View Full Version : Latest version: Download here!
Dale Dec 26, 2008, 07:43 PM Welcome to the Age of Discovery II!
NEW VERSION! 1.12 released 20-August-2009
http://rtw.apolyton.net/images/aod2.jpg
Welcome to the age of conquistadors, colonisation, puffy European Kings, Indian wars and buccaneers!
As an expansion to Civ4: Colonization the Age of Discovery II aims to enhance, add to and complete the game.
Summary:
AoD2 hopes to take the C4C experience to new heights by adding new playable nations, complete with unique traits and units as well as introducing new strategic concepts to expand the game and take the player in multiple directions. A major focus has been to change the game's influence from small nations to large Empires (an initial fault in the release version of C4C is that it is easier to win with only two tiny colonies than with 20 large established colonies).
New victory conditions have been added, including Economic and Industrialisation victories. These victories are for players who wish to play a builder-style of game and concentrate on trade or infrastructure with their colonies.
New maps have been included. The Colonization I map is a direct copy of the original games map (with random natives, goods and ruins). The second map is the Columbus Dream map. What if Columbus was right? When you hold the Declaration of Independance, your flag will change from the European flag to a new flag (eg: from England to Betsy Ross). The PatchMod has also been added to eliminate bugs from the game, rebalance and expand certain core concepts.
Installation:
1. Download AoDII from here (http://www.weplayciv.com/forums/downloads.php?do=file&id=110) or the 1.11b --> 1.12 upgrade here (http://www.weplayciv.com/forums/downloads.php?do=file&id=135).
2. Unzip to your C4C \Mods\ folder. A new folder called \AgeOfDiscoveryII\ will be created.
3. Run C4C and load AoDII from the ADVANCED --> MODS menu.
4. After the game restarts you will be playing AoDII (Main menu will display "AgeOfDiscoveryII" top-right hand corner).
Version Notes:
This is version 1.12 and is complete. This version is the FINAL version.
Intro Movie:
http://au.youtube.com/watch?v=NE9DKUEAKIQ
Changelog:
v1.12
REQUIRES:
* Firaxis Official Patch 1.01f (Please download and install before attempting to install AoD2).
INCLUDES:
* PatchMod
* Player Achievements
* Advisor Menus
* Jeckels Trade Screens
* Some of Col-classic's music
* Koma's revised Europe Screen
* Jenks Land of Our Fathers
* PiMan's New Australia & Australia Civs
* NeverMind's New Russia & Russia Civs
* Ermak leaderhead changed to remove height bug (thanks Deliverator)
* Younflancy's New China & China Civs
* Zuul's More Buildings mod
NEW:
* Aesthetics:
* Intro movie (Vengelis - Titans; Pirates of the Burning Seas)
* Main menu and loading screens
* New main menu music (Trailerhead - Age of Discovery)
* 40 new songs from the period (Hesperus - Colonial America & Early American Roots)
* Cheat Menu (CTRL-SHIFT-Z):
* AI Autoplay options
* Add gold options
* Traits:
* Devout: +25% Cross production
* Exporter: Free Cargo Hold promotion (naval) (LooF)
* Seafarer: Free Navigation I promotion (naval) (LooF)
* Explorer: -50% scout equipment required, Seasoned Scout starts with Explorer I & II (LooF)
* Units:
* Added Carrack (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Portuguese
* Added Fluyt (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Dutch
* Added Pirate Brig (replace caravel): - unique unit for Pirates
* Added Pirate Ship (replace Privateer): 4 move, 3 strength, 3 cargo - unique unit for Pirates & Pirate Council
* Added Pirate colonist: 1 move, 0 strength, SOLDIER default profession
* Added colony fortress auto bombard enemy ships in adjacent waters when cannon in colony (50% chance hit/5% chance to sink).
* Added new promotion: Cargo Holds - +1 cargo bay (LooF)
* Added ability to change cargo bays by profession
* Added War Galleon (new unit): unique unit for Kings (same specs as Galleon)
* Buildings:
* Added ability to define a building as single instance (only one allowed for nation)
* Added ability to define obsoleting building classes
* Added Zuul's More Buildings mod
* First colony built by each player receives a small set of buildings
* Base Camp & Carpenter's Shelter default buildings
* Warehouse, Expansion, Custom house sale percentage = 10%, 25%, 50%
* Warehouse buildings excess sale amounts from (CITY_YIELD_DECAY_PERCENT * excess) to (overflow sale percent * excess)
* Nations:
* Added New Portugal - colour DARK PURPLE
* Prince Henry Aviz: Seafarer (Thanks Ekmek for LH)
* Martim de Sousa: Exporter (Thanks C.Roland for LH)
* Civ trait: Explorer
* Portuguese Leader Diplomacy texts
* Added Portugal Europe - colour PURPLE (Portugal LH from Civ4)
* Added Tortuga - colour GREY
* Pirate King Captain Lowther (Thanks Ekmek for LH)
* New "Tortuga" screen which replaces the Europe screen
* Added Pirates - colour BLACK (NOTE: You have to modify Civ4CivilizationInfos.xml to activate them)
* Henry Morgan: Resourceful (Thanks Amra for LH)
* Bartholomew Roberts: Industrious (Thanks The Capo for LH)
* Civ trait: Militaristic
* Added new tag in Civ4CivilizationInfos.xml: bPirates - indicates this Civ is a Pirate Civ (for specific processing)
* Pirates don't pay taxes (or get tax rises).
* Pirate Soldier graphics fixed (thanks BioHazard).
* No Pirates till after turn 30 (if AI controlled)
* Added new tag in Civ4CivilizationInfos.xml: RevArtDefineTage - what the Civs art definition is changed to on revolution
* Added revolution flags for all Civs (England - BetsyRoss, France - Quebec, Spain - Argentina, Netherlands - Netherlands Antilles, Portugal - Brazil)
* Added new tag: bFromWest to indicate Civ begins on the west of the map
* Maps:
* Added Colonization I map (random bonuses and Indian placement)
* Added Columbus Dream map (random bonuses and Indian placement)
* Added ability to sail to the east or west coast (if known) from Europe.
* Added Regenerate Map button to Main Menu popup (like Civ4)
* Fountain of Youth:
* Added the Fountain of Youth event
* Triggered by the popping of one goody hut per game
* New screen with re-mixed original music from FoY of Colonization 1
* All nations receive a random boost (5-15) of immigrants on someone finding the FoY
* Religion/Immigration:
* Establishing missions now have an increasing failure chance based on success missions and difficulty.
* Failed missions will have a negative impact on the Natives.
* Regional Natives:
* Added new region tags in Civ4CivilizationInfos.xml
* bAsianNative - indicates this Civ is a Asian Native (for specific processing)
* bNAmericanNative - indicates this Civ is a North American Native (for specific processing)
* bSAmericanNative - indicates this Civ is a South American Native (for specific processing)
* bAfricanNative - indicates this Civ is a African Native (for specific processing)
* bPacificNative - indicates this Civ is a Pacific Native (for specific processing)
* Added new region tags in WBS files
* bWBAsianNative
* bWBNAmericanNative
* bWBSAmericanNative
* bWBAfricanNative
* bWBPacificNative
* Added ability to define world regions in the map and which Natives appear in those regions
* Production:
* Added ability to hurry yield shortages on build menu.
* Victory Conditions (not available to Kings):
* Added ECONOMIC victory based on total goods traded (all trading methods, buy and sell).
* Added INDUSTRIALISATION victory based on total yield rate per turn (all yield types including bells, crosses and books).
* Added PIRATE PLUNDER victory based on total amount plundered from ships and towns (for Pirates).
CHANGE:
* Nation changes:
* Dutch Europe colour to ORANGE
* Changed Dutch start unit to Fluyt (from Merchantman)
* Map changes:
* Changed number of nations on all World sizes.
* World dimensions increased (effective 2 times playing area).
* World Map now called New World Map.
* New XML tag in Civ4EuropeInfos.xml iWestTripLength to store trip times for western nations
* Exposed CvCivilizationInfo::isFromWest() to python
* Exposed CvEuropeInfo::getWestTripLength() to python
* All players on huge map
* Religion/Immigration changes:
* Immigration threshold increase percent 10% (from 25%). This slows down cross requirement growth.
* Converted natives can no longer become missionaries.
* AI will now hurry immigrants on the docks.
* The speed of AI immigration is determined by difficulty.
* REF changes:
* Tripled size of starting REF.
* REF threshold start 150 (from 75).
* REF increase cap based on handicap.
* REF uses War Galleon instead of Galleon for transporting units
* REF land unit's strength is influenced by handicap level
* REF lands units MUCH better
* Rebel Sentiment changes
* Each colonist has their own RS on a percentage scale
* Each colony's CRS is based on each colonist's RS in the colony
* Global GRS is based on the RS of all units except those on the docks in Europe
* Producing bells has an upward effect on all colonist's RS, the more bells the more upwards movement
* Statemen in colonies raise the RS of units on the colony's plot on the map (eg: soldiers)
* RS generation takes into account gameSpeed & handicap
* Colonist's RS is now shown on the scale in the Revolution Advisor screen
* What affects colonist RS:
* City bell production (raises)
* Accepting tax rises (lowers)
* Not accepting tax rises (raises)
* Kissing pinky (lowers)
* Refusing to kiss pinky (raises)
* On higher difficulty levels, as Rebel Sentiment gets high there is a small chance the King will declare war on you first.
* Education changes:
* Education threshold does not increase. Static education costs throughout game.
* Education gold cost more static. Defined by education level.
* Multiple colonists can graduate each turn.
* Education buildings now define city's education level (schoolhouse level 1, college level 2, university level 3).
* Professions now have a minimum education level to learn. For example stateman requires level 3 building.
* Can only train specialists that exist in that city, and have the correct education level building.
* Profession chosen and paid for at start of education.
* Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.
* Governor won't place automated citizens in education buildings if human player.
* Unit changes:
* Changed caravel: 4 move (from 3)
* Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary.
* Can now set profession after moving (like clear profession).
* Converted native can no longer be educated at Indian settlements (can be trained at school as normal).
* Wagon trains can no longer be loaded onto ships.
* Cannon no longer has +100% colony attack.
* Veteran Soldier +50% colony attack and defense.
* Upped Looter promotion from +50% to +100% gold from pillaging (LooF)
* Attack crossing river modifier now -20% (was -10%) (LooF)
* Amphibious promotion now requires Veteran4 (up from Veteran2) (LooF)
* Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.
* Units with no profession (eg: ships) can now "Speak with Chief"
* Must speak with chief before trading with natives.
* Indentured Servant can no longer be a soldier, dragoon or missionary.
* Petty Criminal can no longer be a soldier, dragoon or missionary.
* Indentured Servants become Free Colonists after 20-40 turns (gain their freedom). This is scaled to GameSpeed.
* Petty Criminals become Free Colonists after 40-80 turns (serve their term). This is scaled to GameSpeed.
* Frigate now starts with Navigation I.
* Can buy Free Colonist in Europe for 750.
* Privateers, Pirate brig, and Pirate Ship start with Skirmisher I
* Canister Shot I, II & III gives +10%, +15% & +25% versus gunpowder units
* Minuteman III gives +30% settlement defense, +10% vs Melee units & +10% vs Gunpowder units
* Western Civs now start facing east
* Founding Father changes (on top of LoOF):
* Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
* Washington Irving moved forwards to be the 3rd father in the Political FF tree
* Washington Irving gives +25% education in all settlements
* Sor Juana switched positions with Thomas Hooker in the Religion FF tree
* Sor Juana gives +1 cross per Town Hall, +2 crosses per church, +4 crosses per Cathedral
* Ethan Allen gives +2 Cannons and Mountaineer I & Ranger I for gunpowerder units
* William Penn gives +1 cross per Town Hall, free church all settlements
* Alexander von Humboldt gives +50% production of schools, colleges & universities
* Peter Minuit gives -50% price of Indian lands
* Pocahontas gives +2 Indian relations and 1 convert
* Chief Powhatan gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
* Hernando de Soto gives +100% production of Stables and Ranch, +1 Rancher
* Ben Franklin gives +4 soldiers, +4 cannons, +1 Frigate & +1 ship of the line
* William Brewster gives +25% production of churches and cathedrals, and -10% crosses required for immigration
* "All Men are Free" now gives two free colonists
* Interface changes:
* Europe screen now represents an actual dock.
* Colonist's RS is now shown on the scale in the Revolution Advisor screen (only in SP games).
* Yield changes:
* European horses tripled in price.
* European tools tripled in price.
* European muskets very expensive (but still able to profit from natives early in game).
* Stable produces 3 horse per colonist, ranch 6 horse per colonist
* Silver YieldPriceChangePercent brought in line with all other yields (10 -> 1)
* YieldPriceChangePercent halved (2 -> 1)
* Tax Trade Theshold doubled (can trade more before a tax rise)
* AI changes:
* AI will buy a better navy
* AI will have more money based on handicap.
* AI will rush immigration now.
* AI more immigration scaled to handicap
* Other changes:
* Changed text "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only] (LooF)
* Changed text "2x as likely chance to get Treasure from Ancient ruins" (LooF)
* Increased gold from capturing enemy colonies up to 20 gold, +20 gold per population (was +10gold per pop) (LooF)
* Increased growth of native villages (reduced threshold for growth by 20%, from 100 to 80) (LooF)
* In line with bigger maps and faster immigration, number of game turns for each game speed increased (300/450/900/1200).
* Disciplined trait also gives -50% equipment needed for dragoons.
* Co-operative trait now gives -50% equipment needed for pioneers.
* Europe text change to Homeland
Dale Dec 26, 2008, 07:44 PM Screenshots:
http://rtw.apolyton.net/images/aod2ss1.jpg
http://rtw.apolyton.net/images/aod2ss2.jpg
http://rtw.apolyton.net/images/aod2ss3.jpg
http://rtw.apolyton.net/images/aod2ss4.jpg
http://rtw.apolyton.net/images/aod2ss5.jpg
http://rtw.apolyton.net/images/aod2ss6.jpg
http://rtw.apolyton.net/images/aod2ss7.jpg
http://rtw.apolyton.net/images/aod2ss8.jpg
http://rtw.apolyton.net/images/aod2ss9.jpg
http://rtw.apolyton.net/images/aod2ss10.jpg
http://rtw.apolyton.net/images/aod2ss11.jpg
http://rtw.apolyton.net/images/aod2ss12.jpg
http://rtw.apolyton.net/images/aod2ss13.jpg
http://rtw.apolyton.net/images/aod2ss14.jpg
http://rtw.apolyton.net/images/aod2ss15.jpg
http://rtw.apolyton.net/images/aod2ss16.jpg
http://rtw.apolyton.net/images/aod2ss17.jpg
http://rtw.apolyton.net/images/aod2ss18.jpg
http://rtw.apolyton.net/images/aod2ss19.jpg
jenks Dec 27, 2008, 10:13 AM plunder :)
all looks nice!
Zuul Dec 28, 2008, 02:13 AM I would like a marker on new/updated things in the change log for latest patch :).
Dale Dec 28, 2008, 02:39 AM Zuul:
The changes from 1.04 --> 1.05 are basically that I updated to Koma's latest Europe screen, and all the revamping of the Pirates. :)
Zuul Dec 28, 2008, 03:48 AM Yes but it should be standard for every version to show its changelog. Easier for eveyone (dont think it's hard for yourself to do this).
Yes it's also good to have a total changelog like you have. Have both :)
ashley26ph2003 Dec 28, 2008, 08:22 PM Does Triangle Trade Mod merge with this?
Dale Dec 28, 2008, 09:12 PM Does Triangle Trade Mod merge with this?
No, since Dom Pedro didn't leave behind the source code there is no way to merge the two.
Gothic_Empire Dec 29, 2008, 01:05 PM Does this version have LooF, or is that the next? Is the File uploaded on Dec. 27 the one that was missing the 2D Carrack?
americo Dec 30, 2008, 05:34 PM in this mod how the fortress can bombard the city?
master_akura Dec 31, 2008, 08:46 AM I've quite enjoyed this Mod while I've been playing it; however, I have noticed one error: when I'm playing, the achievements pop-ups are coming up pink, as are some of the graphics for ships on the Europe screen. Also, the AI for the Pirates seems a little unbalanced. While playing Pioneer (having just purchased the game and downloaded this mod), they already had 3 Privateers by turn 100 and were destroying every Carrack I could get my hands on. While I understand that they're meant to harass, it seems to me that the game would be a bit more enjoyable if I weren't having to spend my money on new ships and continually lose goods and newly-purchased citizens. Maybe the Pirates could start out with slightly weaker ships to adjust for the beginning turns and get stronger ones later (just as the player does). Just thought I'd point that out. Cheers.
ashley26ph2003 Dec 31, 2008, 05:10 PM Yes its true when I played the new version
They are too powerful
They have many ships already compared to European Colonist
Why are Ships are expensive and Pirates have fast building ships?
Dale Dec 31, 2008, 06:10 PM I've quite enjoyed this Mod while I've been playing it; however, I have noticed one error: when I'm playing, the achievements pop-ups are coming up pink, as are some of the graphics for ships on the Europe screen.
Please make sure you have not changed the mod's folder name. It MUST remain "AgeOfDiscoveryII" for the graphics to be referenced correctly. :)
Also, the AI for the Pirates seems a little unbalanced. While playing Pioneer (having just purchased the game and downloaded this mod), they already had 3 Privateers by turn 100 and were destroying every Carrack I could get my hands on. While I understand that they're meant to harass, it seems to me that the game would be a bit more enjoyable if I weren't having to spend my money on new ships and continually lose goods and newly-purchased citizens. Maybe the Pirates could start out with slightly weaker ships to adjust for the beginning turns and get stronger ones later (just as the player does). Just thought I'd point that out. Cheers.
Please note this was mentioned earlier, and I have already made changes to the pirates for the next version. :)
Dale Dec 31, 2008, 07:55 PM in this mod how the fortress can bombard the city?
I added code so that if there is a fortress and a cannon in it, it will fire on enemy ships. :)
Dale Dec 31, 2008, 07:55 PM Does this version have LooF, or is that the next? Is the File uploaded on Dec. 27 the one that was missing the 2D Carrack?
The next version will include LooF. :)
Dale Dec 31, 2008, 07:56 PM Yes but it should be standard for every version to show its changelog. Easier for eveyone (dont think it's hard for yourself to do this).
Yes it's also good to have a total changelog like you have. Have both :)
Please see the new thread. :)
Midgetskydiver Jan 01, 2009, 01:10 PM Nevermind.
Dale Jan 11, 2009, 05:18 PM Version 1.06 released!
Please see the first post for details. :)
kaibayashi Jan 12, 2009, 06:18 AM Version 1.06 released!
Please see the first post for details. :)
Congrats! Oh and well done on the kid too! :p Pretty good work getting both done in the same day!! :crazyeye:
Dale Jan 12, 2009, 07:34 AM Actually, the upload was on the 12th (my time). ;)
Dale Feb 25, 2009, 01:11 PM Version 1.07 released!
See first post for details. :)
Changelog for 1.07:
NEW:
- Added some new songs
- Uneducated units can learn professions "on the job"
CHANGES:
- General balance changes:
* Stable produces 3 horse per colonist, ranch 6 horse per colonist
* Small score cheat for AI for new victories to make it fairer on the AI (based on difficulty level)
- Promotion / Trait changes:
* Disciplined trait also gives -50% equipment needed for dragoons.
* Co-operative trait now gives -50% equipment needed for pioneers.
* Canister Shot I, II & III gives +10%, +15% & +25% versus gunpowder units
* Minuteman III gives +30% settlement defense, +10% vs Melee units & +10% vs Gunpowder units
- Education changes:
* Education threshold does not increase. Static education costs throughout game.
* Education gold cost more static. Defined by education level.
* Multiple colonists can graduate each turn.
* Education buildings now define city's education level (schoolhouse level 1, college level 2, university level 3).
* Professions now have a minimum education level to learn. For example stateman requires level 3 building.
* Can only train specialists that exist in that city, and have the correct education level building.
* Profession chosen and paid for at start of education.
* Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.
- Unit changes:
* Indentured Servant can no longer be a scout, dragoon or missionary.
* Petty Criminal can no longer be a dragoon or missionary.
* Indentured Servant and Petty Criminal become Free Colonists after 20 turns (gain their freedom).
* Frigate now starts with Navigation I.
* Free Colonist available in Europe for 750 gold
* Privateers, Pirate brig, and Pirate Ship start with Skirmisher I
- Founding Father changes:
* Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
* Washington Irving moved forwards to be the 3rd father in the Political FF tree
* Washington Irving gives +25% education in all settlements
* Sor Juana switched positions with Thomas Hooker in the Religion FF tree
* Sor Juana gives +1 cross per Town Hall, +2 crosses per church, +4 crosses per Cathedral
* Ethan Allen gives +2 Cannons and Mountaineer I & Ranger I for gunpowerder units
* William Penn gives +1 cross per Town Hall, free church all settlements
* Alexander von Humboldt gives +50% production of schools, colleges & universities
* Peter Minuit gives -50% price of Indian lands
* Pocahontas gives +2 Indian relations and 1 convert
* Chief Powhatan gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
* Hernando de Soto gives +100% production of Stables and Ranch, +1 Rancher
* Ben Franklin gives +4 soldiers, +4 cannons, +1 Frigate & +1 ship of the line
* William Brewster gives +25% production of churches and cathedrals, and -10% crosses required for immigration
- REF changes:
* MoWs no longer carry cargo
* All MoWs deploy to New World on DoI
* MoWs will not return to Europe
* The King receives free galleons to transport the REF
* Only need to kill all land units to win WoI
FIXES:
- Total Pirate Plunder wasn't calculating correctly for victories
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Pirate Soldier graphics fixed (thanks BioHazard).
kaibayashi Feb 26, 2009, 02:00 AM Awesome. DLing now, but its gonna take an hour! :( Really looking forward to seeing how the education changes esp work in this ver.
Elliot Feb 26, 2009, 11:37 PM Thanks for releasing the new version! I can't wait to finish my current game and then try this new version out. Is there any chance that this version is compatible with 1.06 save games?
Also, how many turns does it take for an uneducated units to learn a profession "on the job"?
Dale Feb 27, 2009, 12:14 AM Nah, no compatibility between the two save formats. Education changes made sure of that. :)
About 20 turns I think from memory.
CivWolf Feb 27, 2009, 12:26 AM I downloaded and extracted this mod as per the instructions. The mod seams to load and play fine, but I only have the choice of 3 maps; A_New_World, Carabian, & FaireWeather. From reading the posts here, it seams I should have more options, including a map based on the original Colonization. Is there something more I need to do?
CivWolf Feb 27, 2009, 01:16 AM I also find that double clicking a colinest on the dock, to turn him into a scout etc. crashes the game to the desktop, FYI.
Dale Feb 27, 2009, 02:29 AM I downloaded and extracted this mod as per the instructions. The mod seams to load and play fine, but I only have the choice of 3 maps; A_New_World, Carabian, & FaireWeather. From reading the posts here, it seams I should have more options, including a map based on the original Colonization. Is there something more I need to do?
The extra maps are scenarios from the main menu. :)
CivWolf Feb 27, 2009, 04:07 AM Thanks Dale, I'll check the Scenarios.
i_diavolorosso Feb 28, 2009, 06:43 PM Whoooa
300 mb???
What make it so big dale??The music???
Dale Feb 28, 2009, 07:34 PM Music, videos, graphics. All the aesthetic stuff that increases the involvement and feedback of the game to the player. :)
ExtraCrispy Mar 03, 2009, 08:00 AM Dale, for the next version could you add a "upgrade patch" as well as adding the full game? I don't want to download 300 mbs every time a new version's out.
i_diavolorosso Mar 07, 2009, 12:46 AM Dale, for the next version could you add a "upgrade patch" as well as adding the full game? I don't want to download 300 mbs every time a new version's out.
100% agree
maybe you could make a patch that overwrite or add some new element from new patch.
300mb is big:p
Dale Mar 15, 2009, 01:54 PM Version 1.08 released! Now patch 1.01f compatible!
Please see the first post for details and download link. :)
CivWolf Mar 17, 2009, 01:10 AM "INCLUDES:
* Firaxis Official Patch 1.01f" does that mean I don't need to download and install the offical patch first?
Dale Mar 17, 2009, 02:11 AM You do need to download the patch.
Rhodzey Mar 27, 2009, 09:07 AM Hi, im not having any mod luck at the moment. First I thought id try your amazing looking History in the making for CIV4 BTS.... It loves crashing on me. Checked los of posts cant really see why mines does that......
.... anyway noticed ya Age of Discovery and thought it looked great as I find the original Col boring etc. So I installed it... patched it... then downloaded your mod. stuck it in the Mod folder as ya do. But everytime I try to play it as soon as i decide my map etc it crashes to desktop while loading. I can load the mod and red the civpedia and start setting up games. I thought maybe it was COL that was broke so tested it without the mod but that works. Ive searched your forums for a solution but not had much look. Either im blind or someone has not had this prob yet. Any ideas? :confused::confused:
Im running on a Laptop with
core 2 duel processor 2ghz each
3gb ram
nvidia Geforce 9300
I have more than enough of the min requirementa to play Civ. anymore info needed ill send ya it
PrinzMyshkin Mar 27, 2009, 09:36 AM Have you patched to 1.01f?
Rhodzey Mar 27, 2009, 12:12 PM yep. all uptodate
PrinzMyshkin Mar 27, 2009, 12:31 PM Hmmm you didn't try BTS AoD? Right? Civ4:Col AoD2 is different.
kaibayashi Mar 27, 2009, 04:58 PM Hi, im not having any mod luck at the moment. First I thought id try your amazing looking History in the making for CIV4 BTS.... It loves crashing on me. Checked los of posts cant really see why mines does that......
.... anyway noticed ya Age of Discovery and thought it looked great as I find the original Col boring etc. So I installed it... patched it... then downloaded your mod. stuck it in the Mod folder as ya do. But everytime I try to play it as soon as i decide my map etc it crashes to desktop while loading. I can load the mod and red the civpedia and start setting up games. I thought maybe it was COL that was broke so tested it without the mod but that works. Ive searched your forums for a solution but not had much look. Either im blind or someone has not had this prob yet. Any ideas? :confused::confused:
Im running on a Laptop with
core 2 duel processor 2ghz each
3gb ram
nvidia Geforce 9300
I have more than enough of the min requirementa to play Civ. anymore info needed ill send ya it
yep. all uptodate
There's an updated .dll file which i think you need. Not sure which thread its in, but you should find it easy enough if you look for similar threads in this forum... I think it was in a thread stared by wheldrake... might be wrong tho.
Rhodzey Mar 27, 2009, 05:51 PM nope. the AOD2 is the COL one. Ill look for that .dll file see if that helps tnx. hope so
Rhodzey Mar 27, 2009, 06:07 PM still dont work. I put in the new .dll file. I tried this time with all the victories removed apart from independance... small map all random civs.... still same. Starts loading the crashes straight to desktop. Is there another mod directory or something as the mod directory im using is the one that col puts into ....documents\mygames\sid mieres col\mods.
Well something like that.
SO badly wanna play this mod. other mods have worked. Founding Fathers I think was the last mod I played but I not sure if any of them will work with the new patch.
PrinzMyshkin Mar 27, 2009, 06:17 PM That's one of the weirdest issues ever heard. So everything else runs, but AoD2?
Are you working on Vista? I can smell them! :D
If yes, try:
Find: X:\My Documents\My Games\Colonization II
Edit "CivilizationIV.ini", where it mentions "Mesopotamia", make it look like:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\AgeOfDiscoveryII_1.08\
This will automatically load AoD2. Please let us know what happened. :)
Rhodzey Mar 27, 2009, 06:20 PM just tried another mod. didnt like that one either... was city radius mod.. so doing a full reinstall of COL. Incase it didnt patch properly or something.
Rhodzey Mar 27, 2009, 06:37 PM well... i know why it didnt work then.....
My last install I used the auto updater to update COL.... MOD did not work.
Re installed and manually patched Col using patch from here.... AoD works YAAAAY
thanks for your help :)
Dale Mar 27, 2009, 06:57 PM Woohoo! Great to hear it worked. :)
Was just coming on to advise you to use the no installer patch I just created. But seems you don't need it now. :)
No Installer official patch: http://forums.civfanatics.com/showthread.php?t=315714
PrinzMyshkin Mar 28, 2009, 04:43 AM Awesome! :D
Rhodzey Mar 28, 2009, 01:15 PM Your patch is great. Gotta say its the best ive played outta the 6 mods ive played. Wont name the others. Only thing I had probs with was pirates..... They did not exist. Sailed past me once turn 10ish then vanished. Gave them a town and it just self destructed. Maybe they did not wanna be pirates. :p Anyway thanks for making COL playable again :)
One request.. in wrong section for this for which I appologise. But could you re upload the command line needed for HIM when ya have Civ4 Complete DVD. The images wont load. Tried going to the source of the images but it says site does not exist. For me I can start a game with HIM but it CTD after about 10 turns.
this is the link to the post in question...
http://forums.civfanatics.com/showpost.php?p=6367135&postcount=787
Thanks:goodjob:
Dale Apr 01, 2009, 06:46 PM Version 1.09b Released!
See first post for details. :)
Akrux Apr 01, 2009, 09:40 PM Version 1.09b would not extract for me. I am not sure why. I am trying to extract to the mods folder of the game as per the instructions on the first post in this thread. I was getting something like 1960 errors while extracting.
Dale Apr 01, 2009, 10:14 PM Version 1.09b would not extract for me. I am not sure why. I am trying to extract to the mods folder of the game as per the instructions on the first post in this thread. I was getting something like 1960 errors while extracting.
Are you using the latest version of winzip or winrar? I wouldn't suggest using Windows Extract. Could be causing you problems. I use winrar, and I know others here are already into 1.09b games. :)
Rhodzey Apr 02, 2009, 07:19 AM with me.. If I try to extract directly into the mods folder for BTS or COL the files never seem to extract. Just lots of failed messages. I have to extract to the Desktop first then move the folder into the Mods folder manually. Think its caus Vista is a pile of poo and constantly asks for permisions to do things.
ExtraCrispy Apr 02, 2009, 08:06 AM Dale I'm confused on how to install AoD2 1.09? Is this an upgrade patch? Should I just rename my aod folder to Age of discovery and overwrite the files?
PrinzMyshkin Apr 02, 2009, 09:33 AM You can safely delete your old version. :)
Wheldrake Apr 02, 2009, 10:52 AM Bonjour,
Does the 1.09b include the missing dll that Dale mentioned in another post?
(silly me, I DLed the "a" version before seeing there was a "b" version available.)
Keep up the good work, Dale, you April-fooler, you!
Cheers, --- Wheldrake
PrinzMyshkin Apr 02, 2009, 11:46 AM "b" version includes hurry immigration hotfix, which Dale posted.
You can either download "b" version, or if you have already downloaded "a" version just apply the 1.09 dll hotfix. :)
Dale Apr 02, 2009, 01:51 PM "b" version includes hurry immigration hotfix, which Dale posted.
You can either download "b" version, or if you have already downloaded "a" version just apply the 1.09 dll hotfix. :)
This is correct. :)
Dale Apr 02, 2009, 01:52 PM Dale I'm confused on how to install AoD2 1.09? Is this an upgrade patch? Should I just rename my aod folder to Age of discovery and overwrite the files?
Please delete the old AoD folder as this is a "complete" download. I won't post a 1.09 upgrade as there was too much confusion on 1.08. Better to start fresh. :)
Akrux Apr 02, 2009, 02:17 PM I can't get 1.09b to work.
I am running Vista 32 on a good computer that is only a few months old, I had no problems running 1.08
History for today:
- deleted all old Col files and folders
- fresh download and install of latest version of WinRar 3.8
- fresh install of Col
- fresh download and install of official patch
- tried to play and it works fine at this point
- fresh download of 1.09b
- unpacked 1.09b to desktop, and copied AgeofDiscoveryII folder to mods folder in game
- run game as administrator
- unmodded game plays fine
- load mod AgeofDiscoveryII and it loads no problem
- can choose nationality, size, difficulty etc but I accept all defaults
- start a game and it crashes everytime while trying to setup game (about 3 seconds after you click start game)
Don't know what to do now or what I am doing wrong.
Dale Apr 02, 2009, 02:43 PM I can't get 1.09b to work.
I am running Vista 32 on a good computer that is only a few months old, I had no problems running 1.08
History for today:
- deleted all old Col files and folders
- fresh download and install of latest version of WinRar 3.8
- fresh install of Col
- fresh download and install of official patch
- tried to play and it works fine at this point
- fresh download of 1.09b
- unpacked 1.09b to desktop, and copied AgeofDiscoveryII folder to mods folder in game
- run game as administrator
- unmodded game plays fine
- load mod AgeofDiscoveryII and it loads no problem
- can choose nationality, size, difficulty etc but I accept all defaults
- start a game and it crashes everytime while trying to setup game (about 3 seconds after you click start game)
Don't know what to do now or what I am doing wrong.
A crash at that point is usually associated with not having the Firaxis patch installed. Go into vanilla (un-modded) click Advanced and then About. Does it say version 1.01 or 1.00? I suspect the patch didn't take and you may need to get the no-installer patch from the Col general forum.
Akrux Apr 03, 2009, 10:51 AM In vanilla Advanced About it says:
Colonization Version 101
Build Version 1.0.0.1 (121000)
I am pretty sure that means the Firaxis patch was installed. Any other suggestions you may have would be appreciated.
PrinzMyshkin Apr 03, 2009, 01:59 PM This is what I have. Seems the same. Do the rest details match?
Dale Apr 03, 2009, 02:35 PM This is what I have. Seems the same. Do the rest details match?
How dare you download Fall from Heaven! You should only be playing AoD2! :gripe:
Akrux Apr 03, 2009, 05:12 PM Yes the rest of my details match yours exactly PrinzMyshkin.
1.08 worked fine on my computer and 1.09b crashes so something must be different in 1.09b.
PrinzMyshkin Apr 03, 2009, 08:58 PM LoL ::gulp::
I want to confess father. I cannot enjoy a REF war since v1.06.
Z3T0 Apr 04, 2009, 02:25 AM Yeah Father, i'm agree with Prinz. I love my Henry Morgan to be played without 30 turns.
Please make it for me. And i won't DL it till Father tell me how to get rid of that suck patch includes on AOD2 1.08 which make me :cry:.
Edit: :gulp: sorry Father, didn't read the 1.09 changelog about Henry Morgan.
Dale Apr 04, 2009, 02:45 AM Yeah Father, i'm agree with Prinz. I love my Henry Morgan to be played without 30 turns.
Please make it for me. And i won't DL it till Father tell me how to get rid of that suck patch includes on AOD2 1.08 which make me :cry:.
Edit: :gulp: sorry Father, didn't read the 1.09 changelog about Henry Morgan.
Yes the Pirates bug is fixed. :)
I don't understand what you mean by the second part, what was added to 1.08 that you want to get rid of?
Dale Apr 04, 2009, 02:46 AM LoL ::gulp::
I want to confess father. I cannot enjoy a REF war since v1.06.
Yes the REF is too weak. I will be doing something about it for the advanced levels.
PrinzMyshkin Apr 04, 2009, 03:40 AM Being weak it's ok (I can make them stronger myself :P). Can you make them not dissappear? ;)
Dale Apr 04, 2009, 06:23 AM Being weak it's ok (I can make them stronger myself :P). Can you make them not dissappear? ;)
- Transported by War Galleon (unique King unit, can attack)
- REF unit's strength scales with handicap
- REF lands MUCH MUCH better!
I think the WoI will be a lot better (and harder at higher levels) in 1.10.
PrinzMyshkin Apr 04, 2009, 08:42 AM Cool!!!! Looking forward to it! :)
- Transported by War Galleon (unique King unit, can attack)
Hope I am wrong, but wouldn't be surprised if sacrificial attacks come into AI mind with 6 units on board. :P
Needs testing how AI plays with war galleons - like disabling attack or not.
Akrux Apr 04, 2009, 09:14 AM Yes the Pirates bug is fixed. :)
I don't understand what you mean by the second part, what was added to 1.08 that you want to get rid of?
I don't know what you added to 1.09b that makes the game crash for me. I only know that 1.08 ran fine and 1.09b crashes so I assume that something that you changed is causing the crash. Am I the only one with this problem? Maybe I just have to wait for 1.10 and hope it fixes the problem.
Rhodzey Apr 04, 2009, 10:11 AM Akrux, you are having the same problem I had with 1.08. All it ever did was crash as it started the setup after I had selected my nation etc.
TO fix it I deleted colonization. Re - Installed it again. Then I download the official Fireaxis patch from this website in the Colonization .... mods section.
It would not work for me using the auto updater or the patch from the official site. Wierd it is but 1,08 and 1.09 work fine for me :)
Guynemer Apr 04, 2009, 11:22 PM Dale:
Thanks for all your hard work on this. It has significantly improved some of the things I complained about way back upon release back over on Poly.
But, I think I ran into a bug (feature?). In my first game with your mod, I destroyed the REF... but did not win. While hunting down the last two Royal ships, a computer opponent won an economic victory. Did you change the rules to require a complete victory over the navy as well? If so, I'm not sure I like that change.
Ekmek Apr 06, 2009, 06:21 PM Dale,
Did these require python or SDK changes (or i guess both)?
Victory Conditions:
* Added ECONOMIC victory based on total goods traded (all trading methods, buy and sell).
* Added INDUSTRIALISATION victory based on total yield rate per turn (all yield types including bells, crosses and books).
Dale Apr 06, 2009, 08:01 PM Dale,
Did these require python or SDK changes (or i guess both)?
Only python was to show on the victory screen. Everything is SDK.
Akrux Apr 06, 2009, 09:50 PM I finally figured out why AoDII would not run for me. Many thanks for Rodzey for pointing me in the right direction.
The big difference between 1.08 and 1.09b is that the patch is INCLUDED in 1.09b where it was not included in 1.08. Normally that would not matter but it seems that there are slightly different versions of the official Firaxis patch floating around. The difference is small and only shows up on some machines or some operating systems it seems. I do not have the computer expertise to find the differences.
The patch that Dale has included in AoDII 1.09b is not exactly the same as the official patch. My computer would crash on the differences when it loaded AoDII 1.09b (patch included) on top of my patched version of vanilla COL.
In case anyone else has the same problem I will explain how I got it to work for me. I can get AODII 1.09b to run by reinstalling the original game and NOT patching it. I then download and install 1.09b and it runs fine. This setup does mean that I can't play vanilla COL + patch.
This is not a big problem for me as I love AoDII. Many thanks to Dale and the others that helped create it.
Dale Apr 06, 2009, 11:38 PM Have you tried the no-installer patch from the general Col forum? Just unzipping and copying those files over vanilla files should work for you.
I'd be interested to know if it does. :)
PrinzMyshkin Apr 07, 2009, 03:47 AM When you say patch mate, have you tried 1.01f?
http://www.2kgames.com/civ4/colonization/patch/ColonizationPatch1.01.zip
If that works we probably need to sticky this patch version. It troubles people a lot.
koma13 Apr 07, 2009, 04:37 AM When you say patch mate, have you tried 1.01f?
http://www.2kgames.com/civ4/coloniza...nPatch1.01.zip
If that works we probably need to sticky this patch version. It troubles people a lot.
It is already. It's sticky in General Discussions and in the Download area. :dunno:
Akrux Apr 07, 2009, 08:41 AM The patch that doesn't work (at least not for me) with 1.09b is this one:
http://www.firaxis.com/downloads/Patch/ColonizationPatch1.01f.exe
Right now the ONLY 1.01f patch that I am using is the one that is included in AoDII 1.09b. You would have to ask Dale which patch that is. My difficulties arose from patching vanilla to 1.01f and then adding AoDII 1.09b.
Dale Apr 07, 2009, 09:46 AM Okay some questions to help clear things up in my mind. :)
1. In vanilla (no mod loaded) what version does Advanced --> About display?
2. In AoD2 1.09b what version does Advanced --> About display?
3. Where did you get Col? Brick 'n morter, steam, etc.
4. Start a vanilla game. Can you attack a rivel European coloniser before turn 20?
Akrux Apr 07, 2009, 04:26 PM 1) 1.0.0.0 (109295)
2) 1.0.0.0 (109295)
3) Gamers Gate (internet download)
4) Yes in vanilla, no in 1.09b
Dale Apr 07, 2009, 05:05 PM Okay you're going to come across problems. Because even though all the files in 1.09b are patched versions of the files, the exe itself is not.
I'm not sure if GamersGate have released a patch for Col yet, but I know the "update game" link from inside the game and the Firaxis link won't work for you. I would suggest trying this one where the patch is just a zip file, so all you do is unzip it and copy over existing files. No patch installer causing problems.
http://forums.civfanatics.com/showthread.php?t=315714
Z3T0 Apr 07, 2009, 06:31 PM @ Dale,
I have a few questions about Pirates.
1.I have played last night that hometown Pirates couldn't buy like Master Weaver.
And Pirates settlement (player) didn't have Town Hall.
So how can i play like usual, i mean i can DoI & get Master Gunsmith,etc like other nations. Even Pirates are humans, they want freedom from their Pirate King :rolleyes:.
I mean it's okay with that conditions, but is there any solutions in game to DoI & get Expert Silver Miner, etc like other nations?
2.I haven't test if swashbuckler (pardon me if bad spell) attack regular soldier and win, so that regular soldier is dead. I have an idea for 1.10. How about if swashbuckler / deckhand attack regular soldier and win, we have choice to kill that regular soldier or make him slave. Coz the Pirates needs men to be slaved like the real pirates.
Akrux Apr 08, 2009, 01:00 PM There is no patch from Gamers Gate. I thought my game was working properly and just now I noticed that there are no Chinese, Russian or Australians in the game. There are Portuguese though so I really don't know what is happening.
The link you provided takes me to this link:
http://rtw.apolyton.net/files/C4C_NoInstallerPatch.zip
which is broken atm. I will try that link later. If that patch doesn't work then I will probably have to buy the game box.
Sorry to put you through all this trouble.
Dale Apr 08, 2009, 02:42 PM There is no patch from Gamers Gate. I thought my game was working properly and just now I noticed that there are no Chinese, Russian or Australians in the game. There are Portuguese though so I really don't know what is happening.
The link you provided takes me to this link:
http://rtw.apolyton.net/files/C4C_NoInstallerPatch.zip
which is broken atm. I will try that link later. If that patch doesn't work then I will probably have to buy the game box.
Sorry to put you through all this trouble.
No trouble at all. :)
Apolyton seems to be going through issues at the moment. Every so often it can't resolve the domain name. Just keep trying, you'll get it. :)
Aerion Apr 08, 2009, 07:30 PM @ Dale,
I have a few questions about Pirates.
1.I have played last night that hometown Pirates couldn't buy like Master Weaver.
And Pirates settlement (player) didn't have Town Hall.
So how can i play like usual, i mean i can DoI & get Master Gunsmith,etc like other nations. Even Pirates are humans, they want freedom from their Pirate King :rolleyes:.
I mean it's okay with that conditions, but is there any solutions in game to DoI & get Expert Silver Miner, etc like other nations?
2.I haven't test if swashbuckler (pardon me if bad spell) attack regular soldier and win, so that regular soldier is dead. I have an idea for 1.10. How about if swashbuckler / deckhand attack regular soldier and win, we have choice to kill that regular soldier or make him slave. Coz the Pirates needs men to be slaved like the real pirates.
Dale said in another post that Pirates are not balanced yet and probably won't be until Phase III of the mod.
miles101 Apr 09, 2009, 05:11 PM No trouble at all. :)
Apolyton seems to be going through issues at the moment. Every so often it can't resolve the domain name. Just keep trying, you'll get it. :)
I've been trying to download AoDII for the past several days w/o any luck. Is there anywhere else I can get it from?
Dale Apr 09, 2009, 05:41 PM I've been trying to download AoDII for the past several days w/o any luck. Is there anywhere else I can get it from?
I'll be looking for a new host for 1.10. There's been some performance issues at Apolyton. That's why the server has been up and down. Sorry for any inconvenience. :)
miles101 Apr 09, 2009, 07:08 PM Thanks for the quick reply Dale. Can't wait to try out your mod.
Akrux Apr 09, 2009, 08:57 PM Well I finally got so frustrated that I went out and bought the game at Wal-Mart. I already had the downloaded version from Gamers Gate but that was not working for this mod. I am running a fairly new Dell computer with Windows Vista 32 on it.
I removed all of the old install and installed the game from the brand new CD in a different location. I unzipped 1.09b and copied it into the new Mods folder that I had created. I did not update or install the official patch 1.01f. Vanilla game starts and plays fine. When I add a mod it works as the startup screens come up. I can choose nations (including chinese, australian and russian), select maps and difficulty levels etc.
When I click on start game it crashes about 5 seconds later every time. Very frustrating.
Remember that 1.08 worked fine for me. There is something in 1.09b that crashes my computer. What is the ETA for 1.10? Maybe I will have to wait and hope that 1.10 works for me.
PrinzMyshkin Apr 10, 2009, 03:02 AM I did not update or install the official patch 1.01f
My friend, I think you have to... :) There are two updates available, one of them won't work for you.
Please use the update which you will find at the download files database. Do not use auto-update, it's evil! ;)
Akrux Apr 10, 2009, 09:34 AM Thank you PrinzMyshkin that worked for me. Finally I can play and just in time for the long weekend. :)
Dale needs to amend the first post in this thread. Right now it does not say to patch the game or where to get the patch. In fact it specifically says that the official patch is included in 1.09b.
PrinzMyshkin Apr 11, 2009, 06:00 AM Glad to help mate. :)
Dale, I think you need to update screenies again. Link seems to be broken (or is it apolyton having probs again?).
This is version 1.09b and is stable. 1.09b is predominantly a "fixer" version, fixing both bugs introduced by Firaxis patch 1.01f as well as bugs from 1.08 after merging AoD2 with the Firaxis patch 1.01f.
I also think the word "merging" may appear confusing, as some people may think the patch is included (but it's not). :)
If I were you I would explicity state they need to update to 1.01f patch from CivFans DB, and not use the auto updater.
Oerdin Apr 13, 2009, 02:14 PM I have acquired a... er, "modified" copy of C4C and I don't see any mods folder at all. Under the C4C directory I can see Assets, Civ4gamecoreDLL, miles, public maps, resource, and shaders but nothing else. All of these sub directories have their own sub directories but none of them are named anything like mods so where should I unpack this mod?
PrinzMyshkin Apr 13, 2009, 02:51 PM \Colonization II\Mods\AgeOfDiscoveryII
HTH
Rhodzey Apr 14, 2009, 06:17 AM On my laptop... The game installed to C:\programfiles\2kgames....etc etc etc
but.. my mods folder for colonization is actuaully under documents..
C:\Users\pauls\Documents\My Games\Sid Meier's Civilization IV Colonization\MODS
Thats where I have to put my col mods :)
Using Vista
Dale Apr 14, 2009, 07:50 AM The "My Documents" mods folder is not recommended for conversion mods such as AoD2. :)
Rhodzey Apr 14, 2009, 12:02 PM hmmm. I dont have a choice. The mods folder in the 'Programfiles\2kgames ......' directory is just a sortcut to the 'My Docs' Mod folder.
Wounder if UK version installs different to US version.. MEH, your mod works great for me :) :) Keep up the great work :goodjob:
descarado Apr 14, 2009, 05:51 PM dale,
it seems to me that cannons have been nerfed too much. granted in vanilla it was way overpowered for taking cities, but now i find cannon useless for anything except taking down colony defense. that makes the promotions for attacking cities not worth much of much, especially against veteran soldiers.
is there any way there could be a compromise? for example, +25% cannon city attack AND benefit from CITY defense (no defense modifier out in the open).
Dale Apr 14, 2009, 08:03 PM You need to build some coastal fortresses and position your cannons in them. They're useful, just need to alter the tactics surrounding them. ;)
PiMan Apr 15, 2009, 12:28 AM hmmm. I dont have a choice. The mods folder in the 'Programfiles\2kgames ......' directory is just a sortcut to the 'My Docs' Mod folder.
Wounder if UK version installs different to US version.. MEH, your mod works great for me Keep up the great work
Just create your own mods folder. Delete the shortcut if need be.
PrinzMyshkin Apr 15, 2009, 03:15 AM I bought mine from the UK...
D:\Games\Colonization II\Mods\AgeOfDiscoveryII
D:\Games\Colonization II folder is where you installed.
If you are confused unistall C4C, and re-install to a manually selected path (somewhere you know where it is...).
descarado Apr 15, 2009, 04:42 PM dale,
You need to build some coastal fortresses and position your cannons in them. They're useful, just need to alter the tactics surrounding them.
does being in a coastal fortress influence anything? i don't think they take advantage of colony defense (either fort or percent levels) right now, so i find AI dragoons slaugthering my cannons.
PrinzMyshkin Apr 15, 2009, 05:12 PM They can fire against ships once per turn.
Dale Apr 15, 2009, 06:56 PM They can fire against ships once per turn.
Which is very useful against MoWs. :)
PrinzMyshkin Apr 16, 2009, 03:23 AM That's correct.
If the AI is slaughtering your cannons, it means you don't have enough fortified footsoldiers.
Aerion Apr 18, 2009, 05:30 AM Dale,
Do you have an ETA for 1.10? Not trying to rush you just want to know if I should start a new game with 1.09b or wait a couple days for 1.10.
Dale Apr 18, 2009, 06:25 AM Nah, start a game. Due to work stuff 1.10 is still at least a week off.
gorguth Apr 19, 2009, 04:19 AM I just installed this mod in game folder, game is up-to-date (Steam version), with BlueMarble . But no unit appears in game, I can only move them, and video of world discover is crappy...
Mod was downloaded twice, so it doesn't seem to be corrupted...
What's wrong ? Thanks for your work and help ;)
EDIT: BTW, vanilla doesn't work any longer too, although there was no problem yesterday evening. Bah... => reinstall
Dale Apr 19, 2009, 06:20 AM Hi gorguth. BlueMarble may cause some problems. I don't know if it's working for anyone else.
Note: you MUST patch Civ4 Col with the official Firaxis 1.01f patch (which I believe will break BlueMarble) for AoD2 to work. :)
gorguth Apr 19, 2009, 06:29 AM Hi gorguth. BlueMarble may cause some problems. I don't know if it's working for anyone else.
Note: you MUST patch Civ4 Col with the official Firaxis 1.01f patch (which I believe will break BlueMarble) for AoD2 to work. :)
Thanks Dale, I don't know what happened, I deleted mod in game folder and folder in My Documents, but it didn't work too.
So reinstall saved me, now it's OK.
Let's play :goodjob:
henryMCVII May 06, 2009, 07:20 AM Where to get 1.09? Link in first page seems to be down (to me).
PiMan May 06, 2009, 09:24 AM I'm not having any problem with it.
henryMCVII May 07, 2009, 01:53 PM I'm not having any problem with it.
Yeah, today its working, yesterday something was wrong. Today also the Screenshots (page 1) are shown, which wasnt the case yesterday.
Bungus May 07, 2009, 11:10 PM Updated ETA?
moopoo May 08, 2009, 04:41 AM Hey! Downloaded it, started it, seems to be working fine, except My King (portuguese) came up to me and had nothing to say (He should have been offering to move my treasure), and I had no way to respond. I hit escape, and was able to return to the game. Have I missed a patch DL somewhere?
UPDATE: Noone says anything, And I can't respond
AlexandrJJ May 08, 2009, 11:01 AM Also curious on the ETA for 1.10, but I'll settle for a link to the test/beta version that, I THINK, has been circulated around that I just can't find.
Swaty May 08, 2009, 02:22 PM AlexandrJJ, the testversion is on post number ten in the "Changes for v1.10" thread.
Would have linked to it, but I am newbie at such magical things :)
craigdh May 08, 2009, 10:45 PM I don't think the beta 1.10 has all the changes incorporated into it yet though... it's super hard right now in the beta form because the comp expands at a ridiculous pace.
AlexandrJJ May 09, 2009, 10:02 AM Verily. I think I'll play some Fall Further in the meantime. I love Colonization, but I want to wait for 1.10 to do it, since the AI's never been particularly good or competitive.
craigdh May 09, 2009, 10:12 AM Verily. I think I'll play some Fall Further in the meantime. I love Colonization, but I want to wait for 1.10 to do it, since the AI's never been particularly good or competitive.
That is one thing about AoD is that the AI is vastly improved... it was such a joke how bad the other euro colonies were in the vanilla version.
Myself I'm not playing the game either until 1.10, but that's because I'm waiting for the new version of the custom house... The lack of which was another gaping oversight in the Vanilla game.
Swaty May 09, 2009, 11:20 AM Btw, what is the ETA on the new version anyway - getting hungry for it :)
Dale May 09, 2009, 05:00 PM Btw, what is the ETA on the new version anyway - getting hungry for it :)
In the next week. :)
Sorry for being so long, but have been busy at WePlayCiv (http://www.weplayciv.com). :)
ironic_lettuce May 10, 2009, 10:34 AM What a mod!!! Looks absolutely brilliant! Fantastic work Dale, can't wait to go a pirate!! :D
If I download the 1.09, then you release 1.10, do I have to start a new game for the changes to take place?
Oh and the intro movie you made is incredible!! Amazing stuff :king::king::king:
ironic_lettuce May 11, 2009, 01:18 AM Hi Dale, I donwloaded the mod and loaded it up, but it always crashes back to the desktop and the error report always mentions d9d3.dll. Would you have any idea how to stop this happening? As far as I'm aware, I have the most recent update of Directx9c, so I'm not sure what's happening :(
I also have RealTek Audio HD and that has caused problems with other games before - do you know of any such conflicts with AoD?
I'm desparate to play it now after my few turns! I love the new ways to win :D
Dale May 11, 2009, 07:11 AM Did you install the Firaxis official patch? That's required to play AoD2. :)
ironic_lettuce May 11, 2009, 12:38 PM Did you install the Firaxis official patch? That's required to play AoD2. :)
I did :(
At first I hadn't, and when it tried to load the map the game crashed, so I installed that patch then your mod and now the map loads ok, but keeps crashing a few turns in :(:(
It looks like such a brilliant mod as well! :cry::cry:
Dale May 11, 2009, 09:42 PM Hmmm...... all I can think of is ensure you have the latest DirectX from Microsoft (http://www.microsoft.com/directx) and make sure you have your graphic cards latest drivers installed. Usually after a DirectX upgrade is released, card manufacturers have to update their drivers.
kaibayashi May 12, 2009, 08:19 AM Hi Dale, I donwloaded the mod and loaded it up, but it always crashes back to the desktop and the error report always mentions d9d3.dll. Would you have any idea how to stop this happening? As far as I'm aware, I have the most recent update of Directx9c, so I'm not sure what's happening :(
I also have RealTek Audio HD and that has caused problems with other games before - do you know of any such conflicts with AoD?
I'm desparate to play it now after my few turns! I love the new ways to win :D
Try googling the missing .dll and copy it to your system32 directory. U may find you have to do this a few times. I have had a problem with missing .dll several times and this has worked for me.
Dale May 12, 2009, 04:02 PM Version 1.10 released!
See first post for details. :D
Swaty May 12, 2009, 04:11 PM Wiiii, downloading now :)
22 kB a second, only five hours. Sometimes I wonder if I really have 100mbit :p
PiMan May 13, 2009, 03:31 AM Fair enough to wonder too. I have a mere 1.5Mbit connection and I usually get better speeds than that. Talk to your ISP, because something is going wrong.
DodgyDave May 13, 2009, 04:23 AM ok, downloaded 1.10, playing as england, turn 36 i move past the french city, they are size 6 thats ok, i could not locate a fine place yet, but more surprised by the fact he already have 3 galleons???
Dale May 13, 2009, 04:50 AM Yeah the AI is now force-focused onto buying galleons with treasure money for the early turns. Also note that it's cheaper for the AI as you increase the difficulty. :)
DodgyDave May 13, 2009, 09:29 AM playing on the governor level, so just how cheap are these galleons? if its 3000 now, that means the AI have found 6000 or more and sold at 50% i take its still 50% for them as well and even then found either a 6000 more then for two more ships or a few smaller amounts then, but if they are 6000 each, that means 2 loads are needed of 6000 and even more loads to afford this... turn 36? i find that very fishy
koma13 May 13, 2009, 08:21 PM playing on the governor level, so just how cheap are these galleons? if its 3000 now, that means the AI have found 6000 or more and sold at 50% i take its still 50% for them as well and even then found either a 6000 more then for two more ships or a few smaller amounts then, but if they are 6000 each, that means 2 loads are needed of 6000 and even more loads to afford this... turn 36? i find that very fishy
I don't think 'fishy' is the right word, Dale explained it perfectly:
The basic standard is, as the difficulty gets higher, things are cheaper and the AI gets more of the stuff that you pay more for and get less.
kmdavis May 16, 2009, 11:48 AM things are cheaper and the AI gets more of the stuff that you pay more for and get less.
So, the AI buys ships at a "buy 1, get 1 free" sale?
DodgyDave May 16, 2009, 02:18 PM well as i am not one of those, who just jump AI, prefer to try and build up, until they jump me, then i will just go use easier difficulty...
CivRulez07 May 16, 2009, 08:23 PM 2. Unzip to your C4C \Mods\ folder. A new folder called \AgeOfDiscoveryII\ will be created.
the only mods folder i have is in "C:\Documents and Settings\User\My Documents\My Games\Sid Meier's Civilization IV Colonization\MODS"
is that correct? i'm unsure, because my other Civ4 games have a mods folder directly in their program files
Dale May 16, 2009, 10:12 PM Just create the Mods folder in the program files folder yourself. :)
CivRulez07 May 17, 2009, 06:52 AM ok - thanks!!! can't wait to start playing!!! :D
Ginger_Ale May 17, 2009, 07:33 AM Hey Dale,
First off, thanks for the mod. I like the extra images/music/videos as much as anything else!
I remember playing a game about a month ago where my European King won by trading victory. It was essentially a runaway victory, as I was not nearly close enough to winning. I think I read that this might have been some sort of bug: if so, has it been fixed with v1.10? Or is there a workaround? Thanks.
Dale May 17, 2009, 07:36 PM Hey GA. :) That bug is fixed in 1.10. The King can't score an eco victory now (or production or pirate victory either).
homsolo! May 18, 2009, 11:36 PM Wow! I downloaded this patch yesterday and it's really GREAT! It's so military oriented you will enjoy it profoundly. I should have played as the Spanish for even greater enjoyment. Anyway, I started the game and noticed a BIG change, GUN price in Europe is second to only silver.
- now before I continue, you have to see that: Silver requires no processing, you just mine and dump 'em, guns on the other hand, go through TWO stages, ore --> tools --> guns. what's more from 1 mountain with silver (or river), you get 6 units max a turn with 1 man (silver miner), from the same mountain you get 12 guns a turn with 3 men (1 ore miner, 1 blacksmith, 1 gunsmiths).
BUT, guns are still the NEXT silver in this patch because the building requirements are so simple, and also, the manufacturing process is tied in with the development process (you will build tools anyway), so the infrastructure for the gun industry is so very simple, and extremely profitable!
anyway, so, as I launch my game, having noticed this, I build nothing else but gun and tool buildings, I even rush buy several buildings from the start when I have money.
Then I sell back to Europe loads and loads of guns.
My Colony is an arm dealer industry, nothing else! runs on lumber and ore and food, so simple to manage, beautiful!
I got luck for getting 2 master gunsmith and a master Blacksmith early so it helps me with a head start.
Around turn 50 on, I started buying Veteran Soldiers and horses from Europe instead of raising them, and create an army of Dragoons and then run around and kill off everybody! It's so much fun!
Buy turn 100+ with everybody else almost dead and their ships keeps running around, I got bored so I just quit, my population by that time is a mere 60+ colonists with an army of 10 veteran soldiers maxed out with promotions.
I also noticed that it seems the AI got FRIGATES spawned automatically for them? For I bought Frigates from Europe as well to kill of everybody on the high sea as well, but was not very successful, once my 3 (heavily promoted) frigates rushed in and kill off 2 Spanish Frigates and no other ship is around and it's on the high sea (the area to leave for Europe), all of a sudden, next turn, a Spanish Frigate just appear right there and sink 1 of my Frigates! :o
So I guess every time you kill of enemy frigates they just get new ones free? I don't enjoy that part so much, though with no land to land anymore, they are but dead meat anyway. It's like the AI is cheating, by turn 100+ there are like 30+ ships from all nations running around everywhere any moment. it's just impossible to control the sea as well as in land.
My game was a Revolutionary level, large map, cheers! ^^
OzzyKP May 20, 2009, 01:29 PM I remember a bit ago my maps of the new world were included with the mod, but I just downloaded it (new computer) and they aren't there. :(
Any particular reason?
craigdh May 23, 2009, 07:54 PM Which is very useful against MoWs. :)
I know I posted this in another thread, but I had to look back and see any mention of this. I've tried a few games now and in each one of them, my cannons won't fire on enemy ships... they did in 1.09 though. I assume the requirements are simple? Cannon + in fortress = fire on enemy ships?
Doesn't seem to work, over several games tried.
Bug, or intentional?
Dale May 23, 2009, 09:30 PM Bug .
rosni943 May 25, 2009, 01:03 AM Hi, this may seem like an obvious question to those more computer literate than me, but I have saved the AoD 1.1 mod and the 1.01 patch and installed them both. The mod can load but it makes no difference to the game and I am unable to use the new civs or anything. Can anyone help?
Thanks
Akrux May 25, 2009, 08:06 PM Hi, this may seem like an obvious question to those more computer literate than me, but I have saved the AoD 1.1 mod and the 1.01 patch and installed them both. The mod can load but it makes no difference to the game and I am unable to use the new civs or anything. Can anyone help?
That sounds a lot like the problem that I had. Where did you get the 1.01 patch? There does seem to be slightly different patches floating around. The 1.01 patch that worked for me was here:
http://forums.civfanatics.com/showthread.php?t=315714
Hope that helps.
Dale Jul 21, 2009, 06:39 AM 1.11b Released!
See first post for details. :)
Wheldrake Jul 21, 2009, 07:09 AM 1.11b Released!
See first post for details. :)
Is this latest release different from the 1.11b beta that we've been testing for a week or so? I'm re-DLing it, but not sure if I needed to.
Cheers, --- Wheldrake
Dale Jul 21, 2009, 07:41 AM Yeah it's different. :)
Lost Soul 1 Jul 21, 2009, 10:37 AM Dale,
I'm excited to try out the new release (v1.11b), however, the "weplayciv.com" site is blocked at my work location where I can download big files pretty quickly (I don't think I want to attempt downloading via slow dial-up from home).
Any chance you'll host this downloadable file elsewhere--like on civfanactics.com?
Cheers!
Dale Jul 21, 2009, 01:33 PM Dale,
I'm excited to try out the new release (v1.11b), however, the "weplayciv.com" site is blocked at my work location where I can download big files pretty quickly (I don't think I want to attempt downloading via slow dial-up from home).
Any chance you'll host this downloadable file elsewhere--like on civfanactics.com?
Cheers!
At 413 meg it's not able to be uploaded to CFC. Is there any way you can bounce off a proxy to mask where you're downloading from?
buck beach Jul 22, 2009, 11:30 AM Dale,
I'm excited to try out the new release (v1.11b), however, the "weplayciv.com" site is blocked at my work location where I can download big files pretty quickly (I don't think I want to attempt downloading via slow dial-up from home).
Any chance you'll host this downloadable file elsewhere--like on civfanactics.com?
Cheers!
Tread cautiously, not a good idea!!! I know of several people at my former employer, who were terminated for personal use of the company computer. It is against most company's policies and they do monitor activity for this purpose.
Do what I do, find a friend with high speed, let your dial up load all night or load little by little over the course of days. The last two options are if you have program like Internet Download Manager that will allow resumption of most downloads.
Good luck and be smart.
Lost Soul 1 Jul 22, 2009, 01:48 PM Agreed. Definitely a no-no to use any form of proxy with or to mask use of my company's intranet. Thanks for the suggestion, Dale, but I'm going to have to bug a neighbor or friend to D/L this update (one of these days).
buck_beach's comments are right on (as far as my company is concerned--definitely cause for termination).
Dale Jul 22, 2009, 02:54 PM Agreed. Definitely a no-no to use any form of proxy with or to mask use of my company's intranet. Thanks for the suggestion, Dale, but I'm going to have to bug a neighbor or friend to D/L this update (one of these days).
buck_beach's comments are right on (as far as my company is concerned--definitely cause for termination).
What about this link (http://216.18.20.7/files/dale/civ4col/AoD2_1.11b.zip)?
Lost Soul 1 Jul 23, 2009, 04:09 PM Dale,
Thanks for trying with the new link. That one is blocked too.
Definitely looks like I'm going to have to plead with my next-door neighbor to do some seriously downloading (AoD v1.11b) soon.
riddleofsteel Aug 06, 2009, 09:19 PM Quick question, is there any way to disable victory conditions in single player? John Adams won an economic victory just now, and I was picking up steam. Also, is there any setting that lets me scale back the degree of 'swarming' the AI does, like sending out bunches of any old immigrant to spam new villages and similar actions? If not, no big deal, I will just have to plan more carefully. Thanks!
Dale Aug 06, 2009, 09:41 PM Quick question, is there any way to disable victory conditions in single player? John Adams won an economic victory just now, and I was picking up steam. Also, is there any setting that lets me scale back the degree of 'swarming' the AI does, like sending out bunches of any old immigrant to spam new villages and similar actions? If not, no big deal, I will just have to plan more carefully. Thanks!
If you choose "Custom Game" you can turn victory conditions on or off.
riddleofsteel Aug 06, 2009, 10:12 PM Thanks Dale. Excellent mod, is there an update coming for either AoD or AoFD? Just curious. Also, any comment on the AI 'swarming'? I love this mod but it just breaks my heart to see my single struggling colony get choked out like a rose among thorns. Thanks again.
Dale Aug 07, 2009, 06:28 AM I would suggest dropping down a level if the AI is squeezing you out. As you drop levels the AI grows slower.
riddleofsteel Aug 07, 2009, 08:34 AM Ok, I'll give it a try. I'm on Pioneer, but I'll give Pilgrim a go. Thanks!
craigdh Aug 08, 2009, 12:27 AM Thanks Dale. Excellent mod, is there an update coming for either AoD or AoFD? Just curious. Also, any comment on the AI 'swarming'? I love this mod but it just breaks my heart to see my single struggling colony get choked out like a rose among thorns. Thanks again.
I'd recommend a healthy dose of dragoons and cannons...
If you're really not the war monger type, play on a larger map where you have room to expand.
eastwind Aug 16, 2009, 11:46 PM Can someone post a table showing the requirements for training colonists to various professions under this mod? I have a college and a town full of experts and I can't even train fishing! (using 1.11b)
Mr.Spock Aug 17, 2009, 04:18 AM You need money.
Korias Aug 17, 2009, 01:38 PM In 1.11b, The Pirate leaders are present in the Colonizopedia but are unable to be selected during Multiplayer as a leader/civ. Is this intentional?
Dale Aug 17, 2009, 02:44 PM Yes, Pirates were turned off but left in the code for players who wish to turn them back on.
Korias Aug 17, 2009, 04:36 PM Yes, Pirates were turned off but left in the code for players who wish to turn them back on. I have activated the code, but the Pirates are still unavailable to be selected.
Dale Aug 20, 2009, 06:25 AM Version 1.12 is now released!
See first post for details.
riddleofsteel Aug 20, 2009, 07:17 AM Hi, just finished downloading the new version. How do I activate pirates? Thanks.
Dale Aug 20, 2009, 08:01 AM Hi, just finished downloading the new version. How do I activate pirates? Thanks.
Put the file inside the attached zip in /assets/xml/civilizations/
riddleofsteel Aug 20, 2009, 08:12 AM Thanks, but installing that file borks my game pretty hard. I copied it to where it belongs and when starting vanilla Civ4Col I get numerous XML errors. Then when I load AoD some leaders are missing. I tried to open the AoD 1.12 download archive to restore the old xml file, but the game doesn't recover. I'm going to delete it and re-install it.
EDIT: Oops, I'm going to try copying it to the mod folder tree and not the actual Colonization folder tree. Sorry.
Dale Aug 20, 2009, 03:23 PM Yes, it goes into the Mods folder, not the vanilla one. :)
apenpaap Aug 22, 2009, 07:01 AM I don't see China Russia and Australia in the changelog. Are they stilll in? I really liked them (Well, Russia and China)
EDIT: Never mind, I'm stupid.
Aegiris Aug 23, 2009, 09:35 PM Dale,
I've just downloaded AODII v1.12, activated Pirates and started playing as them (marathon speed).
I then opened the Tortuga screen and noticed that I am able to rush Deckhand for mere 3 gold whereas Petty Criminal and Swashbuckler cost 300+.
My question is am I really supposed to get Deckhands that cheap or perhaps their original price is meant to be 300 and you just might have skipped a couple of zeros?
Akrux Aug 25, 2009, 04:57 PM Is there any easy way to be sure that I have 1.12 properly installed over my 1.11b? Something I can look for on the starting screens that displays the version number or is there something that is only found in 1.12?
Thanks again to Dale and all the others for this final version.
Axis Kast Aug 25, 2009, 09:38 PM Hey - how do I turn on the pirates feature? What do I have to modify? Thanks!
Dale Aug 25, 2009, 10:17 PM Hey - how do I turn on the pirates feature? What do I have to modify? Thanks!
See post 174.
apenpaap Aug 26, 2009, 10:06 AM Something that would be cool in the next patch would be the return of the Conquest and Domination victories, so that you can play warmonger-style and conquer the new world for your homeland.
arkham4269 Aug 28, 2009, 04:06 PM I don't see a Ver 1.12 bug thread so sorry if this isn't the place for this.
So I installed Ver 1.12 and put in the latest patch and that's it. No further discovery and for the most part all is well. Then I get a repeatable CTD. What's weird is that I've played this mod for a lot more turns earlier and had no problem.
I've included a save. Playing via steam w/Vista
Oh and I concur with what someone on another thread asked about. I tried to play Ozzy's America (due to them having Pirates) but I couldn't contact the Pirate King nor look at the European screen.
Dale Aug 28, 2009, 05:39 PM Oh and I concur with what someone on another thread asked about. I tried to play Ozzy's America (due to them having Pirates) but I couldn't contact the Pirate King nor look at the European screen.
See post 181.
Aymerick Aug 29, 2009, 10:36 AM Hi Dale,
I was updating Age of Futher Discovery for AoDII v1.12 and I found some audio errors in the logs while testing. I dunno if they're fixed on previous version, I download to v1.12 full version, not the patch...
Deakin leader music is set to:
AS2D_DIPLO_ENGLISH_COLONIST_LEADER_1
But the define actualy is (space missing before the "_1"):
AS2D_DIPLO_ENGLISH_COLONIST_LEADER _1
Zheng Chenggong leader music:
<SoundData>
<SoundID>DIPLO_CHINESE_COLONIST_LEADER _1</SoundID>
<Filename>Sounds/Diplomacy/ZhengChenggong</Filename>
<LoadType>STREAMED</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
Should be:
<SoundData>
<SoundID>DIPLO_CHINESE_COLONIST_LEADER _1</SoundID>
<Filename>Sounds/Diplomacy/Zheng_Chenggong</Filename>
<LoadType>STREAMED</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
Those will be fixed in the next AoFD update, but there's also this in the xml log:
info type COLOR_FONT_CREAM not found, Current XML file is: xml\GameInfo/CIV4GraphicOptionInfos.xml
Not sure what that's about...
Bernd-das-Brot Oct 05, 2009, 02:29 PM Hello everyboy,
first I want to thank you, Dale, for making this amazing mod, which made Civ4Col really enjoyable to play. Thanks!
I encountered a strange bug today, where i got 23 Million gold, and over 8 million of fur, lumber and tobacco at my first town out of nowwhere. This lead to immeadiate economic victory (18 million goods traded). I never used worldbuilder or any cheats in this save. Anybody any ideas how this could happen? (I attached the save game.)
Is it intended that the victory conditions for production (10000 per turn) and economic victory (100000 goods) are always the same, independent from diffculty and map size?
Seems odd to me. (Made me suspect something with instalation could be wrong, but the xmls seemed okay as far as I can say.)
Thanks!
Bernd-das-Brot Oct 15, 2009, 01:53 PM I had the bug I described in my last message (see one message above) again in my new save.
Again I got millions of goods and millions of gold out of nowwhere. After some reloading and ending many turns, I am relatively sure that the reason for this bug is buying "shortfall tools".
The bug only showed up after turns in which I had bought "shortfall tools" and the millions of goods are appearing in the town I bought the tools the turn before.
Has anybody any idea how to stop this (except not buying tools this way:)) or where the formula for buying shortfall tools is?:confused:
Am I really the only one having this bug? (I use the official patch and v1.12 and I installed Col and AoD anew after the first save.)
I would really appreciate any help with this.
Greetings
Bernd-das-Brot
iggymnrr Oct 24, 2009, 11:02 PM Exceptionally nice mod. It has good replay value. Thanks for all your work. However, I don't believe the bell mechanic of the game is a good idea and may obscure your work. Personally I think Champlain is well suited to exploit this mechanic and may very well be overclocked. I tried him out in your mod with a Bastille/guillotine strategy. On governor and 8 colonies I ramped up to 10% bell production and maintained that level indefinitely. The bell production allowed me to hoard cross FFs ... You don't have to be a rocket scientist to know what this means: a lot of useless colonists whose only purpose is to maintain that level of bell production without triggering an REF expansion. During this phase a person can build a military AND get a lot of bell multiplier buildings, including cathedrals, down to a single turn and leave them in the production queue. When your about ready for revolution, finish all these buildings fast and get the guillotine going. I was able to go from 10% to 53% in just 15 turns and only got two REF expansions. (I had also accidentally triggered one in the 10% phase when sentiment reached 12% when I was playing too fast.) Even at the DoI, I could guillotine all of the two colonists per city generated and have like 985 crosses per turn being converted to bells. All new colonists during the war were summarily executed. Not a lot of fun, but then the real French revolution was bloody.
Still, your mod can be played other ways and is enjoyable.
ravennaux Nov 29, 2009, 02:53 PM Thanks for a great mod,now here is the "but". My cronies and I play hotseat and have found that the education system can not function. The window to select a new profession and pay the charge occurs in the next player's turn,so your selection never happens.This,of course,means the Founding Fathers that enfluence education are almost worthless,and all veterans along with all other professions must be purchased and converted natives too cannot be trained.Single player mode works great.
kayne2000 Feb 07, 2010, 04:10 AM well i made an account simply to reply to this.
must say so far this makes the game play alot more like the original though a few things are still off. but i am liking it.
my comments the REF stills seems grossly overpowered on pioneer hes got like 80 guys including ships and ill have a big 5 dragoons im just not seeing how to beat this guy.
would prefer units in europe to not bounce in price.
stills seems rather hard to get an army going.
would prefer ship of the line and frigates to be able to hold stuff.
one thing though is trading stinks should be like the original you trade 100 silver and AI gives you 2000 for it and you dont really get to see whether the AI has money or not for it they just give it to you otherwise im not seeing anyway if you pick elections its possible to make money.
all units should have a chance to escape to drydock.
i cant seem to get the pirates to play well i see there stuff in world builder but not a selectable nation?
still amazed something closer to this wasnt the actual released game.
dusckr87 Feb 21, 2010, 09:56 PM i cant seem to get the pirates to play well i see there stuff in world builder but not a selectable nation?
Pirates are disabled in the CIV4CivilizationInfos.xml file. Change the "0" to a "1" to enable them.
kayne2000 Feb 24, 2010, 03:39 AM oh thanks
and ya i got that infinite money thing too lol
Kielvon May 01, 2010, 10:49 PM Hey Dale. I cannot get the download to work. Is there a link I am missing?
Kielvon May 02, 2010, 09:31 AM Hey Dale. I cannot get the download to work. Is there a link I am missing?
Never mind. Got it to work.
THANK YOU!!! looks great!
G0d_Strong Aug 06, 2010, 12:10 AM I would like to play this mod however I cannot get it to load due to an XML bug. As it tries to load the mod, it always errors when it tries to load the XML. Can someone help me please?
Feyd Rautha Aug 27, 2010, 04:55 PM EDIT: Nevermind
kasi Sep 04, 2010, 11:13 PM I would like to play this mod however I cannot get it to load due to an XML bug. As it tries to load the mod, it always errors when it tries to load the XML. Can someone help me please?
I assume you have the same bug as I have here. See this thread how to get over the XML load bug:
http://forums.civfanatics.com/showthread.php?p=9562603#post9562603
K.
Antmanbrooks May 10, 2011, 10:29 AM Exceptionally nice mod. It has good replay value. Thanks for all your work. However, I don't believe the bell mechanic of the game is a good idea and may obscure your work. Personally I think Champlain is well suited to exploit this mechanic and may very well be overclocked. I tried him out in your mod with a Bastille/guillotine strategy. On governor and 8 colonies I ramped up to 10% bell production and maintained that level indefinitely. The bell production allowed me to hoard cross FFs ... You don't have to be a rocket scientist to know what this means: a lot of useless colonists whose only purpose is to maintain that level of bell production without triggering an REF expansion. During this phase a person can build a military AND get a lot of bell multiplier buildings, including cathedrals, down to a single turn and leave them in the production queue. When your about ready for revolution, finish all these buildings fast and get the guillotine going. I was able to go from 10% to 53% in just 15 turns and only got two REF expansions. (I had also accidentally triggered one in the 10% phase when sentiment reached 12% when I was playing too fast.) Even at the DoI, I could guillotine all of the two colonists per city generated and have like 985 crosses per turn being converted to bells. All new colonists during the war were summarily executed. Not a lot of fun, but then the real French revolution was bloody.
Still, your mod can be played other ways and is enjoyable.
Why do people complain about how easy it is to exploit the game? If you find the exploits too easy... THEN DON'T EXPLOIT!
Play the game by completing the buildings instead of artificially queueing them and you won't have this "easy" victory.
Tlc2011 May 12, 2011, 12:05 AM *snip* My face when i couldn't see all the damn pictures
Please don't mindlessly spam around, it doesn't contribute to the forums.
Meldon Jul 06, 2011, 06:19 PM Hello,
The mod loads successfully, but when I try to start a game (Play Now, Scenario, or Custom Game) I can select options and everything, but when the game starts to load Civ crashes.
|
|