View Full Version : AoD2 - 1.11 BETA test


Dale
Jun 29, 2009, 04:01 PM
Hi all,

I've gotten 1.11 to a position I would like some testing done on it. So if people could please give 1.11 a go and provide feedback, that would be appreciated. :)

1. You MUST have 1.10 installed already as this BETA is an update only.
2. Make a full copy of your AgeOfDiscoveryII folder to allow you to go back to 1.10 if needed.
3. Unzip the 17 meg update file to the AgeOfDiscoveryII folder and overwrite ALL files.
4. To test success install, start a new game and see if Pirates are selectable as a playable nation. If not, then you have successfully installed 1.11 BETA.

Download here: removed

Please provide feedback here. :)


1.11 Changelog:
* EuropeScreen patch by Koma13.

* Turned off "Advisor Popup Menu" for MP to fix oos bug.
* Slowed down AI expansion.
* AI galleons appear later.
* AI is more willing to go to war.
* REF strength lowered for each difficulty.
* Fort/Fortress canon fire bug fixed.
* First colony now gets basic buildings.
* Turned off Pirates.
* Pasture now has 1 worker when it was 2.
* Blacksmith Shelter now has 1 worker output 2, not 2 workers output 3 (which is same as next level up).
* Turned off ship selling.
* Checked gun prices, all fine.
* Added Fountain of Youth event. Only one goody hut per game will trigger it. All nations receive immigrant boost.
* In school right profession now shows as training.
* Kings and Natives can no longer get the free galleons.

koma13
Jun 29, 2009, 04:09 PM
Dale, did you turned of ship selling because you don't like that feature at all or because it generates an oos error? If that oos is the reason I can try to make a fix before you release 1.11.

Dale
Jun 29, 2009, 04:39 PM
Mostly because of the problems with China, but I didn't really like the idea at all TBH.

craigdh
Jun 29, 2009, 07:34 PM
Awesome... will try this tonight.

Ekmek
Jun 29, 2009, 09:35 PM
nice stuff Dale!

Any chance you could add code that would make Europe declare war on you before you declare independence (have it be random)? sort of spices up the game and it would be real useful for my Mare Nostrum mod :D

koma13
Jun 30, 2009, 03:07 AM
Mostly because of the problems with China, but I didn't really like the idea at all TBH

No problem, less work for me I suppose. :)

Wheldrake
Jun 30, 2009, 04:57 AM
Everything seems to be working well. My capital city started with a bunch of level one buildings, the blacksmith shelter is fixed.. And I found the Fountain of Youth! Very cool.

I've seen no AI galleons yet. Will report more as the game progresses.

edit: Oh! I just noticed that after the fountain of youth event, my Europe colonist counter dropped to over *minus* 350, and new colonists cost over 4000 gold. Perhaps it's an unforeseen side-effect?

Cheers, --- Wheldrake

Dale
Jun 30, 2009, 07:57 AM
Any chance you could add code that would make Europe declare war on you before you declare independence (have it be random)? sort of spices up the game and it would be real useful for my Mare Nostrum mod :D

You mean like this? I'm still ironing out the details, but in Civ4HandicapInfos.xml you can set the tag iKingDowPercent which represents the minimum rebel sentiment a colony must have before the King is able to DoW you. The call is random 1 in a 100 chance that the King will DoW after rebel sentiment in the colonies is higher or equal to iKingDowPercent. In AoD2 I'll only enact this in the two hardest levels.

Chinhang
Jun 30, 2009, 08:00 AM
Dale,

Will any of the above mentioned fixes fix the problem with education crashes that we were having?

Ekmek
Jun 30, 2009, 08:11 AM
You mean like this? I'm still ironing out the details, but in Civ4HandicapInfos.xml you can set the tag iKingDowPercent which represents the minimum rebel sentiment a colony must have before the King is able to DoW you. The call is random 1 in a 100 chance that the King will DoW after rebel sentiment in the colonies is higher or equal to iKingDowPercent. In AoD2 I'll only enact this in the two hardest levels.

very cool!

Dale
Jun 30, 2009, 02:16 PM
Dale,

Will any of the above mentioned fixes fix the problem with education crashes that we were having?

Thanks for reminding me of that one. :)

PudgyOne
Jun 30, 2009, 06:11 PM
Dale,

Tried the new Beta and still got the OOS condition on the very first trip to Europe. I was hosting as Portugal and my friend was China. We also had Netherlands and Australia along with all 8 tribes in New World map. Played a little longer and had a CTD. Not sure what triggered it. I was about to sell a treasure thru the king when my friend experienced the CTD. Not sure if it was that (I had put the treasure to sleep previously and was awakening him to sell) or something else. I have the autosave before the CTD as well as the save after my friend got kicked out if you need it.

PudgyOne

Dale
Jun 30, 2009, 06:52 PM
Dale,

Tried the new Beta and still got the OOS condition on the very first trip to Europe. I was hosting as Portugal and my friend was China. We also had Netherlands and Australia along with all 8 tribes in New World map. Played a little longer and had a CTD. Not sure what triggered it. I was about to sell a treasure thru the king when my friend experienced the CTD. Not sure if it was that (I had put the treasure to sleep previously and was awakening him to sell) or something else. I have the autosave before the CTD as well as the save after my friend got kicked out if you need it.

PudgyOne

Were all of you definitely on 1.11 beta? I ran some tests on MP at home and couldn't trigger any OOS (except with shortfall purchasing).

Also, is there anyone else who plays MP that can confirm? The more details the better. :)

PudgyOne
Jun 30, 2009, 06:57 PM
Dale,

We were definitely in 1.11 Beta. We both run XP and have played at least 10 AOD 1.10 games in MP. Never tried the 1.10 beta that supposedly fixed the OOS as I don't have WINRar.

PudgyOne

koma13
Jun 30, 2009, 07:07 PM
Dale,

you have to include the patch I posted here: http://forums.civfanatics.com/showpost.php?p=8096851&postcount=36. It fixes oos errors in Europe screen.
For disabling ship selling you can set self.iSellShip to 0 (line 63).

Dale
Jun 30, 2009, 08:58 PM
Apologies all, I thought I'd included the MP fix for the EuropeScreen. Seems I hadn't. :)

PudgyOne
Jul 01, 2009, 08:04 AM
Dale,

Is it in the Beta now? Be glad to do more testing when it is.

PudgyOne

Dale
Jul 01, 2009, 02:47 PM
Dale,

Is it in the Beta now? Be glad to do more testing when it is.

PudgyOne

If you copy the patch by koma directly into the AgeOfDiscoveryII mod folder it will fix the problem for you. I've included it in 1.11, but will not upload a new beta. :)

Dale
Jul 01, 2009, 02:49 PM
Dale,

Will any of the above mentioned fixes fix the problem with education crashes that we were having?

Bug confirmed and now fixed for the release version. The crash occurs in both SP & MP.

When you have both education facilitators, it brings the education level of a university to 1 turn for graduation. This means the student is graduating before choosing a profession. The game doesn't like that and CTD's. :)

Dale
Jul 01, 2009, 02:50 PM
Attention all:

How is the AI now? Is it less psycho in its expansion? Does it declare war?

PudgyOne
Jul 01, 2009, 04:47 PM
Dale,

Sorry, can't test Koma's fix as I don't have WINRAR.

PudgyOne

Dale
Jul 01, 2009, 09:04 PM
Dale,

Sorry, can't test Koma's fix as I don't have WINRAR.

PudgyOne

Try this .

craigdh
Jul 01, 2009, 09:08 PM
Attention all:

How is the AI now? Is it less psycho in its expansion? Does it declare war?

In the game I'm running now, by turn 99 the combined population of my cities was 49, while perusing the worldbuilder I see the largest computer player has 35, with most in the high 20s. I'm playing on conquistador, so this is probably where they should be (I'm used to expanding fast from playing 1.10). I'll have to try another game on patriot or revolutionary to see how they expand then.

No one has declared war on me yet, but I'm the largest guy on the map so maybe they're taking it easy. I also haven't provoked anyone and have tried to maintain good relations with the natives (until I have a big army that is).

craigdh
Jul 01, 2009, 09:14 PM
I should add that so far the game runs flawlessly. The only thing I noticed that in a custom scenario, pirate plunder victory is still an allowable victory condition (although obviously irrelevant). I'll see how education and the war of independence go, but so far so good!

Dale
Jul 01, 2009, 09:49 PM
Sounds much more reasonable, specially considering you're playing mid-difficulty.

PudgyOne
Jul 02, 2009, 09:03 AM
Dale,

Loaded the fix for the OOS problem. Started a single player game. I can't get the ships to sail from Europe back to my city. No problem with the original 1.11 Beta, just with the new fix. Attached is a save file.

PudgyOne

UPDATE: Found the fix was installed improperly. Works fine in SP. Will try MP tomorrow. Sorry for the false report

Chinhang
Jul 02, 2009, 12:09 PM
Bug confirmed and now fixed for the release version. The crash occurs in both SP & MP.

When you have both education facilitators, it brings the education level of a university to 1 turn for graduation. This means the student is graduating before choosing a profession. The game doesn't like that and CTD's. :)


Kewl, thanks! We'll try to test the Beta ASAP as we play MP only, so you can get some feedback there. We have company this weekend though, :crazyeye: so don't know how long it'll take us to get through a game. And we WON'T pick John Harvard, as I know that the fix is not in the Beta.

Thanks again!! :)

Nixeh
Jul 03, 2009, 08:59 AM
So far the beta seems very nice once you have the MP Euro screen fix included :)

I have only played 1 game so far and im about 200 turns in and you can see that its a lot more balanced, especially where AI expansion is concerned.

However China still seems to be able to pump out a phenomenal amount of people compared to all other Civs. Also China seem to have a small trait that i am noticing. If they settle with their first settlement on a small island like a 2x2 island or something like that, they will keep that one settlement and will not actually expand out onto other islands/Continents (land up with something like 28+ units in the one city). However if they land elsewhere, they expand like crazy.

Chinhang
Jul 03, 2009, 01:39 PM
Well I'm not sure what I've done, but I cannot get our MP game to work. We seem to be getting OOS errors on the exit Europe screen. This is what I ended up doing:

Deleted all of the AOD2 directory
Re-downloaded AOD2 1.10
Downloaded the EuropeScreen fix
Downloaded the Beta 1.11
Put AOD2 in mods directory
Put EuropeScreen fix in (overwriting the files needed)
Put Beta 1.11 in ((overwriting the files needed)

I did this on both computers. One is Vista, the other XP

Did I miss a step? If this looks correct, then there are still OOS issues with the Europe Screen and Beta 1.11

:)

koma13
Jul 03, 2009, 02:58 PM
Well I'm not sure what I've done, but I cannot get our MP game to work. We seem to be getting OOS errors on the exit Europe screen. This is what I ended up doing:

Deleted all of the AOD2 directory
Re-downloaded AOD2 1.10
Downloaded the EuropeScreen fix
Downloaded the Beta 1.11
Put AOD2 in mods directory
Put EuropeScreen fix in (overwriting the files needed)
Put Beta 1.11 in ((overwriting the files needed)

I did this on both computers. One is Vista, the other XP

Did I miss a step? If this looks correct, then there are still OOS issues with the Europe Screen and Beta 1.11

:)

You have to install EuropeScreen fix last:

Put AOD2 in mods directory
Put Beta 1.11 in ((overwriting the files needed)
Put EuropeScreen fix in (overwriting the files needed)

Dale
Jul 03, 2009, 04:43 PM
I've updated the BETA and present BETA2 of 1.11: http://www.weplayciv.com/files/dale/civ4col/AoD2_1.11_BETA2.zip


1.11 Changelog:
* EuropeScreen patch by Koma13.
* Turned off "Advisor Popup Menu" for MP to fix oos bug.
* Slowed down AI expansion.
* AI expansion speed determined by difficulty level.
* AI galleons appear later.
* AI is more willing to go to war.
* REF strength lowered for each difficulty.
* Fort/Fortress canon fire bug fixed.
* First colony now gets basic buildings.
* Turned off Pirates.
* Pasture now has 1 worker when it was 2.
* Blacksmith Shelter now has 1 worker output 2, not 2 workers output 3 (which is same as next level up).
* Turned off ship selling.
* Checked gun prices, all fine.
* Added Fountain of Youth event. Only one goody hut per game will trigger it. All nations receive immigrant boost.
* In school right profession now shows as training.
* Kings and Natives can no longer get the free galleons.
* Pirate victory disabled in XML.
* Small chance that the King will declare war on you as your rebel sentiment gets high (only on higher difficulty levels)
* Fixed education bug where students could graduate before choosing a profession to learn when in a Uni with Irving & Washington.

PudgyOne
Jul 03, 2009, 06:06 PM
Dale,

Just a note: Getting a DEBUG message when leaving Europe screen from Koma's patch in single player. Just says DEBUG Event DoEuropeScreen and my game name. Not causing any problems, just an FYI.

Back to more fun testing!!

PudgyOne

Dale
Jul 03, 2009, 06:16 PM
Only happens when you have full logging on. It doesn't indicate an error but I can turn it off for release. :)

craigdh
Jul 03, 2009, 07:27 PM
Dale I assume we just copy Beta2 right over top of Beta1?

Dale
Jul 04, 2009, 12:48 AM
Yep .

Nixeh
Jul 04, 2009, 09:47 AM
Dale, whats the changes made between beta1 and 2, or have you just uploaded 1 with the euro screen fix included?

Nixeh
Jul 04, 2009, 10:01 AM
Dale, big bug in the game. Myself and Groom were playing a game and at the exact time (turn 14) we landed up getting 7 people through immigration. Will be uploading screenshot shortly

Wheldrake
Jul 04, 2009, 10:11 AM
Dale, big bug in the game. Myself and Groom were playing a game and at the exact time (turn 14) we landed up getting 7 people through immigration. Will be uploading screenshot shortly

Sounds like one of the AI colonials discovered the Fountain of Youth. I discovered it in one game, and suddenly got a load of colonists (could have been seven not sure exactly).

IMHO there is a bug with the fountain of youth, however, as my colonist counter at the top of the Europe screen went down to a *negative* 350 and some odd points. This meant that although I got a sudden population boost on the docks, it was *ages* before I could get another colonist through immigration.

Cheers, --- Wheldrake

Dale
Jul 04, 2009, 10:26 AM
Dale, big bug in the game. Myself and Groom were playing a game and at the exact time (turn 14) we landed up getting 7 people through immigration. Will be uploading screenshot shortly

Fountain of Youth. Check your event log for the record of its discovery. :)

Though like mentioned, the cross counter bug is still there to be fixed.

BETA2 contains the Europe MP fixes plus a couple extra little things. For instance, in BETA2 AI growth rate by immigration is linked to difficulty level instead of a fixed amount.

Nixeh
Jul 04, 2009, 10:40 AM
Fountain of youth gives 7 to all civs? Myself and Groom are on 2 different teams, so both of us shoudlnt have had it.

Wheldrake
Jul 04, 2009, 11:40 AM
Fountain of youth gives 7 to all civs? Myself and Groom are on 2 different teams, so both of us shoudlnt have had it.

As noted, it gives a population boost to *all* civs. In my most recent game, somebody else just discovered it, and I got 11 new colonists. And the cross counter dropped to over -300.

So it's a great feature, with just that one tricky bug to work out.

Cheers, --- Wheldrake

Nixeh
Jul 04, 2009, 11:45 AM
Whats the point of having it, if its a treasure that gives everyone it. You might aswell give everyone 7 units or whatever at the start. :S

Elliot
Jul 04, 2009, 11:49 AM
I'm playing the first beta patch and all of the sudden my Europe screen is not displaying prices of goods. The birds in the background of the screen are frozen too(they would fly around before) although the water still shimmers. The sailing in/sailing out status of my ships is not appearing either. I'm playing single player as China btw.

Here's a save and a picture.

-edit when I played a few more turns, a ship came into port and everything was back to normal.

Wheldrake
Jul 04, 2009, 02:58 PM
I'm playing the first beta patch and all of the sudden my Europe screen is not displaying prices of goods.

I had that happen to me too, but had to close & go to work. Next time I opened the game it was back to normal, and I haven't seen the bug since.

Cheers, --- Wheldrake

koma13
Jul 04, 2009, 03:00 PM
It's a bug with tool tips for incoming ships. Updating to 1.11 beta 2 should fix it.

Dale
Jul 04, 2009, 03:38 PM
Whats the point of having it, if its a treasure that gives everyone it. You might aswell give everyone 7 units or whatever at the start. :S

The problem with having the FoY as designed in Col1 is that it was such as massive boost to one nation it could make or break the game. Literally! Those of us who played Col1 remember that. That's also the exact reason it wasn't put in Col2. So I made it this way so that it's a nice surprise, but doesn't sway the game one way or another.

How fair would it be in MP if your opponent was lucky to get a scout at the start, and then on the second goody hut found the FoY and got a heap of free colonists? You would definitely loose against that. Plus, in real history when the rumours spread of the FoY being found by the Spanish in Florida, immigration for ALL nations jumped.

PudgyOne
Jul 04, 2009, 08:19 PM
Dale,

Playing as MP and Koma's patch fixed the OOS problem with sailing. We were able to cause two new OOS conditions in our game. The first appears to have occurred after I sent a converted native to school. On the next turn, it asked what I was training him for and as soon as I answered Expert Fisherman and it deducted the money, the OOS was triggered. The second OOS was actually triggered twice. Each time, my opponent was asked if he wqnted to pay for his tool shortfall, He had enough money and said yes each time. It caused the OOS each time as well (2nd time confirmed the 1st).

Someone did find the FOY, which caused 11 immigrants to show up on our docks and my colonist counter went to -198/32. Couldn't find where you said the FOY should be documented with a date of discovery. Wasn't in the event log.

We will play further tomorrow to see if we can find any more quirks.

Great improvement our plain COL!!

PudgyOne

craigdh
Jul 05, 2009, 12:25 AM
I'm playing the first beta patch and all of the sudden my Europe screen is not displaying prices of goods. The birds in the background of the screen are frozen too(they would fly around before) although the water still shimmers. The sailing in/sailing out status of my ships is not appearing either. I'm playing single player as China btw.



I've seen the same thing. Europe still functions the same, but you just can't see it. You can buy specialists, load them, sail back, etc.

Glad to hear it's fixed though... a minor nuisance, but still better to have taken care of.

Chinhang
Jul 05, 2009, 05:52 AM
You have to install EuropeScreen fix last:

Put AOD2 in mods directory
Put Beta 1.11 in ((overwriting the files needed)
Put EuropeScreen fix in (overwriting the files needed)

Thanks! I could not remember if I had tried it that way or not. I was not being my usual methodical self. I see that Dale has released Beta2, though, so I'll just go with that. :)

Does anyone know if I can install just Beta2 (I'll have to start over with a clean AOD2) or should I put Beta1 in first, then Beta2? I'm guessing that I'll have to put Beta 1 first?

Thanks again!!

Dale
Jul 05, 2009, 06:34 AM
You can use BETA2 straight on 1.10. No need for BETA1.

Aymerick
Jul 05, 2009, 06:56 AM
The problem with having the FoY as designed in Col1 is that it was such as massive boost to one nation it could make or break the game. Literally! Those of us who played Col1 remember that. That's also the exact reason it wasn't put in Col2. So I made it this way so that it's a nice surprise, but doesn't sway the game one way or another.

How fair would it be in MP if your opponent was lucky to get a scout at the start, and then on the second goody hut found the FoY and got a heap of free colonists? You would definitely loose against that. Plus, in real history when the rumours spread of the FoY being found by the Spanish in Florida, immigration for ALL nations jumped.

I have to agree with Dale on that, not only for the gameplay issue, but the rumours of the FoY would spread throughout Europe and affect all nations...

craigdh
Jul 05, 2009, 10:45 AM
How're people finding the overall difficulty and dealing with the AI? I love their new aggression level... in the game I just finished, it seems that if they're stronger than you, they're likely to attack you. I had the battle of my life with the apache of all people... I played on a huge map with only 5 different tribes so they were simply huge. After that the war of independence was a piece of cake... funny thing is the computer just charged me with all their war galleons, while their man-o-wars went sailing away exploring every nook and cranny of the globe. The comp would attack my Ships of the Line with their war galleons (full of troops) over and over again, obviously losing each time. I've never seen the comp use such an odd strategy, attacking my war ships with their troop transports while their war ships are going on a world tour. It came to a frustrating end where I'd sunk all their war galleons, but they still had troops (which they couldn't transport), so the only way I could actually win was by tracking down all their man-o-wars 1 by 1....

craigdh
Jul 05, 2009, 10:47 AM
Further to the above, I was on conquistador level. And I should note that even though the kings army outnumbered mine by two to one, they only managed to kill 1 dragoon and 1 frigate.

PudgyOne
Jul 05, 2009, 05:50 PM
I've noticed on a couple SP games that the AI, while superior in numbers, seem to lose almost all of the battles against me in the fight for independence. It seems the percentages on the battles might be too easy (Explorer level). Even when the REF has units on hills or other well defended ground, I am seeing percentages for battles almost always in the 85-99% chance of winning. Before 1.11, the chances seemed to be within reason and you would lose a goodly number of units.

The AI does expand rapidly early on, getting many of the first FFs, but then they seem to stagnate in middle game and stop progressing.

PudgyOne

craigdh
Jul 05, 2009, 11:24 PM
I'm trying on Patriot level right now, and it's pretty tough... the comp expands fairly quickly, but not quicker than me. Same pace it seems, although they go for more smaller cities while I prefer quality over quantity :P

The real difficulty is that the natives attack you VERY early... and I bought all my land from them, never did anything to provoke them. By early I mean 75 turns in. At that stage I may have a couple of cannons or a soldier, but nothing to mount a good offensive. You basically have to hunker down in a few colonies and let them throw themselves at you until they will negotiate for peace.

The comp seems to declare war on eachother a lot too... it's nice to see the aggressive AI doesn't mean just against the human player:P

craigdh
Jul 05, 2009, 11:26 PM
I've noticed on a couple SP games that the AI, while superior in numbers, seem to lose almost all of the battles against me in the fight for independence. It seems the percentages on the battles might be too easy (Explorer level). Even when the REF has units on hills or other well defended ground, I am seeing percentages for battles almost always in the 85-99% chance of winning. Before 1.11, the chances seemed to be within reason and you would lose a goodly number of units.


I think on the easy levels, the computers soldiers in the WoI have a strength of only 1.

Dale
Jul 06, 2009, 12:22 AM
On the easier levels you will find the AI is aggressive, but weak in strength (not numbers). However on harder levels the challenge is that the AI is aggressive, but strong in stength and numbers. So it really is about finding your playing level, which is totally different to your vanilla playing level. Easy is still easy, but hard is now harder.

craigdh
Jul 06, 2009, 07:36 PM
So the AI aggression level isn't scaled? I've never been attacked as early in the game as I did in the patriot game I'm playing...

digitCruncher
Jul 06, 2009, 08:14 PM
Umm...

Where can we download the beta mod?? I would like to play around with it, except it seems to have had the download removed (if the OP is anything to go by...)

PudgyOne
Jul 06, 2009, 08:37 PM
Noticed an oddity while playing in the Beta. Not likely caused by the mod, but.... In battle with an AI and I capture a petty criminal outside one of his towns. Since he had moved already that turn, I didn't think to click on him again. On next turn, he committed suicide by trying to enter the home city of the AI. I would have thought that any orders he might have been given would have been canceled when he was captured???

craigdh
Jul 06, 2009, 10:26 PM
Umm...

Where can we download the beta mod?? I would like to play around with it, except it seems to have had the download removed (if the OP is anything to go by...)


Just look back in this thread, it's there somewhere.

Wheldrake
Jul 06, 2009, 10:33 PM
Noticed an oddity while playing in the Beta. Not likely caused by the mod, but.... In battle with an AI and I capture a petty criminal outside one of his towns. Since he had moved already that turn, I didn't think to click on him again. On next turn, he committed suicide by trying to enter the home city of the AI. I would have thought that any orders he might have been given would have been canceled when he was captured???

Not only that, but you can't voluntarily initiate combat with non-combat units. They can only defend. Very odd indeed.

Cheers, --- Wheldrake

digitCruncher
Jul 06, 2009, 10:55 PM
Thanks :D

I looked, but missed it...

For future reference, it is in the middle of the second page (Post #31)

Now lets hope that the difficulty things are fixed :P I was slaughtering in the original Col II at the same difficulty I was BEING slaughtered in this mod :P As in, 700 points : 400 points in original, 300 points : 150 points in the mod (I was the 700 / 150 points person :P)

craigdh
Jul 07, 2009, 12:19 AM
No question the harder levels are brutally hard in this, although more realistic in the beta instead of 1.10. You get attacked really early, and without provocation. Much more combat based, not just build up a big economy and declare independence early.

digitCruncher
Jul 07, 2009, 01:34 AM
Brutally hard is an understatement...

Playing at Explorer difficulty, I opened WB up to see how many soldiers France and Spain had, after my scout saw 5 muskets...

Spain had 7 military units on turn 69, and France had 5.

For me, guns cost 17 gold per 100 units, so Spain had 350 units of guns (for the cost of 5100 gold (including the 50 free guns they get for thier first soldier), and France had 250 units of guns, for a cost of 3400 gold. I checked... none of thier colonies have a Weapon Shelter, or equivelent.

Personally, if I had 3000+ gold lying around, then I would build a few GALLEONS. I would be surprised if I managed to earn 3000 gold during those entire times (Even with my cigar factories working overtime)

By the way, I have 50 guns. And both civs have 3 dragoons as well >.<

I would continue playing, but I can't teach my citizens any skills either!! I just keep on getting this screen:
http://img139.imageshack.us/img139/2446/civ4screenshot0147.th.jpg (http://img139.imageshack.us/my.php?image=civ4screenshot0147.jpg)

I select "Never Mind", and the citizen goes back to whatever he was working on before.

Note: I have a expert Lumberjack (farming), an Eldar Statesman (earning bells), a master Weaver (making cigars), and a master gunsmith (making guns ... duh :P) in that city.

This mod has many great bonuses, and I love the 'free skills' you get for working tiles for long times, and I love the more gradual building designs ... I just don't like the difficulty not scaling, and the minor bugs :(

Never mind... it seems as if I don't quite fully understand how the schoolhouse system works :(

Dale
Jul 07, 2009, 04:16 AM
Teaching requires money and study time.

Did you know your ships can "Meet the Chief"? From the very first turn I have my caravel/start ship sail to as many tribes as possible and get heaps of gold that way. I can easily have 3000 gold by turn 50. It's even better if you get a couple good gold amounts early and get a second caravel doing this.

:)

levison76
Jul 07, 2009, 02:15 PM
Hi Dale,

Thanks for 1.11 Beta.

It solved my worst problem and was that the game crashed between turn 120-140. I had this problem since 1.08 I think.

I played China, Conquistador difficulty.

The AI expanded rather quickly in the beginning, untill I cut them off.
The AI didn't go to war with me.
And neither did the natives, but when I looked at their attitude towards me in midgame, it was like -30, they were furious and had been for quite a while. But that tribe just stayed in their village and didn't attack me or offer to give up their village. So I suspect that their is a bug somewhere.
I like it very much that your starting town has all the minor buildings.

Fountain of Youth is a nice add, but the bug is irritating. Maybe you can make it so that the player who discovers it getts a slightly bigger number (2 or 3) of free colonist from Europa.

Just before I declared Independence the advisor showed that the king would have 31 warships, but after Independence he had 64 warships...that was a bit of a shock. Besides that he had like 100 soldiers & Dragoons and 50 cannons.
I had roughly the same number of soldiers & dragoons, but 140 cannons. So I sunk 8 warships per turn from my 2 fortresses.
The King had so much troops, but he didnt land them at the same time. He would land roughly 20 units per turn close to 2 cities of my. Because of that I was able to defeat each wave in the turn after they landed.
I was able to do that because the King's troops were only 2 attack/defense strong.
I lost like 5 units defeating 100, this doesn't seem wright. In previous versions of the Mod his troops were as strong or stronger then mine, so battle was always close. But now it was a walkover.

I do feel that the Kings ship are too fast, they are at your doorstep the moment u declare Independence. I feel that this might take 2 or 3 turns.

But all taken into account it was fun playing a full game again, I became so frustated with the game crashing that I almost had given up.

Thanks for all the hard work you and the others have done to make this a great game.

craigdh
Jul 07, 2009, 07:12 PM
Seems to match what I'm seeing too... The AI, as in other colonies and natives, are quite hard, which is nice, but during the WoI, the european power is pretty wimpy on the lower levels. This seems to be more like the original, where it was harder getting to the WoI but pretty easy when you get there.

I like it this way personally, however if the Euro soldiers have 2 strength on conquistador, that seems a little weak... they're weaker than regular natives when you factor in the terrain bonuses.

In the conquistador game I won, I never actually had the chance to see the strength of the kings units, because none of them successfully touched ground. They all died throwing themselves against my defense. This is maybe 50 turns after the natives almost wiped me out.

Dale
Jul 07, 2009, 08:12 PM
Sounds like strength 3 as the default King's soldier for conquistador is the way to go then.

craigdh
Jul 08, 2009, 12:20 AM
I'd agree.

How is it scaled now? Can you let us know what the strengths of the soldiers are at now over the various difficulty levels?

Dale
Jul 08, 2009, 04:14 PM
I've resolved a number of OOS MP issues, including the elusive shortfall purchase OOS. Finally, I think that one has been in since 1.03 or something. :lol:

How is it scaled now? Can you let us know what the strengths of the soldiers are at now over the various difficulty levels?

King's troops are scaled on a percentage basis, as in on the middle levels the units are 100% strength as defined in the XML, on harder levels the percentage is higher, and easier levels the percentage is lower. It's all defined in Civ4HandicapInfos.xml.

PudgyOne
Jul 08, 2009, 07:30 PM
Great to hear you found some fixes for the MP side. Have another quirk from MP. I had saved our game from yesterday after he had ended his turn. When we started today, the first thing he was faced with was a request to say what the student should be learning in school. Since he had already answered that question before he ended his turn, I told him not to worry since I saved afterward. WRONG. If he didn't respond, the student was no longer in the school. So, if he didn't remember what he was in school for, he would have to guess. I am not 100% sure the student went in on that turn or was there previously and had just not graduated.

Will play some more tomorrow.

PudgyOne

Akrux
Jul 08, 2009, 09:40 PM
I have played a couple of games of 1.11b and it seems to work very well. I declared war against Spain early on for more territory and had a good fight. I was taking losses but taking towns until I spent a couple of turns healing up before hitting his capital. Bad timing on my part as I watched a galleon arrive and suddenly there was 6 milita soldiers. More losses but I took the town and it wasn't the wonder city of 1.10.

Good fight and good fun. Thanks to Dale et al for all your hard work.

One thing I noticed that hasn't changed is the problem with starting as the Chinese on the west coast. About 80% of the time their starting ship is either at the north or south pole which I don't like. Another 10% of the time they start about 10 spaces from the mainland as the ocean 'travel' squares are not properly drawn 4 spaces from the mainland. This is on the dreamland map. This was also true in 1.10 but I forgot to mention it.

Chinhang
Jul 09, 2009, 08:14 AM
the first thing he was faced with was a request to say what the student should be learning in school. Since he had already answered that question before he ended his turn, I told him not to worry since I saved afterward. WRONG. If he didn't respond, the student was no longer in the school. So, if he didn't remember what he was in school for, he would have to guess.

PudgyOne

We have had this same problem, but it has been throughout the whole time that we've played AoD2. (Not sure where we started - maybe 1.06 or so). My computer has XP, my hubby's has Vista. We just assumed that this was a Vista quirk as he gets this all of the time and I am pretty sure that it has not happened on mine. That said, we have yet to get very far in our Beta2 game to test. The other quirk that he has is similar - every time we re-load or load a saved game he has to say where his colonists are supposed to be (i.e. farmer, lumberjack, fisherman, etc.). Again, we just blamed Vista :rolleyes:

Chinhang
Jul 10, 2009, 04:56 AM
Dale,

We still had an OOS error in trying to buy shortfall. :sad:

refreshing:
MP, one Vista, one XP
Using Beta2

Everything else is going well, so far. Thanks again for your marvelous work!!

:)

Dale
Jul 10, 2009, 07:58 AM
You'll still have it because I fixed that bug after posting BETA2. :)

Chinhang
Jul 10, 2009, 11:50 AM
You'll still have it because I fixed that bug after posting BETA2. :)

Whoopsie. :)

That's what I get for relying on my memory instead of checking. I thought that I had read that in your initial changelog.

SBT!!

:blush:

PudgyOne
Jul 10, 2009, 05:07 PM
Have an unusual question. In MP, my opponent can't make Veteran soldiers in his university, but I can make them in my college. Is there something wrong with his patching (everything else works great and we are on the latest update) or could this be a bug?

PudgyOne

Dale
Jul 10, 2009, 06:24 PM
Does he have a VS actually in the colony? And enough gold?

PudgyOne
Jul 10, 2009, 08:44 PM
Dale,

I checked our game by loading it in hot seat. He has a college and a university (China) and I just have a college. When I take his turn and make sure he has a veteran soldier in each town before sending a student (free colonist), he does not get the choice of veteran soldier. He has plenty of money.

I, on the other hand, can put a student into my college and get an option to make a veteran soldier, even though I do not have one in this town. I am playing as Portugal.

Don't know what to make of it.

PudgyOne

Chinhang
Jul 11, 2009, 08:29 AM
Dale,

We did a little more testing on the student popping out of college problem (that we were previously blaming on Vista). <reminder: MP, one Vista, one XP> We are playing as a team which is what we have always done.
This is what we did:

On the Vista we had 2 students in college. One had 2 turns to grad, other had 4.
Saved the game. Exited and reloaded saved game.
On re-load, was asked to choose profession for graduating student. I was able to look at the settlement that had this college (from other computer) and could see that the students were still actually there with the correct prof and number of turns to grad. Vista had to pay the fee for each student again, basically to keep them in school.

Hopefully this is not a Vista bug and you can wave your magic wand! :)

I should also mention that this is NOT a Beta2 bug. We have experienced this probably since the beginning, not sure, but for quite a long time.

craigdh
Jul 12, 2009, 01:37 PM
Finally finished my Patriot game... the REFs individual unit strength seemed about right. 4 for artillery, 4 for dragoon, 3 for soldier. This is where it should be across all but the easiest and hardest (ie revolutionary) difficulty level in my opinion. I think the harder difficulty level means you should just be fighting more units, not fighting units that are twice as strong, so this seems right.

That said Patriot was brutally hard, which is alright. The natives attack you so early, and when they have 10 colonies and 30 braves and you have 3 colonies and maybe 4 or 5 combat units, they are nasty as hell. This after I bought every piece of land and did all I could to keep them calm. I like how the other cols and natives fight eachother a lot too, although the other euro cols get lots of military units quickly, so they don't have to worry about being wiped out by the natives like I did.

craigdh
Jul 12, 2009, 01:40 PM
Funny though, playing on patriot was kind of like playing original 1.10... the euro cols expand super fast at the beginning, but then plateau really early. They might have 6 colonies by turn 100, but only 8 or 9 by 250. I'm more like 3-4 and 12-15 respectively.

ecc
Jul 13, 2009, 07:07 PM
Funny though, playing on patriot was kind of like playing original 1.10... the euro cols expand super fast at the beginning, but then plateau really early. They might have 6 colonies by turn 100, but only 8 or 9 by 250. I'm more like 3-4 and 12-15 respectively.

I really hope that the final 1.11 will be balanced as much as possible since Dale said he is stopping the modding on aod after its release. :)

craigdh
Jul 13, 2009, 09:26 PM
I think it's decent now... maybe some minor tweaking, but i'd want a few other people to verify my experience before Dale does anything there.

Elliot
Jul 15, 2009, 11:42 PM
I'm playing the 2nd 1.11 beta patch and this is still an issue:

Another item that I think might be a bug. When I build a printing press, both the newspaper and telegraph buildings become available. Shouldn't I have to build a printing press and a newspaper before the telegraph becomes available?

Dale
Jul 16, 2009, 02:39 PM
I'm playing the 2nd 1.11 beta patch and this is still an issue:

Thanks fixed.

Dale
Jul 16, 2009, 02:46 PM
I've been fixing bugs as I got along and am happy to say we're almost there. :D

I'm perplexed by the schools MP bug mentioned above as I've been unable to replicate that one at all. Though I did change how schools work a little (in the code, not in-game) which might've resolved that issue too.

So at this point there is one bug outstanding, which is the cross value bug after the FoY event.

ravennaux
Jul 16, 2009, 08:30 PM
Where can I download 1.11?

kaibayashi
Jul 16, 2009, 08:47 PM
The latest beta is on the 2nd page of this thread i think. Not sure how close to another one dale is.

ravennaux
Jul 17, 2009, 03:40 AM
Thank you

Dale
Jul 17, 2009, 08:26 AM
AoD2 is now complete! I will be uploading 1.11 shortly. :D

kaibayashi
Jul 17, 2009, 10:13 AM
Nice work Dale.... many thanks for all your efforts making the game even better than it was before :) :)

craigdh
Jul 17, 2009, 01:39 PM
AoD2 is now complete! I will be uploading 1.11 shortly. :D

Any changes from Beta2?

Dale
Jul 17, 2009, 02:59 PM
Yeah a couple bug-fixes were put in. :)

buck beach
Jul 17, 2009, 11:00 PM
Yeah a couple bug-fixes were put in. :)

Thanks Dale for your work. I am relatively new to the game (give or take 2 months) but have been enjoying it. I graduated to it after waiting for Civilization IV BTS WoC mod that has stalled due to real life problems with the principal worker bee (still waiting for it however). Also another game I am very interested and not yet out is WWII Matrix war game WITP AE which was dragging out. Looks like the AE game is about a week from being published. While I'll be totally immersed in it for a good while, I fully intend to come back to this game and mod when my brain gets fried with the heaps of micro-management that comes with that game.


Thanks again

Buck

Nixeh
Jul 18, 2009, 06:58 AM
Hi Dale, when is the 1.11 being released and will it be released with a simultaneous AOFD patch that will work on it?

Nixeh
Jul 18, 2009, 07:00 AM
Ignore me, found it :)

PudgyOne
Jul 18, 2009, 01:53 PM
Dale,

Did you release the final version yet? I saw where you were going to do it but missed it if you already did. Thanks again for all of your efforts improving the base game.

PudgyOne

Elliot
Jul 18, 2009, 01:57 PM
He posted it on weplayciv.

http://www.weplayciv.com/forums/showthread.php?t=50

I can't seem to find a list of changes for the 1.11 patch though. I'm wondering what those new bug fixes are.

Dale
Jul 18, 2009, 03:23 PM
I can't seem to find a list of changes for the 1.11 patch though. I'm wondering what those new bug fixes are.

There's a text file in the Mod's folder with 1.11 changes.

Dale
Jul 20, 2009, 07:31 AM
v1.11b is now uploading and will be available tomorrow. :)

PS: this is an updated version to what is posted at WPC. ;)