abj9562
Mar 11, 2009, 10:47 PM
I tried the new patch with AOD2 and get consistant CTD's on every load. So I reverted back to 1.0 until Dale can take a look at the patch and AOD2.
|
View Full Version : 1.01 patch and aod2 abj9562 Mar 11, 2009, 10:47 PM I tried the new patch with AOD2 and get consistant CTD's on every load. So I reverted back to 1.0 until Dale can take a look at the patch and AOD2. Dale Mar 11, 2009, 10:54 PM Yes, patch 1.01 is NOT compatible with AoD2 1.07. Pssst...... but notice that most of the patch is already included via PatchMod. ;) eatcarrotsnow Mar 12, 2009, 05:43 AM The only thing that bugs me that isn't covered is the fact that colonists can't join a city until the following turn. However, its not a big enough deal for me to abandon the mod for vanilla. Thanks for all the hard work you put into this for all of us! abj9562 Mar 12, 2009, 09:40 AM Yes, patch 1.01 is NOT compatible with AoD2 1.07. Pssst...... but notice that most of the patch is already included via PatchMod. ;) I did notice. Perhaps Firaxis should hire you and Snoopy as project leaders! lordofcivs Mar 12, 2009, 07:35 PM The only thing that bugs me that isn't covered is the fact that colonists can't join a city until the following turn. However, its not a big enough deal for me to abandon the mod for vanilla. Thanks for all the hard work you put into this for all of us! Or you can wait until Dale brings its update (which is compatible with 1.01 patch). :aargh: Niptium Mar 13, 2009, 08:16 PM If your colonist has already moved in this turn (red dot), he isn't supposed to be able to work in the colony in that turn. Dale Mar 13, 2009, 08:25 PM In AoD2 you can join a colonist to a colony after moving it (if it has movement points left). It doesn't produce anything, but can be added to the colony. eatcarrotsnow Mar 14, 2009, 06:17 AM If your colonist has already moved in this turn (red dot), he isn't supposed to be able to work in the colony in that turn. The colonist is, which is why they fixed it in the patch 1.01f Other Changes Automated pioneers will not remove features from an improved plot being worked Removed cap on production overflow Colonists can join settlements even after they have moved Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution Education point threshold increases per city, as intended, rather than per player King is more likely to have a balanced REF (rather than all troops and no ships, for example) Fixed exploit where gifting a wagon full of goods in a city would double the goods(!) Fixed gifted cargo disappearing Fixed text bug dealing with incorrect token Slavery gives extra hammers as well This is how it worked in the original game, it's hard to believe how they missed it when they shipped it out the door. Purest Warrior Apr 02, 2009, 10:37 AM I get a CTD when loading the mod, too, without having patched. I only installed AoD2 1.09b. What should I do? Use a previous version? Cheers, PW PrinzMyshkin Apr 02, 2009, 12:14 PM Patch to 1.01f, I think. :) http://forums.civfanatics.com/downloads.php?do=file&id=11915 |
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.