View Full Version : [MODMOD] BLUModMod for Age of Discovery II


Deliverator
May 27, 2009, 03:32 PM
BLUModMod has now been superseded by Age of Further Discovery (http://forums.civfanatics.com/showthread.php?t=326342). Everything from here is also there - plus loads more.

http://forums.civfanatics.com/attachment.php?attachmentid=215582&stc=1&d=1243459170

Features

Basically, this is everything from BLUMod (http://forums.civfanatics.com/showthread.php?p=7945410) version 0.6 merged into Dale's Age of Discovery II (http://forums.civfanatics.com/showthread.php?t=292143).

Art
+ Conquistador (http://forums.civfanatics.com/attachment.php?attachmentid=212745&d=1241269323) replaces Veteran Soldiers for Spain.
+ Carabela (http://forums.civfanatics.com/downloads/carabela_J4t.jpg) replaces Caravel for Spain - both this and the normal Caravel use the EE2 unit adapted for Civ4 by Walter Hawkwood and Refar.
+ New flag for Spain - the Crown of Castile banner - perhaps not strictly historical but it looks good!
+ New Simon Bolivar Leaderhead by Ekmek

+ Marine (http://forums.civfanatics.com/attachment.php?attachmentid=211397&stc=1&d=1240147849) replaces Veteran Soldier for France.
+ New flag and colour scheme for France (http://forums.civfanatics.com/attachment.php?attachmentid=211398&stc=1&d=1240147849). I never liked that dark purple colour. They now use a nice royal blue. Iroquois moved to light blue and French King to a nicer dark blue.

+ Veteraan (http://forums.civfanatics.com/downloads/dutchsoldieringame_Ahe.jpg) (needs a better name - can anyone Dutch suggest?) replaces Veteran Solider for Dutch.
+ Dutch have a custom replacement for the browncoat musketman
+ Revised Dutch Leaderheads (http://forums.civfanatics.com/showpost.php?p=7303541&postcount=8) by lionheart (and Dutch King renamed to Stadtholder)

+ Aztec Warrior - reskinned Aztec Jaguar
+ Sioux Warrior - reskinned Dog Soldier
+ Sioux Scout, Musketman and Cavalry (http://forums.civfanatics.com/downloads/sioux_complete_meB.jpg) by bernie14 (with horse textures adapted from M2TW)
+ Maya Warrior - added to the mod but not reskinned yet
+ Incan Warrior - added to the mod but not reskinned yet
+ Iroquois Warrior - merge of Logan Leaderhead and Native Warrior
+ Iroquois Scout, Musketman and Cavalry (http://forums.civfanatics.com/downloads/iroquois_complete_hW9.jpg) by bernie14 (with horse textures adapted from M2TW)
+ Apache Warrior (http://forums.civfanatics.com/downloads/bits_18f.jpg) - Apache leaderhead merged with bernie14 unit - my favourite leaderhead port so far.
+ Cherokee Warrior (http://forums.civfanatics.com/downloads/cherokee_Wm9.jpg) - based on the vanilla scout but using Celtic Warrior animations.

+ Implemented sezereth's blood spatter effects (http://forums.civfanatics.com/downloads/blood_sEs.jpg) in most units.

+ Improved Veteran Units and REF (http://forums.civfanatics.com/attachment.php?attachmentid=209007&d=1238544874) using Oleg153's textures as a base.
+ Various mounted units have more realistic horses (http://forums.civfanatics.com/downloads/dragoonhorse_9wp.jpg).
+ Tweaked a lot of unit scalings.
+ Main menu graphics and music (Vangelis - 1492 Main Titles).

Interface
I have added easy camera controls for panning the camera through 360 degrees and also tilting the camera (code by Lutefisk Mafia). This lets you have a look at the action from another perspective.

The hotkeys are:
Ctrl + LEFT/RIGHT arrow key: Rotate the camera in 45 degree increments.
Shirt + LEFT/RIGHT arrow key: Rotate the camera in 15 degree increments.
Ctrl or Shift + UP/DOWN arrow key: Tilt the camera in 5 degree increments
Ctrl + HOME: Return to default rotation and tilt.
(Remember ALT-I hides the interface and CTRL-I minimises it, so you can take and post screenshots!)

Gameplay
+ Gold as a resource! Gold sells for a very profitable 50 er... gold a unit in Europe, so it is worth seeking out and exploiting. (This still needs balancing I think - so post feedback)
+ Maya civilization. Using the standard Holkan graphic for the Warrior unit initially.

+ A tweaked version of Cephalo's FaireWeather called FaireWeatherTweak. In detail:
----- added a new parameter called Regularity which affects the regularity of the land shapes. Default 'Quite Irregular'. The default setting is more irregular than before, leading to some interesting maps. Due to the randomness involved, it is not guaranteed the Regular setting won't create irregular shapes - it is just affecting the likelihood.
----- rebalanced amount of Plains vs Grassland - more cotton and less tobacco.
----- slightly more jungle around the equator.
----- more tundra around the poles.
Some FaireWeatherTweak generated maps (http://forums.civfanatics.com/attachment.php?attachmentid=212738&stc=1&d=1241267608)


+ Bonus placement reworked and optimized for FaireWeather/FaireWeatherTweak. In detail:
----- prevent resource 'clumping' - standard map scripts (A New World, Caribbean) avoid this because of fractal method used in terrain placement - you have forest next to a plains next to a marsh next to a grassland. The more realistic FaireWeather layout and man made maps suffered from resource clumping. (This does mean that if you want to play the stock fractal map scripts - you'll have too few resources, but you can always switch around the XML.)
----- Iron, Silver, Gold can appear on any hill - regardless of terrain or features (forest, jungle).
----- Fur and Deer can appear in grassland/forest as well as tundra and ice.
----- tweaked likelihoods and amounts of most resources to get a balanced mix, in particular Silver is much less common and Gold is quite rare.
Resources are placed randomly whether you are playing a scenario map or a mapscript map (this is standard in AOD2)

+ Spanish Carabela starts with Navigation I
+ French Marines start with Amphibious
+ Aztec/Maya Warriors start with Swamp Fox I
+ Sioux/Iroquois/Inca/Cherokee/Apache Warriors start with Skirmisher I

Screenshots

http://forums.civfanatics.com/attachment.php?attachmentid=215662&stc=1&d=1243519810

http://forums.civfanatics.com/attachment.php?attachmentid=215663&stc=1&d=1243519810

http://forums.civfanatics.com/attachment.php?attachmentid=215664&stc=1&d=1243519810

Credits
Credit goes to the following:
bernie14, sezereth, Ekmek, lionheart, Walter Hawkwood, Refar, Oleg153.
BLUModMod uses units ported from Empire Earth II and textures from Medieval II:Total War.

To install:
1) You need to have AOD2 version 1.10 installed. Get it here. (http://forums.civfanatics.com/showthread.php?t=292143)
2) MAKE A BACKUP of your AgeOfDiscoverII folder in Mods - this modmod will overwrite some files in that folder so be warned.
3) Either unzip this file to Mods or first unzip and then copy the contained AgeOfDiscoveryII folder over the top of your existing one, saying yes to overwriting of files.
4) Start up the game using the Launcher shortcut in the folder.

I've only done very limited testing so far, and I have noticed a few minor graphic issues. If you notice anything or have problems then post in this thread and I'll fix them up or try to help.

>>>>>>>>>>>> DOWNLOAD HERE (http://forums.civfanatics.com/downloads.php?do=file&id=12461) <<<<<<<<<<<<<<<<<<<

Changelog:

BLUModMod 0.13
Fixes/Changes
+ Added the BLUModMod Americas scenario
+ Added the EE2 Galleon - complete with 10 sails hand-crafted by me. I may come back to this later to improve it - but for now it works
+ Fixed Gold resource icon finally for City/Europe screens
+ Fixed Gold Miner Icon
+ Other minor fixes

BLUModMod 0.12
Fixes/Changes
+ Rusty Gamer's buildings fixes
+ Koma's Europe Screen patch and his Multiplayer patch
+ Fixed the pink box ships in the Europe Screen and a couple of other pinkies.
+ Fixed Conquistador Caballero graphic that was crashing the game

BLUModMod 0.11
Fixes/Changes
+ Maya Native civ now works correctly rather than Native civs being repeated.
+ Maya diplomacy text fixed.
+ Pink icon issue fixed as far as I know.
+ Conquistador scaled down to sensible size
+ Couldn't resist a bit of new content so added the EE2 Carrack model converted by Walter Hawkwood and Refar for Portugal.


Enjoy! :)

Deliverator
May 27, 2009, 03:33 PM
Known Issues
+ Apache Warrior's arrow animation has pink tail
+ Unit scalings and unit icon scalings in the Europe Screen need to be reviewed/fixed.
+ Carrack icon pink when you scroll off.

Future Work
1. Import EE2 ships - Galleon (http://forums.civfanatics.com/attachment.php?attachmentid=215393&stc=1&d=1243281386), Privateer, Ship Of The Line (http://forums.civfanatics.com/attachment.php?attachmentid=215354&stc=1&d=1243258941), Frigate.
2. New Flags
3. Unarmed Marine and Unarmed Imperial Soldier.
4. French and Dutch Cavalry units.
5. New unit art for Arawak and Tupi.
6. Reskin (remodel?) Incan Warrior and Mayan Warrior.
7. More variety in unit faces - too many soldiers currenty have the same face.
8. Reskin basic browncoat Musketman and Dragoons.
9. Reskin cannons.
10. Pedia entries are a mess!

ExtraCrispy
May 28, 2009, 08:21 AM
Looking awesome! Downloading it now. :)

Deliverator
May 28, 2009, 08:47 AM
I've updated BLUModMod to version 0.11. You can use the same download link (http://forums.civfanatics.com/downloads.php?do=file&id=12461) to get it. I'd advise starting with a completely clean AOD2 1.10 - hopefully you kept a copy somewhere safe. :)

BLUModMod 0.11
Fixes/Changes
+ Maya Native civ now works correctly rather than Native civs being repeated.
+ Maya diplomacy text fixed.
+ Pink icon issue fixed as far as I know.
+ Conquistador scaled down to sensible size
+ Couldn't resist a bit of new content so added the EE2 Carrack model converted by Walter Hawkwood and Refar for Portugal.

http://forums.civfanatics.com/attachment.php?attachmentid=215666&stc=1&d=1243521663

chukandar
May 28, 2009, 10:35 AM
good start and wish you good luck

anunnak
May 28, 2009, 07:22 PM
Hey there...i read that gold is rare ...like how rare? i searched have the Caraibe map and didnt find any :) ...might be that i'we done something wrong or this map doesnt have it? (should i search more ?)

It also lacks an icon in the resources bar.

i_diavolorosso
May 29, 2009, 07:06 AM
I've updated BLUModMod to version 0.11. You can use the same download link (http://forums.civfanatics.com/downloads.php?do=file&id=12461) to get it. I'd advise starting with a completely clean AOD2 1.10 - hopefully you kept a copy somewhere safe. :)

BLUModMod 0.11
Fixes/Changes
+ Maya Native civ now works correctly rather than Native civs being repeated.
+ Maya diplomacy text fixed.
+ Pink icon issue fixed as far as I know.
+ Conquistador scaled down to sensible size
+ Couldn't resist a bit of new content so added the EE2 Carrack model converted by Walter Hawkwood and Refar for Portugal.

http://forums.civfanatics.com/attachment.php?attachmentid=215666&stc=1&d=1243521663

Just as information if you didn't notice yet.
Play as Australia, and the merchantman still show a pinky box in the europe screen.:)

Edit:Veteran soldier and galleon has the same problem too

AaronOR
May 29, 2009, 12:28 PM
I am getting the same pink box in the trade screen with a spanish galleon. Also whenever I try and turn my veteran soldier into a dragoon my game crashes.

Deliverator
May 29, 2009, 12:43 PM
Thanks for the bug reports. I'll try and get these sorted starting with the Dragoon crash.

Deliverator
May 29, 2009, 03:44 PM
Hey there...i read that gold is rare ...like how rare? i searched have the Caraibe map and didnt find any :) ...might be that i'we done something wrong or this map doesnt have it? (should i search more ?)

It also lacks an icon in the resources bar.

Which map or mapscript are you using?

With regards to Gold, the bonus placement changes I've made are heavily geared towards the FaireWeatherTweak (and FaireWeather) mapscripts, and scenario maps. The stock Firaxis mapscripts A New World and Carribean both use a fractal generator whereas FaireWeather uses a more complex plate tectonics simulation. This means that a bonus placement system geared towards one doesn't work that well on the other. My advice: play FaireWeatherTweak - you can use the More Islands option if you want.

I'll add the gold icon to my list.

Deliverator
May 29, 2009, 04:38 PM
I am getting the same pink box in the trade screen with a spanish galleon. Also whenever I try and turn my veteran soldier into a dragoon my game crashes.

Here's a quick patch for the pink box ships in the Europe Screen and a couple of other pinkies.

Copy this file to: .../Mods/AgeOfDiscoveryII/Assets/Modules/BLUMod

I couldn't recreate the veteran soldier issue. Could you give more detail or post a savegame? Anyone else seen this?

i_diavolorosso
May 29, 2009, 06:36 PM
Here's a quick patch for the pink box ships in the Europe Screen and a couple of other pinkies.

Copy this file to: .../Mods/AgeOfDiscoveryII/Assets/Modules/BLUMod

I couldn't recreate the veteran soldier issue. Could you give more detail or post a savegame? Anyone else seen this?
It fixed the problem
Thanks:goodjob:

AaronOR
May 29, 2009, 11:56 PM
As far as the dragoon issue goes it was specific to the spanish from what I have found so far. I have no problems with it happening with Australia. It could just be a bug on my end. I find sometimes that certain games just get bugged a certain action will make it crash no matter what. Two other bugs I have found are distorted graphics on the start page ( could just be my computer who knows) and also when you build a mine on a gold tile should it double the production of the tile? After I built a mine it was only showing 2 gold per turn with a expert gold miner.

Wheldrake
May 30, 2009, 12:14 AM
As far as the dragoon issue goes it was specific to the spanish from what I have found so far. I have no problems with it happening with Australia. It could just be a bug on my end.

Then again, if it's just the Spanish, it could be linked to the new Spanish conquistador unit said to replace the dragoon. The art is new, and the crash is new, they might just go together.

Good luck! --- Wheldrake

Deliverator
May 30, 2009, 03:19 AM
As far as the dragoon issue goes it was specific to the spanish from what I have found so far. I have no problems with it happening with Australia. It could just be a bug on my end. I find sometimes that certain games just get bugged a certain action will make it crash no matter what. Two other bugs I have found are distorted graphics on the start page ( could just be my computer who knows) and also when you build a mine on a gold tile should it double the production of the tile? After I built a mine it was only showing 2 gold per turn with a expert gold miner.

Something else I should have explained. At the moment mines do not increase the yield of gold. Due to the high price of gold I decided 1 per turn without an Expert Gold Miner and 2 with was enough. Maybe it would be better just to reduce the price to something like 30/35, then have mine add 1 and Expert Gold Miner add one. I'd like to collect some feedback on Gold in general - in a test game I did the AI got early gold and it was insane - you think they uberexpand already? - you should see that...

I toyed with the idea that only Gold Miners could build Gold Mines - this would make them harder to get.

I'll check out the Conquistador upgrade. By 'upgrade' do you mean just giving the Conq guns and horses on leaving the settlement, or training a free colonist to be one in school?

Deliverator
May 30, 2009, 03:36 AM
I've updated BLUModMod to version 0.12. You can use the same download link (http://forums.civfanatics.com/downloads.php?do=file&id=12461) to get it. I'd advise starting with a completely clean AOD2 1.10 - hopefully you kept a copy somewhere safe.

BLUModMod 0.12
Fixes/Changes

+ Rusty Gamer's buildings fixes
+ Koma's Europe Screen patch and his Multiplayer patch
+ Fixed the pink box ships in the Europe Screen and a couple of other pinkies.
+ Fixed Conquistador Caballero graphic that was crashing the game

http://forums.civfanatics.com/attachment.php?attachmentid=215911&stc=1&d=1243681323

If there are anymore crashes to desktop (not existing AOD2 crashes) it is probably one specific graphic file causing the issue like the mounted Conquistador case.

DCMage
May 30, 2009, 05:29 AM
Get an unexpected CDT, not sure what might be causing it, Included Save File, the CDT happen on the very next turn.

Deliverator
May 30, 2009, 05:42 AM
I think that is a standard AOD2 bug - lots of people have posted the same thing on the AOD2 bug thread.

anunnak
May 30, 2009, 11:39 AM
I'we installed the new version...here is what i found until now:

1. when selecting a Carrack and move elsewhere it shows a pink window
2. intendured servant and free colonist have diffrent sizes (in europe at least)

Deliverator
May 31, 2009, 05:09 AM
@anunnak: I've added your points to Known Issues

I have updated the BLUMod Americas scenario for BLUModMod. Find attached zip.

To install, you'll need to copy:

BLUModModAmericas.ColonizationWBSave to AgeOfDiscoveryII/PublicMaps
CvEventManager.py to AgeOfDiscoveryII/Assets/Python (Overwrite existing)
BLUMod_CIV4UnitInfos.xml to AgeOfDiscoveryII/Assets/Modules/BLUMod (Overwrite existing)

The scenario is playable as Dutch, English, Spanish, Portuguese and French. The pirates are in the scenario, but unplayable. It is possible to change the leaders by editing the ColonizationWBSave in any text editor. All the natives have their unique graphics. Bonuses and goody huts are randomly placed each time which hopefully adds replayability. Just don't complain if gold pops up in some funny locations occasionally!

The reasons for the other two file changes is that the AI wasn't settling properly and the Spanish Carabela did not have behavior consistent with the normal Caravel.

I would be really pleased if someone would create more historic scenarios using Modfather's other three maps (http://forums.civfanatics.com/showthread.php?t=293161) (the attached scenarios was originally based on his New World map by Ozzy) which cover smaller sections of the Americas. Scenario creation is basically a mixture of using WorldBuilder and doing some tidyup and text editing of the ColonizationWBSave afterwards. This (http://forums.civfanatics.com/showthread.php?t=135669) is a good resource for understand the WB file. If you refer to my file you'll see how I fixed the starting locations of each European colony.

Deliverator
May 31, 2009, 12:49 PM
I've updated BLUModMod to version 0.13. You can use the same download link (http://forums.civfanatics.com/downloads.php?do=file&id=12461) to get it. I'd advise starting with a completely clean AOD2 1.10 - hopefully you kept a copy somewhere safe.

BLUModMod 0.13
Fixes/Changes
+ Added the BLUModMod Americas scenario
+ Added the EE2 Galleon - complete with 10 sails hand-crafted by me. I may come back to this later to improve it - but for now it works
+ Fixed Gold resource icon finally for City/Europe screens
+ Fixed Gold Miner Icon
+ Other minor fixes

http://forums.civfanatics.com/attachment.php?attachmentid=216123&stc=1&d=1243794655

Michael Vick
Jun 04, 2009, 03:59 PM
Can't get it to install right, I've unzipped the mod folder to MODS, now what?

Deliverator
Jun 05, 2009, 04:49 PM
You need to install Age of Discovery II version 1.10 first - the instructions are here (http://forums.civfanatics.com/showthread.php?t=292143).

After that, copy the BLUModMod AgeOfDiscoveryII folder over your AgeOfDiscoveryII folder in Mods.

Michael Vick
Jun 07, 2009, 07:45 AM
I already had it installed, that's what I did. For some reason doing it the time second works... Haha, I will never be a modder.

AaronOR
Jun 09, 2009, 09:26 PM
When playing as the dutch when you create a Calverist (dragoon) with a free colonist, the graphic is still a free colonist and doesn't look like a dragoon. Also I am getting a pink box for gold when it is loaded onto either a ship or wagon train.

One other bug I have is when I first load into the Age of Discovery II BluMod Mod the graphics on my start up screen are all screwy.

Deliverator
Jun 11, 2009, 01:12 AM
Thanks, I'll try and tidy these up soon. I know what the issue is with the main menu screen.

craigdh
Jun 14, 2009, 11:59 AM
This is a really neat modmod... considering Dale is coming out with a new version, 1.11, in the not-to-distant future, is it going to be much work for you make your mod compatible with the new version?

Deliverator
Jun 14, 2009, 12:42 PM
Thanks :) Given that 1.11 is really a stability/bug fix release and not adding too many new features (I hope!) then it shouldn't be much work to upgrade this.

craigdh
Jun 14, 2009, 07:43 PM
One thing I've noticed playing this modmod, is that it takes a long time to load. When I go to advanced, load mod, it can take up to 2 mins for the Col to restart with the mod loaded. And my comp is almost brand new, decked out and built for MMORPG gaming. Is this normal or should I re-install? I noticed AOD2 would normally take a good 30 seconds before....

i_diavolorosso
Jun 15, 2009, 12:15 AM
One thing I've noticed playing this modmod, is that it takes a long time to load. When I go to advanced, load mod, it can take up to 2 mins for the Col to restart with the mod loaded. And my comp is almost brand new, decked out and built for MMORPG gaming. Is this normal or should I re-install? I noticed AOD2 would normally take a good 30 seconds before....
My laptop isn't too good, but it just take less than a minute:confused:
Maybe you should reinstall it, although i don't know if it'll work

Deliverator
Jun 15, 2009, 09:37 AM
It takes a while on my machine too. I'm not sure, but I think using modular loading might slow it down a bit. The main thing is it should perform OK once loaded.

Deliverator
Jun 15, 2009, 03:26 PM
When playing as the dutch when you create a Calverist (dragoon) with a free colonist, the graphic is still a free colonist and doesn't look like a dragoon. Also I am getting a pink box for gold when it is loaded onto either a ship or wagon train.

One other bug I have is when I first load into the Age of Discovery II BluMod Mod the graphics on my start up screen are all screwy.

I've put together a patch for these issues - if someone can confirm that it fixes them then I'll release it properly. Just copy over the top of 0.13.

Edit: the fixed version is further down the thread.

craigdh
Jun 15, 2009, 07:18 PM
It takes a while on my machine too. I'm not sure, but I think using modular loading might slow it down a bit. The main thing is it should perform OK once loaded.

Performs perfectly fine while loaded...

On a completely unrelated note, given how rare and valuable gold is, it would be neat/nice to have some sort of announcement when it is discovered. I don't mean a "you discovered the pacific" type pop-up, but something similar to when your colony produces a free colonist from food. I'm sure like most people I just set my scouts on auto-explore, and don't really follow their progress after that.

Or maybe I'm just lazy ;)

AaronOR
Jun 16, 2009, 12:28 AM
I downloaded the patch and the startup screen is fixed but Calverist still look like free colonists and there is still a pink box for gold when loaded onto a transport

Deliverator
Jun 17, 2009, 07:38 AM
Mmmm, nevermind I was rushing. They are the right file changes, but I probably got the folder structure wrong for the patch or something. I'll test it and release as a proper new version this weekend.

Edit: Checked it out and I was right the folder structure should go Assets/Modules/BLUMod. I've attached an amended version of the patch.

Deliverator
Jul 01, 2009, 10:11 AM
BLUModMod is the past.

Age of Further Discovery (http://forums.civfanatics.com/showthread.php?t=326342) is the future.