View Full Version : 1.08 issues


koma13
Mar 15, 2009, 10:40 AM
Dale, nice work. :)

But I have some problems:

- Diplomacy isn't working for me. :( Always got that Python Exception:
File "CvDiplomacyInterface", line 15, in beginDiplomacy
Attribute Error: 'CyGame' object has no attribute 'inDiplomacy'

- Pirates showed up in Turn 0

- not a bug, but shouldn't have western civilizations shorter travel time to the west instead of east (6<-->12) ?

Dale
Mar 15, 2009, 01:44 PM
Dale, nice work. :)

But I have some problems:

- Diplomacy isn't working for me. :( Always got that Python Exception:
File "CvDiplomacyInterface", line 15, in beginDiplomacy
Attribute Error: 'CyGame' object has no attribute 'inDiplomacy'

- Pirates showed up in Turn 0

- not a bug, but shouldn't have western civilizations shorter travel time to the west instead of east (6<-->12) ?

I see what has happened here. The Col 1.01f patch has rendered some AoD2 1.07 files redundant. They need to be deleted. CvDiplomacyInterface.py is one of them.

I'll post a list of other files shortly.

In regards to Pirates, they will appear on turn 0, but then disappear as soon as you hit end turn until turn 31. :)

koma13
Mar 15, 2009, 02:33 PM
I see what has happened here. The Col 1.01f patch has rendered some AoD2 1.07 files redundant. They need to be deleted. CvDiplomacyInterface.py is one of them.

I'll post a list of other files shortly.

Makes sense. So if I run into another Python exception I just try to delete the mentioned file. Bug fixing has never been easier. :p

In regards to Pirates, they will appear on turn 0, but then disappear as soon as you hit end turn until turn 31.

It's only a scout checking out the situation.

Dale
Mar 15, 2009, 03:00 PM
Makes sense. So if I run into another Python exception I just try to delete the mentioned file. Bug fixing has never been easier. :p

Actually, turns out it's only that file. :D

It's only a scout checking out the situation.

Let's just say, a unit has to be placed on the map so the Civ is active. Otherwise, the Civ will die on turn 0 and not be available to activate later.

In code turns, I keep pushing the Pirates unit to Europe until turn 30 when it stops. :)

apenpaap
Mar 16, 2009, 04:58 AM
I have a few issues with the new civs: Ermak is some sort of ghost who's floating in the air. Also, the Chinese leader has no diplomusic, as does one of the Australian leaders.
Also, Australia colonizing America in the 16th century is a tiny bit ahistorical.

PiMan
Mar 16, 2009, 06:58 AM
Australia does seem out of place, doesn't it? Just try to think of them as another British group of colonists.

mackkk
Mar 16, 2009, 10:57 AM
I am impressed with the mod. Author (authors) made a titanic amount of work to create, test, optimaze and make all those improvements to the original (unfortunertly filled with flaws) game. I've just started to play the mod so don't have many questions/suggestions but this:

1st (and last but one). I bought a carrack (played as portugese) filled it with colonists and trade goods, ordered it to set sails and... nothing happened. Couldn't make it sail :-( to New World. It's the same for other nations. The brand new ships are stuck in the european port...

2nd (and last so far, hopefully for good :-). Didn't tried it yet, but can you sail eastwards to the western border of tne New World from the new europe screen? Was it already patched?

Anyway it's an immense improvement with all those small and little less small details. My favourite is indentured servants' and petty crimanals' liberation after some time worked in colony!!

Keep up the good work Dale and others!

P.S.(could anyone help me, please :-) What the game still needs is in my opinion a more historically accurate map of both Americas which I'm workin on currently. Unfortunately I'm not familiar with WorldBuilder (which I find a little primitive tool to shape worlds), and I have already some issues e.g.: I made a change to the initial position of the expedition ships, but now the spot where player's was befeore is not covered with fog of war, same as some other spots I mistakely put some units and cleared them afterwards>> Don't know howto regenerate map's fog of war yet. The other one is that I can only choose to start the game with one leader for every nation. I assume it's linked to the ships placing issue (describing ships as commanded by a particular leader)>> Don't know yet how to make both leaders for every party available from start. And finally: how can I change free colonist's status to e.g. pionieer or soldier (I can't do it from the unit edition menu :-/ )?

Slab2Go
Mar 21, 2009, 03:11 AM
This is a great great version of the game.

Just for fun, a 'Colonizing Africa' scenario would allow arabs and indians (real ones) as colonizing civs.

boonshanka
Mar 22, 2009, 05:51 AM
Is there another download link of AOD2 1.08? because when I tried http://rtw.apolyton.net/aod2/downloads.html and the file was corrupted by the time it'd finished downloading :(

Dale
Mar 22, 2009, 06:10 AM
Just tested the file, nothing wrong with it.

Are you using the latest version of WinZip or WinRar?

boonshanka
Mar 22, 2009, 08:41 AM
Just tested the file, nothing wrong with it.

Are you using the latest version of WinZip or WinRar?

Mmm I don't think so, I'll download the latest Ver and check it out :crazyeye:
Good thing I didn't delete it!

edit:
Nope, tried the latest WinZip and WinRar, still doesn't wanna work.

Did you check the file or the link? I know it's sounds like a stupid question.

Is there an alternate download link?
Otherwise I'll just wait till the newer version or something.

UncleKnuckle
Mar 22, 2009, 11:10 AM
I love the Age of Discovery II-mod. It brought the fun back in the quite disappointing Colonization-remake.
But in the 1.08-release there is a crucial flaw that needs to be fixed ASAP: When buying new ships in Europe, it is not possible to leave port, thus rendering the whole buy new ships-feature useless.
I'm sure some players find it fun to play the first half of the game with only the ship assigned from the beginning, but for the rest of us this flaw makes the mod quite useless.

Please look into this as soon as possible, as I liked the rest of the new features in the 1.08-release and want to try them out.

Wheldrake
Mar 23, 2009, 10:08 AM
I'm not having this problem at all - have bought and used several ships quite successfully.

Is it possible that you're playing using an older scenario that may not function properly with this version of the mod? I'm using random maps from faireweather, and all the ship functions (and indeed all other aspects of the game) are working perfectly.

The ship bug must be linked to something specific, since it doesn't affect all of us. Dale's earlier advice was to post all details (difficulty level, map style, nationality, leader, etc) when describing a bug.

Cheers, --- Wheldrake

Slab2Go
Mar 23, 2009, 10:42 AM
One thing I've noticed in passing, automated crims will continue to harvest timber after the warehouse is full, if someone is working as a carpenter

kaibayashi
Mar 23, 2009, 12:27 PM
I am playing Conq level, Epic game length, Huge map size, Fairweather script.
Couple issues:
Aus/Rus/Chi all start from the same point.
Chinese (and presumably Aus/Rus) return to 'Europe' time is too long. Perhaps now this should be renamed 'Return to Home Country' or something similar, and the ability to visit other Home Ports created?
In my game Ehmek and the Aus leader proceeded to build there first settlement right next to each other on a little peninsular. The Aus expanded ok, but Ehmek hardly expanded at all, just stockpiled military units in his initial colony. It is now turn 182 and he has 3 1pop colonies and a 2pop!
I think (not sure) but the OJT seems to be a bit unbalanced the other way. In the 182 turns I've done, only one colonist has learnt a profession. I'm not sure tho as I may have moved them about more in this game.
Also the prices of selecting which unit on the docks chooses to immigrate have gone a bit strange. Not sure if this is by design or not, but in one instance a Master Carpenter cost 54 gold to choose when there was 5 crosses required for the next immigration. Previously this would have been 115 i think?

UncleKnuckle
Mar 23, 2009, 12:50 PM
I'm not having this problem at all - have bought and used several ships quite successfully.

Is it possible that you're playing using an older scenario that may not function properly with this version of the mod? I'm using random maps from faireweather, and all the ship functions (and indeed all other aspects of the game) are working perfectly.

The ship bug must be linked to something specific, since it doesn't affect all of us. Dale's earlier advice was to post all details (difficulty level, map style, nationality, leader, etc) when describing a bug.

Cheers, --- Wheldrake

Seems like my problem only occurrs when playing the Mod-scenario maps like "Mod-Western Hemisphere" and such. When playing random there is no problem at all.
Thanx a lot for the tip!

Wheldrake
Mar 24, 2009, 04:26 AM
Seems like my problem only occurrs when playing the Mod-scenario maps like "Mod-Western Hemisphere" and such. When playing random there is no problem at all.
Thanx a lot for the tip!

Only Dale can cinfirm, but I strongly suspect that the scenarios are not 100% compatible with the offocial patch, or with the mod.

Just a progress report, since installing the added dll file, my rebel sentiment has been progressing normally. But I still think it's too easy to get an industrial victory.

I won an industrial victory on turn 227, and still only had 38% global rebel sentiment, meaning I would have had to play for some large number of turns before being able to declare independence. This is playing at normal speed, conquistador level, with the French (Champlain).

The natives never declared war, I guess I kept enough garrisons, and then got enough FFs to improve relations before things got scrappy.

The AI powers were far more effective than in vanilla games, fielding several dragoons when I came to get them. Of course I still wiped them out, but had to be far more careful, and allocate more better trained units to do it.

I was able to keep the tax percentage to zero up to well past turn 100, simply by never buying or selling goods in Europe. Once all my treasures were sold, I started shipping massively to Europe, but by end game still had only 44% taxation.

Keep up the good work, Dale!

Cheers, --- Wheldrake

PrinzMyshkin
Mar 24, 2009, 04:52 AM
Disable industrial and economic victory to fully enjoy the game.

Wheldrake
Mar 24, 2009, 05:59 AM
I've got an important question: enven though I have already "won" this game through industrial victory, can I still continue and declare independence and fight off the King's forces?

Though from what I'm seeing in another thread, those dozens of canons I've been stockpiling in my coastal cities will just make mincemeat of the King's shipping. I'd been developing a defensive navy in hopes of giving those Man 'o Wars a run for their money, but the other thread seems to suggest they'll be chopped into firewood by my coastal batteries.

Cheers, --- Wheldrake

westamastaflash
Mar 24, 2009, 07:49 PM
If I have not selected "independence" as a victory condition, I can't start a revolution! I wanted to do industrialization, but wanted to declare anyway so I could have a constitution with theocracy ;-)

Niptium
Mar 25, 2009, 03:02 AM
Is it me or the game got a LOT easier ? I mean, I would play at Explorer and have difficulty being in the top 3 at marathon speed under the 1.07 but with 1.08 I have twice the colonists that the nearest AI has with 475 turns...in...

Gherkin
Mar 25, 2009, 07:15 AM
I like the education rebalancing. The amount of effort it takes to learn a skill "on the job" feels about right compared to the effort/cost it takes to educate (or buy). However, the IS and PC "upgrading" feels really slow now. Maybe you could restore the option to train them in native villages?

The RS growth seems slow. My last game I was ready for independence about 50-60 turns before I could actually get to the 50% level, even with newspapers + 3 statesmen in every city (this was on Patriot level - I think... not in game ... whatever was one below revolutionary). By the time the war started I had about 50 or so armed veteran soldiers sitting around waiting for them.

Also I noticed that the AI was seriously dragging it's feet about declaring independence even though most of their cities were in the 80-90+% level for a long long time. I don't know if their REF was too intimidating or what, but the RS changes seem to be too daunting for the AI.

HermannLombard
Mar 25, 2009, 02:01 PM
If I have not selected "independence" as a victory condition, I can't start a revolution! I wanted to do industrialization, but wanted to declare anyway so I could have a constitution with theocracy ;-)
So instead of a War of Independence you want to start a War of Co-dependence? :rolleyes:

You could declare, win your WoI, and keep playing until you would have won by industrialization (2000 or the level of your choice). I am assuming that the impact of your chosen freedoms persists in "Just One More Turn" mode.

Onionsoilder
Mar 25, 2009, 03:40 PM
I can't generate any rebel sentiment in my colonies. I can have 3 Elder Statesmen with a Newspaper and several factories, but it stays at 3 for all my colonists. This happens across multiple games, and I have tried re-downloading the mod, the problem still persists. The Liberty Bells are still generated, because I get the "You have generated X bells" accomplishment and I get the political points, just no sentiment. The king doesn't raise the REF either.

Dale
Mar 25, 2009, 04:24 PM
I can't generate any rebel sentiment in my colonies. I can have 3 Elder Statesmen with a Newspaper and several factories, but it stays at 3 for all my colonists. This happens across multiple games, and I have tried re-downloading the mod, the problem still persists. The Liberty Bells are still generated, because I get the "You have generated X bells" accomplishment and I get the political points, just no sentiment. The king doesn't raise the REF either.

You need this: http://forums.civfanatics.com/showthread.php?t=314352

Wheldrake
Mar 26, 2009, 12:06 AM
Yes, I installed the missing .dll and now RS appear to grow normally.

However, it seems like newly born or trained colonists begin at 0% RS tories, even converted natives! As I tend to have large empires producing a lot of food, so as to have enough soldiers to fight the REF, it seems like this is going to make it *very* hard to reach the 50% threshold. I'm assuming it's a bug slated to be fixed in future builds of the mod.

Cheers, --- Wheldrake

PrinzMyshkin
Mar 26, 2009, 05:21 AM
Wheldrake mate, it has already been said like 20 times and Dale is aware of it.

I am sure it will get fixed in v1.09, or v1.10. ;)

Trade goods also have RS... That will get fixed too.

HTH

Wheldrake
Mar 26, 2009, 06:10 AM
Trade goods also have RS... That will get fixed too.
HTH

Guess I missed that previous point. About trade goods - you mean goods inside colony warehouses, or just goods on wagons & ships? If it's just the latter, it shouldn't make too big a difference, as those tend to get sold off fairly quickly. It is still a dead weight on the RS system, though.

Anyway, I didn't mean to diss AoD2. It's great, and continues to make this game worth playing, for the hours of mind-numbing micromanagement. Gotta love it!

Cheers, --- Wheldrake

PrinzMyshkin
Mar 26, 2009, 06:17 AM
Wheldrake when you try to transport them, it creates a new unit with 0% RS.

Unfortunately it makes a big difference. :(

The more you trade, the bigger the difference is. ;)

No problem! Keep up the good posts!

Gherkin
Mar 26, 2009, 06:11 PM
Perhaps an easy fix would be to have the cannons fire once per turn instead of once per ship. That would still give them some teeth as opposed to them being surface to ship missile batteries the way they are right now ;-)

joachim_ds
Mar 27, 2009, 09:04 AM
Is it me or the game got a LOT easier ? I mean, I would play at Explorer and have difficulty being in the top 3 at marathon speed under the 1.07 but with 1.08 I have twice the colonists that the nearest AI has with 475 turns...in...

I have played 1.08 yesterday for the first time as chinese on explorer i guess (the middle difficulty level when you start with 100 gold). I am only 40 or 50 turn into the game, but it appears that the game is easier, especially with the chinese.

I get massif religious pop spawns in europe, this was not the case in 1.07. Especially when units are cheaper and food 1->2 this makes it very easy to populate villages very early with 3 carpenters and lumberjacks. I have already 2 villages with lumber mills only producing political points and other points and i am getting all the FF, which makes it even easier to gain even more advantage.

I think the chinese should have or cheaper units or more food, but not both. I can just make a village in the dessert when there are silver mines around. Just get some IS from europe and let him make food. A tile with normally 1 food will then produce 3 (1+1:chinese and +1 from the IS). So i can easily mine 3 or 4 silver mines with 2 or 3 silver with a normal unit without needing farmers. I can even get my silver miners cheap with the -25%. I build a village and within 10 turn i have it with 3 silver miners and enough food, making me 18silver/turn. I am not complaining, but this is too easy.

btw, i am quite sure this has been mentioned before, but what happens when the chinese get the 1-2food FF or the 25% cheaper FF. Nothing happens? or units are another 25% cheaper? and 1 food goes to 3 then?

PrinzMyshkin
Mar 27, 2009, 09:27 AM
Yeah, Chinese shine in the beginning like noone else.

IMO there is a huge issue with traits, as rusty and onion mentioned elsewhere.

Pretty much most leaders need fixing. Pfewwwwwww! So many things need fixing.

joachim_ds
Mar 27, 2009, 09:40 AM
well at least i am deeply analyzing the game and doing calculations on when to buy what etc. This means i must like the mod very much because only very few games i bother doing this to improve my record points :D

Dale
Mar 27, 2009, 04:40 PM
well at least i am deeply analyzing the game and doing calculations on when to buy what etc. This means i must like the mod very much because only very few games i bother doing this to improve my record points :D

This is one of the best compliments ever. Thanks man. :D

westamastaflash
Mar 27, 2009, 09:42 PM
So instead of a War of Independence you want to start a War of Co-dependence? :rolleyes:

You could declare, win your WoI, and keep playing until you would have won by industrialization (2000 or the level of your choice). I am assuming that the impact of your chosen freedoms persists in "Just One More Turn" mode.

No - I mean that I have 70% rebel sentiment and have only selected the "industrialization" victory condition. I can't click "start revolution" in the revolution advisor.

Dale
Mar 27, 2009, 10:07 PM
No - I mean that I have 70% rebel sentiment and have only selected the "industrialization" victory condition. I can't click "start revolution" in the revolution advisor.

If you don't turn on independance victory, you can't DoI.

Manu_b
Mar 28, 2009, 09:41 AM
I have played 1.08 yesterday for the first time as chinese on explorer i guess (the middle difficulty level when you start with 100 gold). I am only 40 or 50 turn into the game, but it appears that the game is easier, especially with the chinese.

I get massif religious pop spawns in europe, this was not the case in 1.07. Especially when units are cheaper and food 1->2 this makes it very easy to populate villages very early with 3 carpenters and lumberjacks. I have already 2 villages with lumber mills only producing political points and other points and i am getting all the FF, which makes it even easier to gain even more advantage.

I think the chinese should have or cheaper units or more food, but not both. I can just make a village in the dessert when there are silver mines around. Just get some IS from europe and let him make food. A tile with normally 1 food will then produce 3 (1+1:chinese and +1 from the IS). So i can easily mine 3 or 4 silver mines with 2 or 3 silver with a normal unit without needing farmers. I can even get my silver miners cheap with the -25%. I build a village and within 10 turn i have it with 3 silver miners and enough food, making me 18silver/turn. I am not complaining, but this is too easy.

btw, i am quite sure this has been mentioned before, but what happens when the chinese get the 1-2food FF or the 25% cheaper FF. Nothing happens? or units are another 25% cheaper? and 1 food goes to 3 then?

the chinese traits only works on tiles where you produce 2 or more food. a FC producing 1 fish in water will produce 1 fish. a CN produceing 1 fish + the CN fish will receive the chinese trait as the tile now has 2 or more.

For the FFs.: Cyrus doesnt stack for unknown reasons (thats the one adding food bonus) the cheaper unit FFs do stack.

Chinese are very strong for a large empire with rapid expansion playstyle or in the beginning of the game generally.
Later on they get kinda weak imo especially compared to other traits when you want massive ammounts of soldiers/dragoons for DoI or need alot Bells there are stronger trait so i guess thats kinda balanced you profit in the beginning and loose a tad in the end to other nation traits.

Tho i still dont see the reason why cyrus isnt stacking..

regards

PrinzMyshkin
Mar 28, 2009, 06:07 PM
Cyrus should stack, yes. But I find the Chinese +1 food advantage ridiculously strong. What do you think Manu?

Manu_b
Mar 29, 2009, 01:20 AM
Cyrus should stack, yes. But I find the Chinese +1 food advantage ridiculously strong. What do you think Manu?

actually its strong as i stated but basically it shines in the starting up phase.. after like turn 100 or so it decays. its just 1 food at end which isnt doubled or modified by any other factors so the 1 food from startgame is 1 food from endgame as well. mostly your main towns will and should have only experts by 1/3rd of the game time so the difference there if a farmer pulls 8 or 9 food doenst really seem so high.

even more so its not an unique trait for the mid or endgame anymore as long as cyrus doesnt stack. usually players ever get the endtree FF of trade so therefore the bonus vanishes completely.

Cyrus stacking would be another story but even than where is the difference seriously for the endgame when you got 2 food more so 10 instead of 8?

there are more powerfull traits especially for endgame or DoI Wars the -50% for soldiers/dragoons is powerfull as hell. thats i think the strongest trait in game even more so as i see it as end game trait but is basically used for early wars as well and it combines with a perfect starting game trait (-25% Cross needed for immigration) so basically a perfect setup for start mid and engame...

regards

p.s. i usually played netherlands as it preferred the midgame for large empires a little bit with adrian, however now with the new RS its either chinese for rapid expansion games or george washington for endgame games. preferring washington tho for the simply reason that there is no REF cap atm and RS forces you to nearly triple your army to fight REF whereas thats a big help

PrinzMyshkin
Mar 29, 2009, 03:35 AM
Hahaha! Good to know, we finally made GW useful!

I've also played Neitherlands. Pete remains my old times favourite.

My favourites are Jose, and Edmund. Basicaully kill everyone fast and get all the FFs with a low bell rate. :D

westamastaflash
Mar 29, 2009, 12:20 PM
If you don't turn on independance victory, you can't DoI.

Awww. It'd be nice to be able to DoI and then industrialize...