View Full Version : Changes for v1.06


Dale
Dec 31, 2008, 06:20 PM
Here is the updated list of changes from v1.05 - v1.06. This list will be updated as development progresses to release of the new version.

ADDS:
- Modified Better BTS AI 0.45
- Exporter trait: Free Cargo Hold promotion (naval) (LooF)
- Seafarer trait: Free Navigation I promotion (naval) (LooF)
- Explorer trait: -50% scout equipment required (LooF)
- New promotion: Cargo Holds - +1 cargo bay (LooF)
- Added ability to change cargo bays by profession (for Zuul)
- Added ability to define a building as single instance (only one allowed for nation) (for Zuul)
- Added ability to define obsoleting building classes (for Zuul)
- Added Regenerate Map button to main menu popup for first turn of the game (like Civ4)

CHANGES:
- Musket price in Europe at game start now 15/13 (note there is still a little randomisation in start price +/-2)
- Pirate Ships not as plentiful
- Prince Henry Aviz: Seafarer (Thanks Ekmek for LH)
- Martim de Sousa: Exporter (Thanks C.Roland for LH)
- Portugal: Explorer
- Upped Looter promotion from +50% to +100% gold from pillaging (LooF)
- Attack crossing river modifier now -20% (was -10%) (LooF)
- Attack from ship modifier now -40% (was -25%, is -20% in vanilla, attempt to fix a single and multiplayer exploit of loading loads of cannons on a ship and attacking without chance of counter attack) (LooF)
- Added +1 horse to stables, +2 horse to ranch, upped costs (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)
- Changed all Founding Fathers values and free units (LooF)
- Changed all Founding Father traits (LooF)
- Increased Europeans by 1 on each world size (standard and higher has all 6 Europeans)
- Veteran Soldier +50% colony attack & defense.
- New Diplo greet texts for Henry and Sousa (thanks Leonpoi)
- New Europe screen looks like a port (sorry Koma)
- Amphibious promotion now requires Veteran4 (up from Veteran2) (LooF)
- In line with bigger maps and faster immigration, number of game turns for each game speed increased (300/450/900/1200).
- Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.
- Disabled cutscenes

FIXES:
- AI will now hurry immigrants on the docks.
- 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)
- Fixed CTD when clearing specialty within colony screen
- AI will now buy a better navy (some more galleons, but many more combat vessels)
- Tax rate now set to flat 25% after DoI (fixes bug where tax stayed at pre-DoI rates)
- Ships can now "Speak to Chief"
- Must "Speak to Chief" before being able to trade with natives

jenks
Jan 01, 2009, 04:17 AM
Awesome :D

seriously looking forward to seeing the AI play better

Banira
Jan 01, 2009, 07:26 AM
wow. this sounds amazing. thanks :D happy new year jenks and Dale

Dale
Jan 01, 2009, 08:01 AM
As mentioned above in the changes, the new Europe screen (sorry Koma). I think this one looks awesome. :)

koma13
Jan 01, 2009, 09:13 AM
Dale, I'm no graphical artist, this is no problem ;).
But I have maybe some good news. I met a guy from switzerland in a german civ forum, who is working right now on an improved background for the europe screen. It's still needs some fine tuning, but I think it's an interesting possibility. I will bundle it with the next update.

jenks
Jan 01, 2009, 10:29 AM
Wow on both counts!

The first looks like a european village port, feels like its Summer, in Spain or Portugal.
The second could easily be a docks in London or Holland. Nice seagulls!

I want to see a third picture to represent France, with somebody riding a bike along the port, in a stripey top with some french sticks in his backpack! (kidding :p)

They are both seriously ace (is there any possibility of incorporating both or is that a bit of a reach?) - I'd like to see the second with buttons and icons though :D

Ekmek
Jan 01, 2009, 01:30 PM
dale

have you thought of putting some wonders in? but make the wonders historic companies and just have their bonus be that they can automatically consume the resource and produce gold. i.e. a sugar company automatically (if worked) converts sugar to gold in the city where it is built without having to go to europe

leonpoi
Jan 01, 2009, 03:07 PM
Dale, I'm no graphical artist, this is no problem ;).
But I have maybe some good news. I met a guy from switzerland in a german civ forum, who is working right now on an improved background for the europe screen. It's still needs some fine tuning, but I think it's an interesting possibility. I will bundle it with the next update.
Wow, that's good. Is this in a ready form for use in the mod?

Dale
Jan 01, 2009, 03:53 PM
Dale, I'm no graphical artist, this is no problem ;).
But I have maybe some good news. I met a guy from switzerland in a german civ forum, who is working right now on an improved background for the europe screen. It's still needs some fine tuning, but I think it's an interesting possibility. I will bundle it with the next update.

That's awesome! About the only complaint is that the buildings look a little "billboardy", as in they look very 2D.

millansoft
Jan 01, 2009, 04:24 PM
Maybe is too much, but due that there are already done four different european screens, would be a nice touch adopt one different for each civ.

The Great Apple
Jan 01, 2009, 05:17 PM
Personally, I prefer the 2nd Europe one at the moment, though I'd be interested to see how it looks with the overlay. Do the birds and waves animate?

Dale
Jan 01, 2009, 11:40 PM
More updates have been added. The most recent is that I've gotten the AI to buy a better navy. :)

It'll now buy more galleons and combat vessels.

I'll try to get a screeny showing this.

Dale
Jan 02, 2009, 01:30 AM
Okay, here's the Dutch AI at turn 200, revolutionary difficulty and normal game speed. I'm actually surprised, as no AI has had the DoI yet.

Anyways, two pics showing the AI's naval buildup. :)

koma13
Jan 02, 2009, 07:12 AM
Was it really necessary to quote the first line of my last post again and again? :crazyeye:

Do the birds and waves animate?
Right now, no.
But I can make a similar animation effect for the waves like you can see in my current release.

About the only complaint is that the buildings look a little "billboardy", as in they look very 2D.

Well, the buildings are always the weakest link in my releases, right ;)? I'm not sure how much I or Fankman (who created the new background) can alter their look, but I'll try some post effects in GIMP.

Is this in a ready form for use in the mod?

No, the horizon still hasn't the correct position, inbound ship would floating in the air.
Btw, you are easy to scare, my friend. ;)

They are both seriously ace (is there any possibility of incorporating both or is that a bit of a reach?)

Thank you, Jenks. Incorporating both screen should be no problem. Tortuga screen already works like this. But that is a decision Dale has to make.

ashley26ph2003
Jan 02, 2009, 07:40 AM
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

Gothic_Empire
Jan 02, 2009, 02:37 PM
Stop teasing! When can I DL the new 1.06?

The Great Apple
Jan 02, 2009, 05:10 PM
Why the turn increase? It seems fine the way it is to me.

Dale
Jan 02, 2009, 05:13 PM
As stated, turn increase to allow for exploring all the extended components of the game.

Dale
Jan 02, 2009, 09:16 PM
New addition which has been sorely missed:

Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.

This should open up the trading game to both the AI and player, and not force you into open border agreements. Traders were generally private citizens happily allowed to trade in other nation's ports without the need for national level trade agreements.

Dale
Jan 03, 2009, 05:21 PM
Tax rate now set to flat 25% after DoI (fixes bug where tax stayed at pre-DoI rates)

ashley26ph2003
Jan 03, 2009, 06:57 PM
Does 25% Tax for One Monarch or Free Election?
Can be return to 0%

Grimz101
Jan 03, 2009, 07:18 PM
Does 25% Tax for One Monarch or Free Election?
Can be return to 0%

25% represents that all of the colonial powers were fairly mercentile, and would put up tariffs to protect their own industries, and balance of trade im guessing.

The AI colonies hardly have any money anyway it seems, personally i dont think i have ever sold them goods, the native americans yes you can sell goods, but you gotta produce all of the main goods for optimimum prices, and they run out of money quick, and it requires lots of micromanagement, and ship sailing turns.

Dale
Jan 03, 2009, 07:31 PM
I've added the ability to set cargo change by profession on request from Zuul.

The pic shows a demonstration using pioneer with a cargo change of 1, and the pioneer carrying guns. :)

EDIT:
And no, I haven't permanently changed pioneer, only set it up for this demonstration of the new ability. ;)

Dale
Jan 03, 2009, 07:33 PM
25% represents that all of the colonial powers were fairly mercentile, and would put up tariffs to protect their own industries, and balance of trade im guessing.

The AI colonies hardly have any money anyway it seems, personally i dont think i have ever sold them goods, the native americans yes you can sell goods, but you gotta produce all of the main goods for optimimum prices, and they run out of money quick, and it requires lots of micromanagement, and ship sailing turns.

Yes, the 25% represents harbor fees, tariffs, bribes, etc etc. Plus, you would still face a mercantile tax when trading with someone else.

Remember, taxes are not used when trading outside of Europe. :)

Dale
Jan 03, 2009, 10:12 PM
- Added ability to define a building as single instance (only one allowed for nation) (for Zuul)
- Added ability to define obsoleting building classes (for Zuul)

Dale
Jan 03, 2009, 11:54 PM
- Added Regenerate Map button to main menu popup for first turn of the game (like Civ4)

Dale
Jan 04, 2009, 12:31 AM
Okay, I'm locking v1.06 at the changes listed in the first post. Now some testing, and we're ready for release to you guys. :)

In the meantime, please post ideas for 1.07 HERE! (http://forums.civfanatics.com/showthread.php?t=304971)

ashley26ph2003
Jan 04, 2009, 04:04 AM
Fog of War any option to remove it?

Dale
Jan 04, 2009, 04:37 AM
No. There's a reason for FoW. :)

Though if you wanted you could use the cheat key. CTRL-Z ;)

ashley26ph2003
Jan 04, 2009, 04:50 AM
Whats that reason?

Dale
Jan 04, 2009, 04:56 AM
To make you explore the map.

Gothic_Empire
Jan 04, 2009, 05:20 AM
When can I download 1.06?

Dale
Jan 04, 2009, 05:26 AM
Two late bug fixes (thanks Ashley for pointing them out via PM):

- Ships can now "Speak to Chief"
- Must "Speak to Chief" before being able to trade with natives

Zuul
Jan 04, 2009, 05:27 AM
I think he will release it soon, when he playtested it some.

Dale
Jan 04, 2009, 05:27 AM
When can I download 1.06?

I want it to go through some heavy tests first. There is a LOT of changes in this one. Probably mid-Jan. :)

PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

Gothic_Empire
Jan 04, 2009, 05:28 AM
Two late bug fixes (thanks Ashley for pointing them out via PM):

- Ships can now "Speak to Chief"
- Must "Speak to Chief" before being able to trade with natives

Doh! :eek:

Dale
Jan 04, 2009, 05:29 AM
Well didn't you find it stupid you could trade with the natives before speaking to their Chief? :lol:

Gothic_Empire
Jan 04, 2009, 05:29 AM
I want it to go through some heavy tests first. There is a LOT of changes in this one. Probably mid-Jan. :)

PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

I'd be happy to test for you. << >>

Gothic_Empire
Jan 04, 2009, 05:31 AM
Well didn't you find it stupid you could trade with the natives before speaking to their Chief? :lol:

:lol:

Remember in the original col, the natives would only give you half price for goods you brought on a ship? That was... weird. I'm glad that's gone.

Ekmek
Jan 04, 2009, 10:36 AM
I want it to go through some heavy tests first. There is a LOT of changes in this one. Probably mid-Jan. :)

PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

congrats Dale, isn't this like your 6th?

looking forward to 1.06. ANy chance you can change how sugar and tobaco are handled? they shouldn't be natural to the terrain, you should have to build plantation improvements inorder to grow them.

The Great Apple
Jan 04, 2009, 10:46 AM
- Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.

Wagon trains?

Zuul
Jan 04, 2009, 11:59 AM
I dont think wagon trains can, as they cant be on the tiles (except if they are loaded in a ship).

The Great Apple
Jan 04, 2009, 12:44 PM
I think I'm confused. Can somebody explain what this means and how it works? It's clearly not what I thought it was.

Dale
Jan 04, 2009, 01:24 PM
Wagon trains?

No, not wagons. Only ships have this new ability.

I feel that wagons as depicted in Col2 are more like supply trains than merchants, which would have been Govt controlled not freeman.

Jabie
Jan 04, 2009, 05:10 PM
PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

Crikey, wish you the best of luck.

Jabie
Jan 04, 2009, 05:10 PM
PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

Crikey, wish you the best of luck.

Jabie
Jan 04, 2009, 05:10 PM
PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

Crikey, wish you the best of luck.

Jabie
Jan 04, 2009, 05:11 PM
PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

Crikey, wish you the best of luck.

Jabie
Jan 04, 2009, 05:11 PM
PS: Also note that my wife will give birth in the next 48 hours (she's being induced Tuesday if she doesn't go before then) so for the next week or two I'll be quiet. That's why I've got a couple of testers running this through the mill.

Crikey, wish you the best of luck.

Jabie
Jan 04, 2009, 05:13 PM
Board very slow and multiple post by mistake. Apols.

kaibayashi
Jan 05, 2009, 10:12 AM
- Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.

I think I'm confused. Can somebody explain what this means and how it works? It's clearly not what I thought it was.

Even if you don't have open borders with someone, your trade ships can enter their territory and ports in order to trade.


- Ships can now "Speak to Chief"
- Must "Speak to Chief" before being able to trade with natives

I like this change, makes exploration by sea much easier, instead of having to send a scout to areas you already know just to find out what villages train/trade.

nargulok
Jan 05, 2009, 01:57 PM
Hello,

I just got this game last week and love it (despite flaws in gameplay). I’m a sucker for micromanagement and long drawn out games, in fact marathon isn’t long enough for me so I had to change that to make it double marathon. Having played the vanilla a lot although I haven’t won a game yet (focused on colony building) I’ve noticed some flaws and started reading the negative reviews on the game. I had heard about this mod in a review and came here to take a look. So far I’m very impressed, there is a lot of good idea’s and work being done here. I was hoping I could help test newer versions of AoD2 on long marathon games.

Anyway, great work Dale and company, keep up the good work. If you need another tester I’d love to help out. And congrats on the future addition to your family Dale, if it hasn’t already happened.

Narg :)

Zuul
Jan 05, 2009, 03:03 PM
Welcome to the forum (even though you created your account half a year ago).

Dale
Jan 05, 2009, 05:27 PM
Hello,

I just got this game last week and love it (despite flaws in gameplay). I’m a sucker for micromanagement and long drawn out games, in fact marathon isn’t long enough for me so I had to change that to make it double marathon. Having played the vanilla a lot although I haven’t won a game yet (focused on colony building) I’ve noticed some flaws and started reading the negative reviews on the game. I had heard about this mod in a review and came here to take a look. So far I’m very impressed, there is a lot of good idea’s and work being done here. I was hoping I could help test newer versions of AoD2 on long marathon games.

Anyway, great work Dale and company, keep up the good work. If you need another tester I’d love to help out. And congrats on the future addition to your family Dale, if it hasn’t already happened.

Narg :)

Thanks Narg. :)

Glad to see you onboard. No addition yet to the family unfortunately. The hospital is full so we got sent home to wait it out *sigh*.

What can you do eh?

PS: What review was it in? I like reading articles patting me on the back. :lol:

nargulok
Jan 05, 2009, 05:38 PM
Welcome to the forum (even though you created your account half a year ago).

Heh yeah that is what I thought but it might not be that long at all since I'm a long time civ fan since the first one when I was a kid. Thanks too.

Thanks Narg. :)

Glad to see you onboard. No addition yet to the family unfortunately. The hospital is full so we got sent home to wait it out *sigh*.

What can you do eh?

PS: What review was it in? I like reading articles patting me on the back. :lol:

Hmm actually I might be mistaken, I might have seen it on these forums. I thought though that I seen it mentioned on a amazon.com review for colonization saying Age of Discovery 2 mod made the game worth playing. I'll see if I can find the link.

I'm not much of a modder myself, although I'll tinker with xml files and I love to make really large accurate maps.

jenks
Jan 06, 2009, 12:44 PM
Hmm actually I might be mistaken, I might have seen it on these forums. I thought though that I seen it mentioned on a amazon.com review for colonization saying Age of Discovery 2 mod made the game worth playing. I'll see if I can find the link.

I'm not much of a modder myself, although I'll tinker with xml files and I love to make really large accurate maps.

Be really good for the original game and also AODII, if the mod got some good publicity :)

best of luck with the new born Dale! be prepared for a few weeks of no sleep :p