoleonic Wars? 7 years of War? or World Wars?
Wheldrake Dec 29, 2008, 12:21 PM Humm....Why is that not possible? Heck during one of my games for Independence the King built a town in the new world. Surely Couldn't a couple of cities in England, France, Netherlands, Spain, and Portugual, be made to show up in the game? There would be where all the forces are at and when you want to trade with Europe, you have to sail to one of those towns, and from there pops up the Europe screen.
Conceptually, it seems to me there would be major problems with this.
1) The colonial powers' home countries are *highly* abstracted in Civ4Col. They have no economy, and no limits on what they can build. In Civ4Col terms, all major European cities would already have all the building improvements available, with multiple positions for many professions, and doubtless other professions not included in Civ4Col because the commodities they are based on are not part of the typical colonial economy.
2) The King's army is not physically represented until it starts landing, and the units don't actually sit anywhere waiting. Logically, the size of the colonial forces depend not on the home country's capacity to produce units (as in Civ4) but on the King's determination to allocate units to the colonial war, from some theoretical and much larger pool of units that are presumably deployed in abstract Europe. In game terms, the size of the King's army is determined solely by the game engine, which is trying to make a challenging game for the player, and perhaps react to player choices during the course of the game (liberty bell production, acceptance of the King's demands, etc).
3) on the scale of the Civ4Col map, I fear it would take an awful long time to reach Europe.
4) While it might well be possible to have Civ4Col games in other geographical theatres - Africa, Asia, perhaps even all non-European colonial stages - the game concept does *not* lend itself well to representing the home countries themselves. I would expect Civ4 to be far more effective in this regard, and the Rhyse and Fall scenario, or the Civ4 version of Age of Discovery (that was Dale's work too, IIRC) do a far better job of that than Civ4Col would.
While it might be possible to make a hybrid version of Civ4 and Civ4Col using the latter's city/commodity/specialist scheme and the former's freeform empire-building format, it would be a huge change from Civ4Col. No longer the same game at all. Who would you sell your commodities to? Mars?
Cheers, --- Wheldrake
ashley26ph2003 Dec 29, 2008, 07:10 PM Does this New Patch solves High Tax from King and More Gold Demand?
Wheldrake Dec 30, 2008, 02:37 AM Does this New Patch solves High Tax from King and More Gold Demand?
What do you mean "solves"??
The king will gradually increase taxes over the course of the game, unless you boycott goods, which usually isn't a good idea economically.
The king demands gold events are "fixed" in the sense that now, if you refuse, there is an impact on the growth rate of the King's army, whereas in vanilla Civ, that wasn't implemented.
If you think there shouldn't be any taxes or demands for gold from the king, perhaps you should be playing Civ4. <g>
Cheers, --- Wheldrake
ashley26ph2003 Dec 30, 2008, 11:44 AM Dale
I have concern about the new version
1. I can play the Colonization 1/Columbus Dream/Ozzy America in the New Version?
2. There is violet color when achievements screen display?
I cant see the pictures
Dale Dec 30, 2008, 02:38 PM Ahsley, from you last post plus others (I've had this suspicion) I believe your installation is in the wrong place. What is the file path to the mod? It must be ..\Sid Meiers Colonization\Mods\AgeOfDiscoveryII\
I think you may find that the unzipping process has created another folder in there for you. If that's the case, please move the AgeOfDiscoveryII folder (with all its contents) down one level to the Mods folder.
If that's not the case, please check the name of the Mod's folder. It must be AgeOfDiscoveryII. Anything else will cause the pink achievement pictures you've mentioned. :)
ashley26ph2003 Dec 30, 2008, 07:46 PM Dale
I had just renamed it Age of Discovery 2 because the older mod is in Civilization 4 Colonization/Mods
So I just removed the old and retain only 1 mod
Dale Dec 31, 2008, 12:20 AM Correct, and it needs the proper foldername of AgeOfDiscoveryII. :)
Jimbrock Jan 02, 2009, 12:49 PM Yes, I do believe it is possible. And it is actually my final goal for AoD2 to have a scenario depicting a World stage for the Age of Discovery. So from Europe you can expand into the Americas, Africa, India and South-east Asia. But there is still a lot more to be done in AoD2 before that sort of goal can be possible. :)
Ahoy for that!:goodjob:
Back when I used to play C3C I loved the Age of Discovery conquest and always dreamed it could include the rest of africa, asia and australia. Your mod makes all that possible really! Good Luck in including all those different territories!
JB
ashley26ph2003 Jan 02, 2009, 04:48 PM dale
I have question why is it the natives does not display their product want to trade after I traded with them? In the past patch they always shows what they want
Dale Jan 02, 2009, 05:15 PM What nation were you playing?
ashley26ph2003 Jan 02, 2009, 05:36 PM Spain
is my nation being played
Dale Jan 02, 2009, 07:00 PM Spain
is my nation being played
Works fine for me. After trading their desired guns, settlement changed and the icon in city bar changed and msg on screen (with button) shows.
ashley26ph2003 Jan 03, 2009, 06:45 AM I did not see after my trading
I using the new patch marathon columbus scenario
General_Jah Mar 04, 2009, 06:13 PM Dale,
Where can I find a list of all the changes you've made for this awesome sounding mod?
I played the original colonization mod and am excited to try this one out but feel like I need to understand the mechanic changes. Your website didn't appear to have a good list.
thanks!
Dale Mar 04, 2009, 08:15 PM Dale,
Where can I find a list of all the changes you've made for this awesome sounding mod?
I played the original colonization mod and am excited to try this one out but feel like I need to understand the mechanic changes. Your website didn't appear to have a good list.
thanks!
The full changelog is always in the first post of this thread: http://forums.civfanatics.com/showthread.php?t=304017
You'll also notice there is a dev thread for the next version which lists any changes that have been made for that version. I update this list every so often during dev of that version.
General_Jah Mar 04, 2009, 08:49 PM The full changelog is always in the first post of this thread: http://forums.civfanatics.com/showthread.php?t=304017
You'll also notice there is a dev thread for the next version which lists any changes that have been made for that version. I update this list every so often during dev of that version.
Dale forgive my ignorance but it seems the change log is only for the latest version and not all the changes the mod makes. Is there a list of all the changes the mod makes?
Dale Mar 04, 2009, 11:51 PM Actually, that's the full changelog. The second thread is where only "latest changes" are listed. :)
General_Jah Mar 05, 2009, 04:44 AM Dale I liked to make a suggestion. While playing your mod today I found it annoying/buggy when trying to train a colonist at school. As soon as you put them on there you get charged with no option to cancel. Having an option to cancel would be great so you dont waste 500 gold or what not.
Also any idea why it wouldn't give me the option to train a fisherman when I have the tier 2 college building and one is in the city I have it?
thanks
General_Jah Mar 05, 2009, 05:17 PM Possible Bug?
I have a indentured servant and when I click change profession it allows him to become a dragoon. The graphic still shows him as being a servant but the stats say attack 4 etc.
Whats up?
westamastaflash Mar 10, 2009, 12:27 PM What I find most annoying is that the king starts demanding gold when I just am about to get my first galleon to start shipping off all that treasure. Could he be made to not start demanding gold until 1625 or so?
General_Jah Mar 10, 2009, 01:17 PM What I find most annoying is that the king starts demanding gold when I just am about to get my first galleon to start shipping off all that treasure. Could he be made to not start demanding gold until 1625 or so?
Just tell him to shove that gold up his arse!
Antilogic Apr 01, 2009, 01:11 AM I always wanted a system where the king would start out at 'Pleased' relations with you, but as you grew in wealth his relations would sour and he would start demanding gold and raising taxes ("The crown wants a share of the New World's wealth" diplo penalty). Of course, if the king decided to declare war on another power and he instructed you to fight as well, you could gain a mutual struggle bonus that would permanently restore some of the king's confidence in your colony.
Basically, something more dynamic than the base system of Cautious -> Furious as you refuse his demands. I haven't gotten to play too much with the "REF" relief by acceding to the king's demands, as a disclaimer. If you think the game's diplo with the king is satisfactory with this addition, don't mind me.
RTSCombatForCiv Jul 13, 2009, 02:35 PM Hi. I am new to the forums but not to Civ, and Civ-Col. I just want to thank the modders for all of their hard work on this great mod!!!
I bought Civ-Col at release and was dissapointed with all of the bugs and missing features. I put it on the shelf for a while and now I am back and very happy with everything that the modders have done with this game.
Keep up the great work!!!:goodjob:
Korias Sep 01, 2009, 01:38 PM This is a possible bug, not sure where to report it but this seems like a good spot.
While playing a hotseat game, I discovered the Fountain of Youth by exploring an ancient ruins. This in turn gave the discovering player a number of waiting immigrants. However, every other player also received a large number of immigrants. Is this event supposed to affect everyone?
Dale Sep 01, 2009, 03:06 PM This is a possible bug, not sure where to report it but this seems like a good spot.
While playing a hotseat game, I discovered the Fountain of Youth by exploring an ancient ruins. This in turn gave the discovering player a number of waiting immigrants. However, every other player also received a large number of immigrants. Is this event supposed to affect everyone?
Yes .
Oregano Oct 21, 2009, 11:41 PM Hi Dale,
This is a repost of an issue I am having from another thread::
--------------------------------------
I can not seem to get the mod to work.
I have downloaded and installed the game patch, the mod, and the upgrade for the mod. It does function properly through setting the game up, but immediately after clicking "Launch!" the game crashes.
I'm using The Complete Edition of Civ IV. I'm guessing that may have something to do with it as none of the other mods work either. Patches are current. Is there a work around? :/
Any ideas?
Thanks in advance.
~Shane
Dale Oct 27, 2009, 07:31 PM Hi Dale,
This is a repost of an issue I am having from another thread::
--------------------------------------
I can not seem to get the mod to work.
I have downloaded and installed the game patch, the mod, and the upgrade for the mod. It does function properly through setting the game up, but immediately after clicking "Launch!" the game crashes.
I'm using The Complete Edition of Civ IV. I'm guessing that may have something to do with it as none of the other mods work either. Patches are current. Is there a work around? :/
Any ideas?
Thanks in advance.
~Shane
Are you trying to load the mod in Civ4? Or in Colonization? This mod only works in Colonization.
Oregano Oct 27, 2009, 09:14 PM Using it with Colonization, which came with the packaged with "Sid Meiers Civilization IV: The Complete Edition" http://www.amazon.com/Sid-Meiers-Civilization-IV-Complete-Pc/dp/B0026EGO3A/ref=sr_1_4?ie=UTF8&s=software&qid=1256695955&sr=8-4
Oregano Nov 01, 2009, 11:14 AM I did a full reinstall and now it seems to work.
Thanks for the help.
Best,
~S
Zyxpsilon Nov 11, 2009, 11:18 PM Might as well ask you right here, where you've been more "active" -- lately!
Any intention on updating Civ-Customizer to 3.17 & 3.19 compatibility??
Please! :D
CHERUSCAN May 23, 2010, 06:56 AM How do you activate the Pirates?
TC01 May 24, 2010, 04:16 PM How do you activate the Pirates?
Read this (http://forums.civfanatics.com/showpost.php?p=9169540&postcount=4) post- it has instructions on how to activate the Pirates.
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