View Full Version : Changes for v1.08
Dale Feb 26, 2009, 01:44 PM Hi all,
At the least, 1.08 will include the new politics system for colonists. :D
The new system is essentially that every colonist has their own individual rebel sentiment, which is influenced by numerous factors. The sum of the colonists's rebel sentiment will make up the global rebel sentiment.
Here's the first shots of the dev work. :)
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Here's the changelog for the upcoming 1.08. Feel free to discuss and suggest ideas. :)
* PiMan's New Australia & Australia Civs
* NeverMind's New Russia & Russia Civs
* Younflancy's New China & China Civs
* Other changes
* Tax Trade Theshold doubled (can trade more before a tax rise)
* All units now single graphics on map
* No Pirates till after turn 30 (if AI controlled)
* Added new tag: bFromWest to indicate Civ begins on the west of the map
* 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)
* Fixes (from 1.07)
* Fixed Europe screen new profession crash
* Doubled unit freedom times
* Doubled unit upskilling time
* Halved school fees
* Upgraded to official patch 1.01f
* Ozzy's map header fixed to allow for customising game
* Fixed Buy Shortfall bug where amount of yield to purchase wasn't reset if you chose not to pay
* "Examine City" changed to "Nevermind" on education popup to allow cancelling of education
* Governor won't place automated citizens in education if human player
* Doubled trade victory threshold
Chibiabos Feb 26, 2009, 06:42 PM I posted a couple ideas threads already, but here's two I think should be seriously considered for the next release -
First, /please/ from here on out include a readme.txt in the .ZIP that includes the changelog and instructions for installing (including replacing earlier versions). While it might seem obvious "just read the message in the thread," for myself (and possibly others) that doesn't work because my laptop I access the Internet through wi-fi when I'm in town near the library is /not/ my gaming rig, and my gaming rig is offline (so I have to manually xfer the mod to my gaming rig using a thumb drive).
Second, I realize from your post that you intend the next version to be an individual rebel sentiment to be the focus and you intend to seriously address the Pirates in a later version, but I've suffered frustrations against the pirates that I think need a serious fix -- namely, they start out with a Pirate Brig they can use to destroy other colonies' starting units before they can even come ashore. This has happened a couple times. The Pirates should start with a non-combat ship like everyone else. They should have to build their first brig/Pirate ship instead of being given one, that way they can't get a cheap gamekilling victory by simply attacking other Europeans' initial colonization units before they can even land ashore.
Also, the 1.07 change that allows Free Colonists to automatically become Experts I think drastically changes the games I'm not sure you intended. Native settlement "experts" are now next to useless -- its generally faster to simply put a Free Colonist into a profession and have them become an expert after a few turns than to send the colonist to a Native settlement, have them train there, and move them back. This puts in to play a uselessness for the Natives, making war against them less costly in terms of sacrificing their usefulness. If that was the intention, well it works well ... now I'm less inclined to maintain good relations with them, since they're just in the way and I can't get anything useful from them I can't now do on my own without them.
If it was not the intention, and you'd like to keep Natives useful, I have a few suggestions to consider that would keep them useful, generally centered around the notion of having some unique training from Native Settlements:
Borrowing from my "crazy ideas" thread, create a new category of food - "Game" -- as an alternative to "fish" and "farmables" (corn/bananas). Deer would be in this new category of Game, and I suggest Bison and maybe Turkey as new Game food resources ... these wild sources of food should be destroyed if you build a farm, there could be a +1 food production if you build a lodge, and the "Expert Hunter" for harvesting them should be uniquely trainable by Native settlements.
Unique promotions - "Canoeing" that gives an freshwater amphibious bonus -- that is, when attacking across a river, maybe even allowing a unit to enter and attack from fresh water lakes without an amphibious penalty and possibly with an amphibious bonus for Canoeing II that can only be gained with Canoeing I learned from a settlement and then getting a promotion, and "Kayaking" that does the same for coastal squares (allows a unit to float along coastlines and make an amphibious attack from the coast). I dunno if amphibious attacks could be seperated between salt and freshwater in this way, my thought in suggesting them to be split in this way is keeping them from being too powerful, certainly they could be combined into general Amphibious promotions to make it simpler. Canoeing should be maybe unique to Apache and Cherokee, Kayaking could be unique to Innuit/Eskimo if you add them as a tribe. Incidentally, the tribes themselves should get these promotions free for their Braves.
Instead of all Free Colonists gaining automatic promotions in their profession, maybe they only get the free promotion as apprentices -- that is, if there is a Master/Expert in the settlement doing the job as well. For instance, if you have an Expert Lumberjack, any Free Colonists also in the settlement working as Lumberjacks could get an eventual free promotion to Expert Lumberjack. This cripples the auto-promotion for small, new settlements that don't have an Expert -- but it gives reason to send an expert out to them instead of just waiting for the eventual free promotion they now get.
I have lots more ideas, hopefully not all of them suck, heh, this reply is long enough as it is I think!
henryMCVII Feb 27, 2009, 02:46 AM Looks pretty cool so far, im nosy how it will play, Dale.
Chibiabos Feb 27, 2009, 05:09 PM Hope my ideas aren't too annoying. :P Enhancement to existing feature - there should be virtually no shortage of Petty Criminals and/or Indentured Servants, so maybe these two should be purchasable as well for less money than the Free Colonist.
Jabie Feb 28, 2009, 05:11 AM First, /please/ from here on out include a readme.txt in the .ZIP that includes the changelog and instructions for installing (including replacing earlier versions).
I'd also suffix the readme.txt with the version number as well. This will make it easier to tell that you are playing the most up-to-date version.
Second, I realize from your post that you intend the next version to be an individual rebel sentiment to be the focus and you intend to seriously address the Pirates in a later version, but I've suffered frustrations against the pirates that I think need a serious fix -- namely, they start out with a Pirate Brig they can use to destroy other colonies' starting units before they can even come ashore.
Including a No Pirate Civ option in the Game Options would be useful, especially in playtesting, where being plagued by Pirates can seriously ruin your day.
Another option is that, if the AI is playing the pirates, they shouldn't enter play until a certain number of Trade Points have been scored. After all, there's no point plundering until the trade lanes when they haven't been established.
Fianlly, a crazy idea from Civ4. Give each mine a small chance of striking Silver/Ore vein, just like in the main game. Likewise each farm could find rich soil (for corn, sugar, etc.) and each Lodge could find good hunting grounds (for game)
Jabie Feb 28, 2009, 05:13 AM Canoeing should be maybe unique to Apache and Cherokee, Kayaking could be unique to Innuit/Eskimo if you add them as a tribe. Incidentally, the tribes themselves should get these promotions free for their Braves.
IIRC the Stone Age mod has a War Canoe unit that could be used as a tribal canoe unit.
Mack the Knife Feb 28, 2009, 04:41 PM i know the single graphic option (like in civ4) is NOT an option in colonization so all the soldier units in AODII appear as a graphic of 4 units, not a single unit. i have no idea what the history is behind having units appear graphically as 4 but apparently that's how the early civ games were. the odd thing is that when i play vanilla colonization, the soldier is graphically 1 unit (i can't remember if i changed something back then or not) but when i play dales the same is displayed as 4. a few weeks back i asked him about that and he said the Single Unit Graphic option was not in the original Colonization so that's why it isn't in AODII. BUT, at the same time he said he'd include it in 1.07 but alas, it's not there or at least i can't find it. he also mentioned i could edit an XML file but when i looked at it it was a "million" lines long and i could not figure out what to change.
i just can't understand why people like to select a soldier and see 4 standing there in a circle when it's actually only one unit.....oh well, maybe he'll get to it in 1.08
Dale Feb 28, 2009, 05:23 PM I forgot. :blush:
i_diavolorosso Feb 28, 2009, 06:20 PM @Dale
Can you tell us a few factors that affect the colonist rebel sentiment???
Dale Feb 28, 2009, 06:39 PM @Dale
Can you tell us a few factors that affect the colonist rebel sentiment???
You'll see them appear in the changelog as they are implemented. At this point, just getting the whole concept running. :)
Dale Feb 28, 2009, 06:40 PM I've posted the changelog in the first post. The politics changes are working well so far! :)
I really like the idea of RS leakage into units stationed on a colony's plot.
Chibiabos Feb 28, 2009, 07:23 PM Being the troublesome deviant I am, I wonder -- since now individual units have their own RS, might some who have very low RS -- /especially/ any Masters (and maybe triply so if, somehow, there are any Elder Statesmen or Veteran Soldiers with very low individual RS) -- turncoat when independence is declared and serve as units (maybe spies for unarmed units) for the REF? Or is that too complicated?
On an unrelated note ... I'm frustrated that in both vanilla and the mod, there's no map generation that makes random maps that are anywhere near the size and span of the huge NA map, which is what I want. I prefer such a giant map because a) it reduces the random inclusions of terrain I seek or prefer; being larger, there's a better chance of having good spots and a lower chance of having no good spots plus more room and b) less of a need to fight with Euro rivals over space and resources. I don't like Faireweather because it won't let me set a lower sea level on custom, and it always generates thin, spidery landmasses for me. If you could have something like Faireweather that allows a low sea level to be set, or just the stock random map generator that can create maps the scale of huge Western Hemisphere, that'd be really great ... hope I'm not the only one who likes the supergiant maps.
Niptium Mar 01, 2009, 02:16 AM Great ! I hope this will get to see the day soon !
chukandar Mar 01, 2009, 12:40 PM So any plan on adding the automatic seek coastal cities and talk to chief for 'automatic explore' set ship ??
Dale Mar 01, 2009, 01:29 PM So any plan on adding the automatic seek coastal cities and talk to chief for 'automatic explore' set ship ??
Probably not at this stage. I'm a . .. .. .. . AI programmer. :)
Slab2Go Mar 03, 2009, 04:21 AM Hope my ideas aren't too annoying. :P Enhancement to existing feature - there should be virtually no shortage of Petty Criminals and/or Indentured Servants, so maybe these two should be purchasable as well for less money than the Free Colonist.
Maybe taking petty criminals off of the kings' hands could improve your relation with the king ? Provided you pay for them of course - at say $50 per head. Regarding RS criminals tend to be arch conservatives.:crazyeye:
Slab2Go Mar 03, 2009, 05:01 AM Hey Dale,
is there an easy way to stop pirates spawning at the start of game ? (unless the player is playing as Pirates of course). Maybe it's a false impression but every new game I start in 1.07 has :mad:pirates exactly where I'd like to put my first colony:blush:
kaibayashi Mar 03, 2009, 08:46 AM Education again: I like how it tells you where the colonist graduated from when they do (can't remember if 'vanilla' does that. Can you make it so that when a colonist learns on-the-job it does the same?
Dale Mar 03, 2009, 01:22 PM Hey Dale,
is there an easy way to stop pirates spawning at the start of game ? (unless the player is playing as Pirates of course). Maybe it's a false impression but every new game I start in 1.07 has :mad:pirates exactly where I'd like to put my first colony:blush:
Open Civ4CivilizationInfos.xml, find the Pirates civ and change bAIPlayable to 0.
Dale Mar 03, 2009, 01:24 PM Being the troublesome deviant I am, I wonder -- since now individual units have their own RS, might some who have very low RS -- /especially/ any Masters (and maybe triply so if, somehow, there are any Elder Statesmen or Veteran Soldiers with very low individual RS) -- turncoat when independence is declared and serve as units (maybe spies for unarmed units) for the REF? Or is that too complicated?
This would be too complicated for the AI. Besides, I don't want to complicate politics anymore than I have to. :)
On an unrelated note ... I'm frustrated that in both vanilla and the mod, there's no map generation that makes random maps that are anywhere near the size and span of the huge NA map, which is what I want. I prefer such a giant map because a) it reduces the random inclusions of terrain I seek or prefer; being larger, there's a better chance of having good spots and a lower chance of having no good spots plus more room and b) less of a need to fight with Euro rivals over space and resources. I don't like Faireweather because it won't let me set a lower sea level on custom, and it always generates thin, spidery landmasses for me. If you could have something like Faireweather that allows a low sea level to be set, or just the stock random map generator that can create maps the scale of huge Western Hemisphere, that'd be really great ... hope I'm not the only one who likes the supergiant maps.
If you open Civ4WorldInfo.xml and play with the figures in there, you should be able to find the size you want. I'd already doubled the width/height of HUGE making 4 times the playing area, but you can go bigger. :)
Dale Mar 03, 2009, 01:25 PM Changelog updated. :)
At this point I'm happy to say colonist RS is complete. :) I want to add some visual stuff in for the concept but that's all. Other factors affecting RS can be added in later.
Chibiabos Mar 03, 2009, 09:13 PM * Global GRS is based on the RS of all units except those on the docks in Europe
Is it possible to exploit this by transporting & unloading low individual-RS tunits onto the docks?
Dale Mar 04, 2009, 02:15 AM Sorry, it SHOULD say:
* Global GRS is based on the RS of all units except those on the dock in Europe with CRS of zero.
This should eliminate the obvious exploit here. Yes, you can still move a colonist to the new world, then back immediately, but if you do that at the critical time you're wasting berths that should be full of horses and guns. :)
Slab2Go Mar 04, 2009, 05:29 AM Open Civ4CivilizationInfos.xml, find the Pirates civ and change bAIPlayable to 0.
Maybe I'm a little nitpicky, I like the pirates in the game, but I think they shoudn't appear for say 20 turns after the game starts - is this doable ?
In plain text, is it possible to delay the entry of an ai player into the game for some number of turns ?
Dale Mar 04, 2009, 05:45 AM Yep .
Niptium Mar 04, 2009, 01:49 PM Probably not at this stage. I'm a . .. .. .. . AI programmer. :)
Well the Kings troops of the Ai seems to be all over the place. The AI doesnt seem to know where its colonies are and so I regularly see Kings troops of a foreign power landing on my shores for no reason whatever since their rebelling colonies aren't even on my continent...
Dale Mar 04, 2009, 08:13 PM Well the Kings troops of the Ai seems to be all over the place. The AI doesnt seem to know where its colonies are and so I regularly see Kings troops of a foreign power landing on my shores for no reason whatever since their rebelling colonies aren't even on my continent...
Yeah I've noticed this. Noted, for future reference. :)
Chibiabos Mar 04, 2009, 11:34 PM Dunno if you are happy with the Econ victory as it is, but its actually a bit of a let-down. Just when I get my settlements pumping out to the point I start to feel comfortable about having the hammer production to start my build toward WoI, poof suddenly I've won an econ victory. I saw a couple other players complain about the underwhelming victory as well.
Maybe instead of, or as an optional alternative (maybe in an included scenario), instead of being a victory, the "Economic domination" becomes an achievement that unlocks, say, a global trade port that attracts merchant captains to buy goods directly from your coastal settlements, giving you a steady gold income so long as you produce desired goods.
Slab2Go Mar 05, 2009, 04:19 AM ...or have the Victory conditions selectable - e.g. Anno 1701 - allowing you to avoid the econ 'victory' when you like to see the WoI to the bitter end.
Chibiabos Mar 05, 2009, 05:01 AM I'm pretty sure it is, actually
Dale Mar 08, 2009, 10:47 PM Changelog updated. :)
Dale Mar 08, 2009, 10:48 PM ...or have the Victory conditions selectable - e.g. Anno 1701 - allowing you to avoid the econ 'victory' when you like to see the WoI to the bitter end.
Choose "Custom Game" and deselect the victories you don't want.
Dale Mar 10, 2009, 06:56 AM I've been playing with the Revolution Advisor screen. I hope folks don't mind too much that colonist RS is now shown using them on the sliding scale as well as the GRS button. :)
EDIT:
Fixed bug so now citizens of colonies now show too. ;)
koma13 Mar 10, 2009, 08:08 AM :) It looks a little chaotic but nice idea, making your new RS system more transparent. Maybe it would help to put them in one row at the bottom of the page, only sorted by RS (not scaled). Anyway, every security minister in real life would love to have such a screen for his country. :D
Chibiabos Mar 10, 2009, 02:18 PM Neat, I don't suppose you could click on the units on the scale there to select them so you can find things to do with the low-RF units?
Chibiabos Mar 11, 2009, 12:06 AM I thought of a tweak today I'd really like to see: scaling the settlement storage limits for the game speed. I like playing at Marathon, in fact I play at no other speed, and while it has advantages for more time to explore and fight wars, it has a major disadvantage for, say, trying to build SoLs ... at Marathon speed, SoLs require 900 tools + 900 guns, which is the max limit for Warehouse Expansion. Its virtually impossible to balance this, if you are building the tools and guns where you are building your SoLs, you can't supply your empire and keep a supply to complete your SoL without using Wagons or ships for extra storage (which you shouldn't have to do).
Niptium Mar 13, 2009, 12:55 PM What does the newly released Firaxis patch means for 1.07 and 1.08 ?
Dale Mar 13, 2009, 01:39 PM I'm just working that out now, but 1.07 is dead in the water if you update.
Ekmek Mar 13, 2009, 05:39 PM Dale,
I like how you added the one per building tag. Anyway we can make that tie into a victory condition. Like you have to own 7 wonders.
ok, ok I unabashedly would like this for MareNostrum which is slowly becoming AOD2: ancient med.
Dale Mar 13, 2009, 05:48 PM Dale,
I like how you added the one per building tag. Anyway we can make that tie into a victory condition. Like you have to own 7 wonders.
ok, ok I unabashedly would like this for MareNostrum which is slowly becoming AOD2: ancient med.
I'll look into. Shouldn't be hard now I've got the building changes already in and working, and I can just use the hooks I've put into the victory system.
kpimm Mar 14, 2009, 10:06 AM Maybe it's just me, but the achievement pop-ups are still just a solid pink picture. Are there supposed to pictures allocated to each of these, or is it correct the way it is?
Slab2Go Mar 14, 2009, 10:15 AM Hey kpimm,
take a look at this thread...
http://forums.civfanatics.com/showthread.php?t=309667
@EDIT : maybe this thread should be stickied ? It's getting hard to find now !
kpimm Mar 14, 2009, 10:25 AM Yep, that did it. I should have looked around some more first.
Slab2Go Mar 14, 2009, 10:37 AM I'm just working that out now, but 1.07 is dead in the water if you update.
Shame that Firaxis took so long to release the patch, I hope integrating it into 1.08 doesn't cause too much grief... If you need some help with testing I've got some time later this month.
Dale Mar 14, 2009, 11:07 PM Changelog updated. :)
One bug to resolve then upload time!
Niptium Mar 15, 2009, 09:52 PM Hey Dale - did you think about adding a Cancel button when you put a free colonist in the school to avoid paying the fees if you changed your mind ?
By the way, I use the French set up for Colonization ans adding the MOD makes a weird combination of English and French. If you wanted I could translate the text from English to French - if you'd be willing to make the extra step...
Thanks for all your efforts !;)
Dale Mar 15, 2009, 10:57 PM Hey Dale - did you think about adding a Cancel button when you put a free colonist in the school to avoid paying the fees if you changed your mind ?
By the way, I use the French set up for Colonization ans adding the MOD makes a weird combination of English and French. If you wanted I could translate the text from English to French - if you'd be willing to make the extra step...
Thanks for all your efforts !;)
Instead of examine city, you can cancel placement. Also, governor no longer auto-places colonists in schools.
Niptium Mar 15, 2009, 11:38 PM Ooh ! I'm sorry that Examine city line escaped me...
My translation proposition still hold ;)
abj9562 Mar 16, 2009, 12:11 AM I like most of the changes made to AODII. However, I find it very ahistorical to find Chinese and Russians landing in California in 1492. So I edited the aiplayable and baiplayable to 0 values and eliminated unwanted countries. Unfortunately the starting locations reverted to within 3 of the east map edge. Also I now had 2 English and 2 French players.
1) Is there any way to reduce the civilizations to something a bit more historical and not have the start locations be way out of adjustment?
2) Do you plan to overhaul the Western Hemisphere (patchmod) scenario?
The Rusty Gamer Mar 16, 2009, 04:51 AM * Added ability to define a building as single instance (only one allowed for nation)
It might be even more interesting to have a variable to define the NUMBER of instances allowed for a particular building. So having a "1" would allow a single instance, but we could have more flexibility.
Dale Mar 16, 2009, 07:03 AM I like most of the changes made to AODII. However, I find it very ahistorical to find Chinese and Russians landing in California in 1492. So I edited the aiplayable and baiplayable to 0 values and eliminated unwanted countries. Unfortunately the starting locations reverted to within 3 of the east map edge. Also I now had 2 English and 2 French players.
1) Is there any way to reduce the civilizations to something a bit more historical and not have the start locations be way out of adjustment?
2) Do you plan to overhaul the Western Hemisphere (patchmod) scenario?
If you use Custom Game you can choose what Civs are in the game. You can choose all bar the ones you don't want. :)
Dale Mar 16, 2009, 07:08 AM Ooh ! I'm sorry that Examine city line escaped me...
My translation proposition still hold ;)
Can I take you up on the offer in an update or two's time? :)
Niptium Mar 16, 2009, 11:28 AM Yeah ! Whatever works for you.:)
After playing a bit with the game yesterday, I have to say that it really is more stable. 1.07 used to crash every half hour - now I played 2 hours and it didn't !
Wheldrake Mar 16, 2009, 01:11 PM Funny, I very rarely have had problems with the game crashing, something like once per 10 hours of gaming or so, and have noticed no change in 1.08... other than it hasn't crashed yet in 3 hours of play.
So far, the gameplay doesn't seem to have changed at all, except perhaps that the AI colonial nations seem to be getting developed faster, and getting troops into the field faster. I attacked the English on turn 21 with a scout, razed a city, and on turn 22 I saw an English dragoon in the woods next to my poor scout, my poor *innocent* scout! I've never seen the AI field a dragoon that fast before. It remains to be seen whether the AI nations will pose a significant threat, but they seem to be doing better than in previous incarnations of the mod, and waaaay better than in the vanilla game.
I've had an untrained settler working as a carpenter since somewhere around turn 15, I'm eager to see if he'll get transformed into an expert soon. Or have I misunderstood, and that only works for farming professions? I've been careful not to move him to other jobs, so maybe it'll be a good test.
All my colonists seem stuck as 0% tories, even the ones born in the New World, but I'm hoping that will change once I get some elder statesmen working their stuff.
So far, so good! All glory to Dale for this excellent mod.
Cheers, --- Wheldrake
PS: Is there some way to keep the game from making a CD check? I've been playing lately on a laptop with no CD drive, and it's a pain to have to hook up my external drive just to pass the CD check.
abj9562 Mar 16, 2009, 05:13 PM I can not get the Columbus Dream or Colonisation I maps to show up. I tried tham in your default folder and the public maps folder and still cant get them to show up. However I can view them with MapView. Any ideas?
*spelling edit
abj9562 Mar 16, 2009, 05:29 PM Sorry for the second post just wanted to add the Columbus and Colinisation maps can be started by dbl click outside the game and work just fine. They just do not show up in anywhere in the game.
PrinzMyshkin Mar 16, 2009, 06:31 PM Edit the map file with notepad and replace the path from:
"\Colonization II\Mods\AgeOfDiscoveryII"
to:
"\Colonization II\Mods\AgeOfDiscoveryII_1.08".
Alternatively, you can edit the mod directory and rename it to:
"\Colonization II\Mods\AgeOfDiscoveryII"
HTH
The Rusty Gamer Mar 16, 2009, 06:33 PM I'm not sure I understand how education works now. With a school, even though I had a master carpenter in the colony, it only allowed me to educate a colonist as a fisherman or a farmer. It asked who I wanted him to be (before education began) but then offered two more possiblities at the end - expert lumberjack and expert ore minor. Still didn't offer master carpenter though.
PrinzMyshkin Mar 16, 2009, 06:37 PM It works like good old colonization. A carpenter requires a level 2 education building, which is a college.
Bear in mind veteran soldiers can now be trained as well.
The Rusty Gamer Mar 16, 2009, 06:38 PM Ok, thanks, now I know.
PrinzMyshkin Mar 16, 2009, 06:42 PM .
All my colonists seem stuck as 0% tories, even the ones born in the New World, but I'm hoping that will change once I get some elder statesmen working their stuff.
Two other people, which I know, and myself face the same problem. It seems there is a damn bug hiding somewhere.
RS is stuck at 0%, as you described, no matter how many bells, buildings, specialists or FFs you have. The bug seems reproducable at all difficulty levels, maps and nations.
abj9562 Mar 16, 2009, 07:44 PM Edit the map file with notepad and replace the path from:
"\Colonization II\Mods\AgeOfDiscoveryII"
to:
"\Colonization II\Mods\AgeOfDiscoveryII_1.08".
Alternatively, you can edit the mod directory and rename it to:
"\Colonization II\Mods\AgeOfDiscoveryII"
HTH
Tried that and it did not fix it. So I removed the mod name and left it as
modpath=
It works just fine now.
abj9562 Mar 16, 2009, 07:45 PM However I have aod set to run in my ini file on start up/
Dale Mar 16, 2009, 10:08 PM Two other people, which I know, and myself face the same problem. It seems there is a damn bug hiding somewhere.
RS is stuck at 0%, as you described, no matter how many bells, buildings, specialists or FFs you have. The bug seems reproducable at all difficulty levels, maps and nations.
For those suffering this problem, is that with the 1.08 update or 1.08 full?
Wheldrake Mar 17, 2009, 03:20 AM I installed the official patch, then installed the full 1.08 mod.
I had assumed that all my colonists were at 0% tories because I have not yet put a single colonist to work as a statesman. However, I did refuse several demands for cash from the king, and I was under the impression that refusing demands should raise the rebel percentage slightly.
This said, I had been under the impression that new colonists grown at home, from food surplus, would have a higher rebellion rating, but it appears that they too are at 0% tories.
If this is a bug, I assume that means that in my current game I will never be able to declare independence. It somehow cools my enthusiasm to invest more hours in the current game.
On the bright side, launching the game no longer appears to make a CD check, as this morning I managed to launch a game without my external drive connected with the game CD.
Great work, though. Pity the new political system doesn't seem to be working.
Should I just launch a new game and see if it's an isolated bug?
Cheers, --- Wheldrake
PrinzMyshkin Mar 17, 2009, 03:33 AM Yes, please launch a game and put immediately some colonists on townhall. Observe any changes in there status (Tory, Rebel) and city RS. Please let Dale know the outcome.
As far as I know, there are at least two other people and myself, who reported exactly the same problem.
The same problem occured at both full v1.08, and v1.07-v1.08 upgrade for me, regardless diffuculty level, nation or map.
Wheldrake Mar 17, 2009, 04:20 AM OK, new game.
Patch installed, playing with full DL of v1.08.
Note that when I unzipped the mod, I had to manually rename the folder from "AgeOfDiscovery2_1.08" to "AgeOfDiscovery2", in the "mod" directory, as usual. Transfer from the zip file appeared to proceed normally, with no error messages.
Playing the French (mais bien sūr!) as Champlain, two cities established on turn 3. Both colonists register 0% tories, and are set to work as statesmen, with production set to liberty bells.
Turn 10, territory around cities begins to expand, but both settlers still register as 0% tories. I would think that if enough liberty bells have been generated to expand the zone around the cities, the RS should rise at least a wee bit above 0%.
I'll keep playing, but I'm wondering if some other players are seeing RS rise "normally", as intended by the new system or not.
Hope these details can help.
Cheers, --- Wheldrake
PrinzMyshkin Mar 17, 2009, 06:54 AM As far as I know, there has been no report of someone claiming having seen RS rise normally in v1.08.
Can somone else do the same experiment please? Please report back what you found.
Dale Mar 17, 2009, 06:55 AM Two pics attached. This is about 10 turns after placing a elder statesman in my colony. Notice the colonists RS is rising, and also the ship outside the colony has RS rising too.
Dale Mar 17, 2009, 07:11 AM And a new Revolutionary game, 10 turns after placing the ES.
For those having the issue, please list your complete game startup settings, including leader, speed, diff, map, etc etc. Everything!
koma13 Mar 17, 2009, 07:25 AM Colonists RS is working for me too (2-4% in turn 20). I have the update version of AOD2. ;)
Dale Mar 17, 2009, 07:27 AM Colonists RS is working for me too (2-4% in turn 20). I have the update version of AOD2. ;)
Let me guess: normal or fast gamespeed? :)
PrinzMyshkin Mar 17, 2009, 07:31 AM The fault was constantly reproducable in a variety of settings.
My tests included.
Leader: Edmund Barton, Jose de San Martin, Zhen Chenggong, John Adamns
DIfficulty: Patriot, Revolutionary, Conquestador
Speed: Epic
Map: FairWeather, A_New_World, PatchMod - WesternerHemispere (normal).
Game Settings: Play Now, Custom Game
Versions: Upgrade from v1.07-v1.08, fresh full v1.08.
koma13 Mar 17, 2009, 07:32 AM Fast game speed and 3 statesmen. :king:
Dale Mar 17, 2009, 07:33 AM The fault was constantly reproducable in a variety of settings.
My tests included.
Leader: Edmund Barton, Jose de San Martin, Zhen Chenggong, John Adamns
DIfficulty: Patriot, Revolutionary, Conquestador
Speed: Epic
Map: FairWeather, A_New_World, PatchMod - WesternerHemispere (normal).
Game Settings: Play Now, Custom Game
Versions: Upgrade from v1.07-v1.08, fresh full v1.08.
Try a normal game speed.
PrinzMyshkin Mar 17, 2009, 07:37 AM Bingo just tried and it works! Did you read my mind? ;)
So it's a speed issue.
Wheldrake Mar 17, 2009, 12:32 PM My bugged games happened at normal speed, huge faireweather map, conquistador difficulty, playing as the French with Champlain.
Dale has posted a dll fix, and after putting the dll in the wrong place, erasing the correct version, and thus requiring me to reinstall and re-update the game, I'll try a new one and hope that the RS issues are fixed.
Great work, nonetheless, and amazing reactivity on the part of Dale. Dale, you have really made this game worth playing.
Cheers, --- Wheldrake
Mekajiki Mar 18, 2009, 11:38 PM I had this bug because I only play on Epic but the dll fix definitely worked out the problem so it's all good.
:P
nottoobright Mar 19, 2009, 05:39 AM Congrats on another great update. I will say, I had a lot more trouble adding 1.08 than previous updates. Worth the trouble, when all is done. Thanks for saving this game, vanilla would have been in the trash bin long ago if not for your work.
Z3T0 Mar 27, 2009, 08:42 PM @Dale,
I'm so excited for using your AODII especially the music, movie of the mod.
I just want to add some comment (if u like, adopt it for next version, just cant wait for it, :D) :
1. The pirates (coz i like to become pirate, :D)
Can u block the attack function for Pirates (AI) about 30-60 turns so that we don't get annoyed. Maybe if u can do this, the pirates can be usable by Player as default nations like other nations because u gonna throw away "AIplayable=0" (else like that). If u cant do it, how about add script like this :
If chosen by AI, the pirates only occur about 30-60 turns.
Else if chosen by Human, the pirates same as default other nations
2. Change "Europe" to "Hometown", kinda strange for China
3. About RS, can it be default without the effect of choosing game speed?
4. Resources. It would be better if we can type the amount of resources we want to sell, move
or anything else.
5. About trade settlement automation, can u make the maximum goods stores like mininum goods so if the settlement have already "Guns" full, the trade is stop for that "Guns" store settlement.
Sorry if my english so bad. Thats all for now.
PrinzMyshkin Mar 28, 2009, 04:29 AM Your Englsish is fine! Better than mine. ;) You also have some valid points there.
4. Have you tried to control key when moving them? :)
What pisses me off, is hitting enter won't close the f*()ing window!
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