View Full Version : [MOD] Dawn of a New Era
M07 Oct 20, 2009, 11:20 AM http://img35.imageshack.us/img35/9886/screendoane200civfr.jpg
Welcome, I present you this mod that will change your game strategy and your interest to play with Civ4 Colonization too.
You will be able to download it here (http://www.atomicgamer.com/files/93117/dawn-of-a-new-era-2-00-doane-mod)
Androrc the Orc Oct 20, 2009, 11:33 AM Got your own subforum, nice ;)
TC01 Oct 20, 2009, 04:46 PM Glad to see a new subforum!
However, perhaps you could include more information about your mod, rather then just a picture and download link? I looked around on your site, but couldn't find any information on the mod... if I have to go digging for information, I'm probably not going to download it.
M07 Oct 21, 2009, 03:57 AM I understand and I wanted to create this new subforum to explain more precisely all changes I did. So just a bit of patience, I must to make many screnshots and it takes time :p. This morning I think I will explain us eras system.
M07 Oct 23, 2009, 10:33 AM Now I hope you will download my mod, TC01 :p. I made a spoiler in the first post with all the bigger changes I had. Sometime, I will try to add tutorials like that of hospitals or the three eras.
TC01 Oct 23, 2009, 02:00 PM Now I hope you will download my mod, TC01 :p. I made a spoiler in the first post with all the bigger changes I had. Sometime, I will try to add tutorials like that of hospitals or the three eras.
It's good to see a detailed changelog- I include them in all new versions of all of my mods. And the mod sounds cool enough that I probably will download it. But what I had in mind was something like the summary quoted below. So someone quickly browsing your forum or thread can see what the mod is, and if it sounds interesting.
Summary:
AoD2 hopes to take the C4C experience to new heights by adding new playable nations, complete with unique traits and units as well as introducing new strategic concepts to expand the game and take the player in multiple directions. A major focus has been to change the game's influence from small nations to large Empires (an initial fault in the release version of C4C is that it is easier to win with only two tiny colonies than with 20 large established colonies).
New victory conditions have been added, including Economic and Industrialisation victories. These victories are for players who wish to play a builder-style of game and concentrate on trade or infrastructure with their colonies.
New maps have been included. The Colonization I map is a direct copy of the original games map (with random natives, goods and ruins). The second map is the Columbus Dream map. What if Columbus was right? When you hold the Declaration of Independance, your flag will change from the European flag to a new flag (eg: from England to Betsy Ross). The PatchMod has also been added to eliminate bugs from the game, rebalance and expand certain core concepts.
Dale also has a long changelog. But the point is, I can see "what exactly the mod is" without having to read it, by reading the three paragraphs above.
M07 Oct 23, 2009, 04:19 PM I never thought to do that. It is a very good idea!! I will try to summarize my mod and I will explain what exactly the mod is. Thank you for your advice.;)
Dazio Oct 23, 2009, 04:25 PM Dale also has a long changelog. But the point is, I can see "what exactly the mod is" without having to read it, by reading the three paragraphs above.
A mod is made to improve the gameplay. DoaNE respects the same principle as the other mods. It's only different and the changelog is precise.
The mod allows to vary the game by adding units, buildings and others !
It's good to see a detailed changelog- I include them in all new versions of all of my mods. And the mod sounds cool enough that I probably will download it. But what I had in mind was something like the summary quoted below. So someone quickly browsing your forum or thread can see what the mod is, and if it sounds interesting.
Originally Posted by Age of Discovery II, by Dale
Summary:
AoD2 hopes to take the C4C experience to new heights by adding new playable nations, complete with unique traits and units as well as introducing new strategic concepts to expand the game and take the player in multiple directions. A major focus has been to change the game's influence from small nations to large Empires (an initial fault in the release version of C4C is that it is easier to win with only two tiny colonies than with 20 large established colonies).
New victory conditions have been added, including Economic and Industrialisation victories. These victories are for players who wish to play a builder-style of game and concentrate on trade or infrastructure with their colonies.
New maps have been included. The Colonization I map is a direct copy of the original games map (with random natives, goods and ruins). The second map is the Columbus Dream map. What if Columbus was right? When you hold the Declaration of Independance, your flag will change from the European flag to a new flag (eg: from England to Betsy Ross). The PatchMod has also been added to eliminate bugs from the game, rebalance and expand certain core concepts.
The description is basic and says nothing. I downloaded Dale's mod for its changelog.
I played and I liked that!
If you think that it is not clear, tries to play DoaNE mod, you will be interested.
TC01 Oct 23, 2009, 06:50 PM A mod is made to improve the gameplay. DoaNE respects the same principle as the other mods. It's only different and the changelog is precise.
The mod allows to vary the game by adding units, buildings and others !
No. Mods are not necessarily made to improve the gameplay. Westward Ho and Mare Nostrum are total conversions. If we assume the number of mods that have project development forums to be a random sampling of all full mods, two mods are for gameplay improvements and two are total conversions... They may improve gameplay, but that is not the purpose. Other mods are made for other modders to use. And other mods generally improve gameplay. And that's only counting modpacks/modcomps... there are graphical mods, new civ mods, scenarios, etc...
The description is basic and says nothing. I downloaded Dale's mod for its changelog.
I played and I liked that!
Oh, so it says nothing? I guess it doesn't say that AoD adds two new victory conditions, new playable nations, new traits, units, new maps, flag changing on independence, elimination of bugs, rebalancing of existing concepts, a focus on larger empires rather then only having two cities/settlements to win... apparently, all of that equals nothing?
The reason I used AoDII as a comparison was that it has both a general description and a detailed changelog. And personally, I read the changelog after the introduction/description of a mod interests me enough to do so. (That's both the passive "read", in that I did it for AoDII, and the present "read", in that I do it for all mods).
If you think that it is not clear, tries to play DoaNE mod, you will be interested.
I am interested. The changelog interested me, as did some of the stuff I've read about the mod in it's other threads. That is why I am posting on this issue. As I said, I'm going to download the mod. I was just pointing out that it might be more useful to have a description to catch people's interest. (Well, the picture does that too, I guess).
M07 Nov 04, 2009, 04:46 PM It is ready!!!!!:eek:
I present you Dawn of a New Era v1.33 (http://www.dawnofanewera.fr/civ/modules/wfdownloads/viewcat.php?list=D).
You will discover the new sailor profession (http://forums.civfanatics.com/showthread.php?t=341115) and a new process (http://forums.civfanatics.com/showthread.php?t=339912) to give the 20 experience points with the great general. The others changes were mentioned in the spoiler below.
Good Games!! And give me your impressions!!
Ps: you can dowload it (http://www.atomicgamer.com/file.php?id=81994) here too if you have some pb.
DAWN OF A NEW ERA ALL VERSION
Auteurs : M07 (Concept & mod)
Dazio (Concept & graphics)
1. Changes :
A/ Conceptual changes :
-Ships and Crew:
Ships was built in your dry-dock or shipyards must have a crew, without which they can not navigate.
A ship's crew is a settler who must take the sailor profession. It can be embarked on the ship of your choice (caravel, privateer, frigate, galleon etc. ..) as crew. It can be loaded in a ship too.
When you will get promotions after naval battles, this is not the ship that will get them but the crew. If the crew is embarked, the icon of promotion will appear by selecting the ship, but it's the sailor who will be promote.
You can disembark when you want and embark on another ship. You can swap two crews when you will select two vessels. However, a ship with a new crew doesn't be able to move in the same turn.
The ships purchased in Europe are always provided of crews.
- Great General and Experience Points:
When you allocate the "Great General" Now you can distribute experience points to your liking through a pop-up that give you the choice of your units. When all points are distributed, you can choose the unit that will benefit from the allocation of the Great General.
- Abandoned Colony:
An icon is now present to activate the abandonment of your colony. During this operation, all the settlers are expelled automatically.
B/ Add Units :
- Experienced Sailor: This is an elite unit when it is integrated on a ship as a crew.
C/ Add professions :
- Sailor : A Free Colonist, an criminal or an experienced sailor can receive the sailor profession and then to be integrate on a ship as a crew.
D/ Changes units :
- The converted Indians don't be able to become Patriots.
- You can still equip soldiers with swords, in the era II, as you have one available.
- soldiers with promotions don't become patriotic automatically.
- Agronomists: Now, the agronomist has a price evolution in Europe.
- Explorer Aguerri: Explorers don't appear in the Europe docks. However you can buy a first for 80 ducats however it price will increase.
- Builder wagon: Now Builder wagon provides 25 units of food in the colony founded. This food is a bonus and not taken from the stock of original colony . Moreover, when you found a city, you will obtain a wagon train. However, the 15 tools in the colony stock is no longer provided.
E/ Add Promotions :
x promotions for Ship Crew:
- Veteran naval: 1 to 6,
- Naval Strategy: 1 to 3.
F/ changes of buildings :
- Cigars, Rums and coats buildings are no longer present when you found a colony,
You can only build two different structures (+ their upgrades) per colony.
The cloth factory will always be present in each of your colony.
However you need to choose between one of the other remaining (Cigars, Rum, or coats factory). Whatever the type that you will choose, the factory position on the screen of the colony will be the same.
Correction:
The mod has been reviewed and corrected to avoid bugs in multiplayer. The passages eras 2 and 3 as the abandonment of settlements no longer cause desync.
The color of the military doctor was wrong (as blue as the surgeon rather than tan).
In Encyclopedia:
In the folder "concept of the game,I added explanations of eras (conditions for reaching the age 2 or 3) and explanations of Ships.
i_diavolorosso Nov 06, 2009, 02:43 AM This mod is great
A little suggestion
Can you make each soldier name uniquely
Like let's say, soldier for the first era has different name that the one from the second era
Because it's rather confusing for the newcomer to this mod(like me, who at the first time wondering why did my veteran soldier only has 4 strength where my ordinary soldier has 8, before i recognize that they have different weapons)
Maybe you can change it to swordsman, arquebusier, musketman, or so on
M07 Nov 06, 2009, 12:58 PM This mod is great
Ty, you seem to be one of the few who appreciates this mod in this forum. ;)
A little suggestion
Can you make each soldier name uniquely
Good idea, in the next version of DoaNE, change will be done.
If you have other ideas, they will be welcome! :p
i_diavolorosso Nov 06, 2009, 06:02 PM Ty, you seem to be one of the few who appreciates this mod in this forum. ;)
Good idea, in the next version of DoaNE, change will be done.
If you have other ideas, they will be welcome! :p
And is it intended to get free wagon everytime we build a city?
M07 Nov 07, 2009, 03:00 AM And is it intended to get free wagon every-time we build a city?
Yes, it is. But, I have the feeling that it is too easy. I have some suggestions and you will say me what is the best for you :
- no changes ( The easiest for me :p )
- When you found city, wagon will not appear
- Only when you found your first city a wagon will appear.
- I have an other idea, but it isn't good enough.
i_diavolorosso Nov 07, 2009, 07:17 PM Yes, it is. But, I have the feeling that it is too easy. I have some suggestions and you will say me what is the best for you :
- no changes ( The easiest for me :p )
- When you found city, wagon will not appear
- Only when you found your first city a wagon will appear.
- I have an other idea, but it isn't good enough.
I don't have any idea too:p
What's your reason/point to do it at the first time btw?
From all option above, the third is the best one for me.Too many wagon, made the wagon become worthless
Dazio Nov 09, 2009, 10:14 AM Really good remark, i_diavolorosso !
Too many wagon, made the wagon become worthless
You are right!
Your Remark reminds us that the systematic appearance of wagon is exaggerated.
We think that the first colony would be without wagon : it is the ship which would contain all the necessary equipment.
The second with a wagon : the convoy builder is equipped with a wagon. We imagine that it would be still in good condition (it is a bonus!).
Then, wagons could appear randomly: wagons could be very damaged, thus would not appear, or would be still operational and could appear (enough little).
What's your reason/point to do it at the first time btw?
Sorry, I do not understand what wants to say: "btw" !?
i_diavolorosso Nov 10, 2009, 01:32 AM Really good remark, i_diavolorosso !
You are right!
Your Remark reminds us that the systematic appearance of wagon is exaggerated.
We think that the first colony would be without wagon : it is the ship which would contain all the necessary equipment.
The second with a wagon : the convoy builder is equipped with a wagon. We imagine that it would be still in good condition (it is a bonus!).
Then, wagons could appear randomly: wagons could be very damaged, thus would not appear, or would be still operational and could appear (enough little).
Sorry, I do not understand what wants to say: "btw" !?
btw=by the way;)
I think, logically, you're right to give free wagon everytime we found new city.Because, in this mod, only convoy builder can made a city, and the builder itself consist of a wagon(isn't it?).So when the convoy builder become a city, you can imagine that the colonist made a city from all material that was carried inside the convoy builder's wagon.Then, when the wagon is empty, you can use it to load some goods(or let's say that it become trade wagon).
But, the problem is, i fear that the wagon, like i said before, become worthless.
So my solution is(please noted, that i'm not a modder, so i don't have any idea of how possible my solution is to be implemented), for the first city, you shouldn't give us a free wagon.The reason behind this is, because wagon is used for trade between city-city/city-native settlement.But, at the first attempt of colonization, logically, wagon isn't necessary, because all the colonist is busy at working land around the settlement, to prevent starving.
All terrain has it's own resources(like food, wood, and so on).My question is, is it possible to sum all resources available around the city(like the one shown in the city management screen),Example, 2 food+2timber=4 resources?If it's possible, than you can made the possibility of wagon appeared on the new city as:sum of resources in new city/sum of resources of your biggest city?Let's say, New city has 4 resources, and your biggest city has 10, so there's 40% percentage of wagon appeared in the new city.The logic is, colonist (the one that ride wagon from the convoy builder) would stay in the new city(become wagon) when the city is promising(has many resources)
That's my opinion, if my solution isn't doable, just made the possibility randomly:goodjob:
Sory for long post:)
kaibayashi Nov 10, 2009, 04:20 AM Alternatively you could make it so you keep the wagon but is reusable. There are several units that use wagons (standard/convoy builder/military thing). Could you just make it so you can convert a wagon to one of those and use less resources?
So theoretically after building your colony you can use the wagon for trade, or 'fill it up' with resources again to found a new colony, or make it into a military one?
Dazio Nov 12, 2009, 05:48 AM Hi I Diavolorosso,
So my solution is(please noted, that i'm not a modder, so i don't have any idea of how possible my solution is to be implemented), for the first city, you shouldn't give us a free wagon.The reason behind this is, because wagon is used for trade between city-city/city-native settlement.But, at the first attempt of colonization, logically, wagon isn't necessary, because all the colonist is busy at working land around the settlement, to prevent starving.
As I said it to you on the previous post, your remark made us understand that wagons lost their value because of our system. Thus, we are going to modify the principle of the way you say it. The first colony will have no wagon (it is the ship which takes all the equipment, thus no wagon !).
The second colony will have its wagon from its foundation.
Then it will be according to certain criteria.
All terrain has it's own resources(like food, wood, and so on).My question is, is it possible to sum all resources available around the city(like the one shown in the city management screen),Example, 2 food+2timber=4 resources?If it's possible, than you can made the possibility of wagon appeared on the new city as:sum of resources in new city/sum of resources of your biggest city?Let's say, New city has 4 resources, and your biggest city has 10, so there's 40% percentage of wagon appeared in the new city.The logic is, colonist (the one that ride wagon from the convoy builder) would stay in the new city(become wagon) when the city is promising(has many resources)
In pure logic, we think that the creation of the wagon should depend on its wear or not on the " convoy builder ". The made route damages the equipment. The more the route is long, with road or not, (separating the colony which built the " convoy builder " and the one who is going to be recently established), the less it will be possible to be able to get back the wagon.
Another method: the compartment of foundation of the colony. If it is a compartment plain, forest, hill, etc. the wear will not be the same!
What do you think? Which do you prefer?
Edit : I translate with Google or Reverso. I hope that the translation is rather correct!
Dazio Nov 12, 2009, 06:18 AM Alternatively you could make it so you keep the wagon but is reusable. There are several units that use wagons (standard/convoy builder/military thing). Could you just make it so you can convert a wagon to one of those and use less resources?
So theoretically after building your colony you can use the wagon for trade, or 'fill it up' with resources again to found a new colony, or make it into a military one?
Hi kaibayashi !
In fact, we chose to make more technical the foundation of a colony. Thus, the quantity of necessary equipment is important. We needed a specific wagon to establish a colony (programming!) thus we are obliged to have a particular convoy.
The manufacturing of the " convoy builder " includes a classic convoy of the colonists and an essential building material to establish a new colony. it adorned us difficult to decrease the quantities without losing the interest of this unit. We shall see afterward if we have to change the parameters.
i_diavolorosso Nov 12, 2009, 11:46 PM In pure logic, we think that the creation of the wagon should depend on its wear or not on the " convoy builder ". The made route damages the equipment. The more the route is long, with road or not, (separating the colony which built the " convoy builder " and the one who is going to be recently established), the less it will be possible to be able to get back the wagon.
Another method: the compartment of foundation of the colony. If it is a compartment plain, forest, hill, etc. the wear will not be the same!
What do you think? Which do you prefer?
Edit : I translate with Google or Reverso. I hope that the translation is rather correct!
I prefer the first one(because i don't understand what's the relation between terrain where you make city and chance of get a free wagon:rolleyes:)
Just to make sure if i remember it correctly.
We can buy a convoy builder in the europe, can't we?
If we can, how will your mechanism above worked?
M07 Nov 13, 2009, 06:40 AM Now, when you found your first city, you will not have a free wagon,
then for your second city, you will have it free and after it will be randomly to have it. I think there is not important to do complex something.
kaibayashi Nov 13, 2009, 04:11 PM Hi, been playing a little bit, and there seems to be a couple bugs. In the beginning of my game I bought a Seasoned Explorer for 150gold. Also in one of my colonies I was unable to build a Tobacconists Hut, but I could in all my others??
Dazio Nov 13, 2009, 05:20 PM Hi Kaibayashi,
Hi, been playing a little bit, and there seems to be a couple bugs.
What bugs?
In the beginning of my game I bought a Seasoned Explorer for 150gold. Also in one of my colonies I was unable to build a Tobacconists Hut, but I could in all my others??
The first explorer costs 80 gold, the second 750 gold.
Also in one of my colonies I was unable to build a Tobacconists Hut, but I could in all my others??
They can, in all colonies, construct one Weaver's House and upgrades, but we cannot build that the only one of the other factories (and upgrades). It is necessary to choose the tobacco, the rum or the coats ! Your decision is very important.
It is terrible law in the world of DoaNE!
kaibayashi Nov 14, 2009, 02:19 PM The first explorer costs 80 gold, the second 750 gold.
Ah, that first one seems a bit cheap? Especially as you can buy it then change it to normal colonist on the docks and make c500 gold?
They can, in all colonies, construct one Weaver's House and upgrades, but we cannot build that the only one of the other factories (and upgrades). It is necessary to choose the tobacco, the rum or the coats ! Your decision is very important.
So you can only build one of the tobacco/rum/cloth/coat industries in each colony??
It is terrible law in the world of DoaNE!
Lol, terrible indeed! :o
M07 Nov 14, 2009, 02:56 PM So you can only build one of the tobacco/rum/cloth/coat industries in each colony??
No, you can always build cloth industries and you can to choose one of three other (tobacco,rum or coat industies) too.
kaibayashi Nov 14, 2009, 03:01 PM No, you can always build cloth industries and you can to choose one of three other (tobacco,rum or coat industies) too.
Ah i see. Wouldn't it make more sense to choose one of cloth/coats and one of rum/tobacco? or choose rum&tobacco or cloth&coats?
anyway, gonna have another little play now :)
M07 Nov 15, 2009, 12:56 AM Wouldn't it make more sense to choose one of cloth/coats and one of rum/tobacco? or choose rum&tobacco or cloth&coats?
Indeed, it would be better, but it would have been harder too because I don't if you saw in the mod, but rum&tobacco&coats industries are in the same position in your city. Moreover, cloth is the most important of yields in my mod because you can use it in hospitals.
kaibayashi Nov 15, 2009, 01:49 PM Indeed, it would be better, but it would have been harder too because I don't if you saw in the mod, but rum&tobacco&coats industries are in the same position in your city. Moreover, cloth is the most important of yields in my mod because you can use it in hospitals.
Ah, actually that does make more sense with the hospitals.
M07 Jan 06, 2010, 06:07 AM I present you Dawn of a New Era v1.34 (http://www.dawnofanewera.fr/civ/modules/wfdownloads/viewcat.php?list=D).
Changes were mentioned in the spoiler below.
Sorry the translate of my changelog was made by google Translate.
I have to admit that I was lazy :D
Ps: you can dowload it here (http://www.atomicgamer.com/files/82975/dawn-of-a-new-era-1-34-doane) too if you have some pb.
DAWN OF A NEW ERA VERSION 1.34 English :
:)
Autors : M07 (Concept & mod)
Dazio (Concept & graphics)
thanks to Robert Surcouf, Invock (Main Menu), Aymerick, Deliverator.
:)
1. Changes
To begin the colonization
You have a ship with 3 units on board
. a convoy builder
. a pioneer
· an arquebusier
This soldier has muskets and 100 ammunitions .
Successive versions of DoaNE had weakened the military capabilities of nations IA. Corrections were made to increase the number of military units and make the nations managed by the AI more aggressive during a war.
A / Conceptual Change:
Integration phase which will straddle two eras.
For version v1.34, two phases are present, through diplomacy with King:
Phase 1: The reign of privateers,
Phase 2: The end of the reign of privateers.
The statesmen will have three distinct roles:
· Labor Organization (up to 50%): Statesmen have a primary mission to organize the work in the colonies. More you have a good organization, more your level of production increases. This is totally independent of the rate independence.
· Development rate of Independence: As before, the statesmen generate development rate of Independence, yet every colonist individually grow and maintain its level even if it is moved to another colony. In addition, units outside the settlements would penalize the most
independence rate (Troops military, explorers, pioneers).
· Development of the influence of territory (no change).
Arming of military units on land and sea.
All military units must be equipped to fight.
The soldiers and dragons should bring muskets and ammunition.
Artillery units and ships of war should bring muskets and ammunition.
These munitions were consumed during each fight.
You will absolutely provide convoys during your military campaigns land to supply the artillery units such as soldiers and dragons. Ships will return to a colony to recharge its reserves.
Ships:
The warships will require more than muskets for their manufacture. They are built by the work of carpenters and input tools.
However, warships are mere empty shells devoid of a military potential. To acquire this potential fight, you will be armed with cannons
and ammunition in addition to the crew previously required.
Warships bought in Europe are however fully equipped for battle.
Sale of vessels:
You can now sell the vessels are no longer of interest to you. They can be sold either in Europe or in one of your coastal settlements.
The sale price is 50% of the purchase price for merchant ships.
The selling price of warships is also 50% but is based on its equipment in guns.
Travel Europe / New World:
You can choose the direction of destination leaving from Europe.
In the New Continent:
You must first define a "Seaway", in placing you with a ship in a plot "ocean" of your choice and clicking on the "Sextant"
located in the bottom of the screen. You can remove this "Seaway" by going on the same plot and clicking on the "Sextant" with red cross.
The boxes "Seaways" are symbolized by circles with black boxes "ocean" and are only visible by you or your team.
You can have 10 "Seaways" different and change at will in Europe across.
In Europe:
When you go to Europe for the new continent, you can always choose to start from where you came from, or click on the "Sextant" and start
a window where you can find these Seaways to target a course through pre Seaways.
You can name these Seaways as you see fit.
Prices and access to goods:
Access muskets: The muskets are now available from the beginning of the game but the price is very high.
B / Additions units:
- Naval Escort:
Vessels "Naval Escort, the equivalent force of privateers to fight against possible attacks throughout the latter part of
Thurs
You can change the use of these vessels by requesting a letter of marque to conduct operations filibustering. An icon "flag exchange"
(represented by a black veil) command to change this status. The same icon, represented by a beige veil, makes a return to the status of "Escort
Naval.
Armaments Naval Escort: 20 cannons/200 ammunition
- Experienced ArtilleryMan: This unit can be an artillery unit with the same bonus unit "Experienced Soldier". ArtilleryMan Experienced
must be equipped with 40 cannons and ammunition to be functional and takes the form of an artillery unit.
C / Additions to Professional:
- ArtilleryMan: The ArtilleryMan is equipped with cannons. There are two artillery units in the game
Artillery unit artilleryman with experienced (Blue Uniform)
Artillery unit with basic colon (brown uniform)
D / Modifications units:
Measures concerning reloading ammunition are active only from the level "Conquitador. Before this level, the ammunition is not available in Europe and
your military units (soldiers, artillery and ships) are functional without their use.
Ships of War (Naval Escort / Frigate / Ship of the line):
These vessels are now empty shells in their construction in your dry-dock and shipyard.
When one of these vessels will be built, you will need to equip cannons and ammunition to enable him to fight.
Armament required for Naval Escort / Capri: 20 cannons/200 ammunition. 20 ammunition consumed per volley.
Frigate armament required for 50 cannons/500 ammunition. 50 ammunition consumed per volley.
Armament required for Ship of the line: 80 cannons/1000 ammunition. 80 ammunition consumed per volley.
Warships consume ammunitionn in attack and defense.
Each cannon board consumes 1 unit of ammunition for combat.
privateer:
You can have privateer if you transform a naval escort with the "flag exchange" icon (represented by a black veil). This
operation will take place in one of your colonies and immobilize your ship for the turn.
Patch: Privateers can no longer contact the opposing powers and Indian nor be responsible for a declaration of war.
Privateers can not go in the colonies or in opposing the Indian villages for repair.
Artillery:
Armament required Artillery: 40 canons/200 ammunition. 40 ammunition consumed per volley.
Soldiers:
Armament required for soldier 50mousquets/100 ammunition. 10 ammunition consumed per volley.
- You can now arming soldiers swords (tools) all through the game without any constraint.
The soldiers are now the following names:
1st generation: Swordman
2nd generation: Arquebusier,
3rd generation: Musketman,
In the case of lack of ammunitions, your unit will lose its offensive and defensive potential in terms of what he will.
Ammunition is an important resource to ensure the potential of a military unit. You must ensure that they never run out on pain of seeing your
unit reduce or lose its defensive and offensive potential.
For example:
A soldier who still 5 ammunition (usually 10 ammunition for a round) has a potential cut in half, or 16 / 2 = 8 real power plus the
percentage of promotions.
Marauder:
The Marauder has 2 modes now.
· Stealth:
Allows movement without having to fight: In stealth mode, the Marauder can move safely to engage in combat unwanted. Must
however, always careful not to get caught by an explorer or a seasoned scout and marauding enemy on enemy territory.
Allows espionage: The marauders are automatically in stealth mode when they enter a colony opponent you can, by double-clicking
on it, view the buildings, products, goods stored.
This ability is active even in wartime.
· Hostile:
The activation mode Hostile up your Marauder in clean, aggressive position to capture the pioneers, treasures, famous generals and sabotage
adverse improvements.
In all cases, the Marauders can no longer trigger war by crossing into enemy territory.
Patch: Marauders can not contact the opposing powers and Indian nor be responsible for a declaration of war.
E / Additions to buildings:
Tavern:
The tavern can be built in a coastal colony. Subject to bring rum, it can attract criminals in the colony where it is
present.
These units are perfect for train crews of ships or enlist as soldiers or artillerymen.
Rapid recruitment depends rum allocated per turn and the number of tavern you have.
F / Modifications to Buildings:
Armory: From now on buildings of weapons can make muskets, cannons and ammunition.
The armory allows the manufacture of ammunition and muskets,
The following upgrades can start making the resource "Cannon"
A window management controls the manufacture of these products according to your needs.
G / Adds resources:
Two new resources are present.
Canons: Production possible from the presence of a store, allow guns to arm the ships and artillery units.
Ammunition: Essential Resources to allow your military units to fight, they can be manufactured in mass from the presence of a gun in a
colony.
Random storage warehouse: 1000 units
Storage and warehouse: 2500unités,
Storage warehouse with expansion: 5000 units.
H / Feature Additions:
For Marauder: Hostile Mode and Stealth Mode.
For weapons: Management of the arsenal,
Warships: arms management,
For Escorts Naval / Privateer: New Flag "Naval Escort / Privateer",
To the Tavern: Management of the allocated quantities of rum.
For sea crossings: Management, creation / deletion of Seaways.
kaibayashi Jan 06, 2010, 01:41 PM Nice, very quick dl! Will try and have a go when my gf is not around!! :)
Willi_Tell Jan 07, 2010, 10:02 AM I really like the features of your mod (like the sailor unit, the different eras, the ammunition concept) :goodjob: :woohoo:
Merci beaucoup pour ton travail - c'est vraiment extra!!!
just downloaded and gonna try it out now :scan:
Again: :worship:
M07 Jan 08, 2010, 10:20 AM I really like the features of your mod (like the sailor unit, the different eras, the ammunition concept)
Glad that you like it! I hope you like the seaways too! I adore to use it :D.
Merci beaucoup pour ton travail - c'est vraiment extra!!!
Merci à toi aussi pour tes posts! N'hésite pas à mettre des commentaires pour améliorer le mod. Nous somme aussi sur un forum français (http://colonization.fr/forum/f18/), jette un coup d'œil à l'occasion ;)!
Willi_Tell Jan 17, 2010, 06:54 PM Mon Dieu - after playing this mod, I am really addicted to most of it's features and wouldn't just play "vanilla" civ4col anymore :thumbsup:
"DoanE" is a truly masterpeace, along with other great mods like "AoD/AoFD", "privateer/buccaneer", "BLU mod", "Mare Nostrum", "1492: GC", etc. :king:
I have however some minor things to report, which you may like to improve:
- text from "Tavern Management" is the same like the one in "Hospital Management". Correct Tavern text should be about "Rum/Alcohol", not about "tissue"
- when Era II begins, all the Swordsmen are transformed into Arquebusiers (I think this is because the Swordsman-Profession gets obsolete in Era II?). Anyway this should be written in Pedia, so that people know it.
In my game, I purchased & equiped Veteran Arquebusiers very eary in Europe (with money from Treasures) and made my Colonies quite powerful and save. At this time, the other colonies around me had "only" Swordsmen in their cities (but at least 3 - 4 per city).
When it came to Era 2, the military of all my neighbours changed from Swordsmen into Arquebusiers, while my own "modern" military of expensive Arquebusiers from Europe did not have advance anymore... :crazyeye:
- The "GO TO"-Button for moving land/sea units doesn't show up, and pressing the "G" key doesn't work. Is it because of the new commands you've created (refresh ammunition, embark crew, etc.)?
But if that is the price for having great new concepts like sailors & ammuntion, I can live with it very well :yup:
- The Arawak Tribe seems to be very, very rich in "DoanE". By "speaking with Chief", my Experienced Explorer received about 3000 $ (in cash & in form of Treasures) in EVERY of the 4 Arawak Camps. One Arawak Camp even gave me a 6000 $ Treasure...
In my opinion, instead of Arawak it would be way better and more historical to have the Azteks and the Incas beeing that rich - or is that generated randomly?
I just remember playing the old Colonization (1994) as Spanish Conquistadores and as soon as I discovered Aztec or Inca tribe: JACKPOT... :assimilate:
I truly hope, the concept of having professions like sailors & artillerymen, and also the concept of separated weapon production (muskets, cannons, including Ammunition) will be a standard feature of all the popular mods around here (like "AoD2/AoFD").
I say MERCI BEAUCOUP for this amazing work again. :thanx:
Pfeffersack Apr 21, 2010, 04:25 AM - The Arawak Tribe seems to be very, very rich in "DoanE". By "speaking with Chief", my Experienced Explorer received about 3000 $ (in cash & in form of Treasures) in EVERY of the 4 Arawak Camps. One Arawak Camp even gave me a 6000 $ Treasure...
In my opinion, instead of Arawak it would be way better and more historical to have the Azteks and the Incas beeing that rich - or is that generated randomly?
Unless it was specifically changed for this mod, probably not. There are (at least) two independent XML-Settings which deal with how rich a tribe is - one is the traits (there can be bonus for first contact and for the case you raze a settlement), the other is
iAdvancedStartPoints></iAdvancedStartPoints
in the BuildingInfo.xml. It has a role in depermining the avaible cash for trading. What I find interesting about DoaNE here, is that M07 mentions in the changelog that money recovery for the Natives is faster - and I haven't found so far XML-tags for this. Or is that done via Python or DLL-Modding?
M07 Apr 22, 2010, 04:23 PM Or is that done via Python or DLL-Modding?
Indeed, this change was done in the DLL but I would be able to add a row in the XML-Settings :).In the following version of DoaNE, Dazio and I will totally modify the economic aspect of this game.
For instance, Natives will not have any gold but some treasures.
We must work this idea in order to make this game more realist.
My exams are almost finished so I'll be back soon ;)
i_diavolorosso Apr 23, 2010, 01:09 AM Indeed, this change was done in the DLL but I would be able to add a row in the XML-Settings :).In the following version of DoaNE, Dazio and I will totally modify the economic aspect of this game.
For instance, Natives will not have any gold but some treasures.
We must work this idea in order to make this game more realist.
My exams are almost finished so I'll be back soon ;)
Nice to hear that:goodjob:
Always love your mod:)
KJ Jansson Apr 23, 2010, 01:37 AM In the following version of DoaNE, Dazio and I will totally modify the economic aspect of this game.
For instance, Natives will not have any gold but some treasures.
We must work this idea in order to make this game more realist.
C'est la bonne décision. L'argent des Indiens - c'est le non-sens absolu! Les Indiens pourrait proposer aux Européens de certaines matières premières (nourriture, bois, argent, grains de café, etc) ou à leurs biens artisan, mais pas d'argent. Les produits artisan des Indiens peut être très coûteux sur le marché européen.
This is the right decision. The money from natives - it's absolute nonsense! The natives could offer to Europeans some raw materials (food, wood, silver, coffee beans, etc.) or their artisan goods, but no money. The Artisan's goods from natives could be very expensive on the European market.
Aymerick Jun 07, 2010, 09:27 AM Hey M07,
I'd like to get the SDK source files for your mod, have you released them? If not, any chance you will?
Thanks
Aymerick
Isabelxxx Sep 26, 2010, 11:46 AM @M07:
I have a few suggestions to improve the mod as well as I could provide a proper English translation of the change-log if you wanna.
-Difficulty levels: there is not an adjusted leveling amongst governor, patriot & revolutionary. Maybe this is hiding a wrong balance in the entire mod at the start which is clear when the AI gets some bonus.
AI take undue advantages -at least- in the last 2 diff. levels; while human's cities grow slowly the AI doesn't need immigration neither buying specialists, spending the income in ships (2000-3000 !!) and veteran soldiers at the start.
The problem continues being worse due to the new transports (more trade and income), explorers (even 8 treasures in a few turns per civ.) and the creation of new cities in any coastal place.
Natives don't attack these AI civs because they are weaker so the logical situation is a war against the Human player in a few turns.
I have played a few games with these settings, different styles and civs. without result. Using the World Builder I was able to see what I write at top.
AI should be slower at the start, increasing the difficulty and the advantages dynamically. An advanced player can not play the game in the last 2 levels because the disadvantages have been increased in a irrational way, at this point it doesn't matter that the player is human.
It has no logic having 10 cities, 4 transports, 1 galeon & 2 naval scorts in turn 40 -for the AI- when the human player only has 1 ship and 2 cities max.
-Forts:
Inclusion of the forts mod. Fully availability at 2nd period.
Maybe some at 1st period with special requisite, unit or event.
-Colonization:
Stimulate null expansion in 1st period. Only economy, exploration and naval aspects.
Limit the creation of cities in coastal places via ship+pack.
Adding a limit in the number of cities.
Required king's support to found new colonies and the destruction of the nearest native city (or via diplomacy you can make an arrangement and be forced to trade eventually with them).
Money should not be the unique variable to create new cities (now the tools required for the pack can be purchased, as well as ships and any type of colonist to create the city---> leads to irrational expansion for AI civs )
Use the forts mod in order to expand the colony considering that special event/requisite or unit at the middle/end of the first period instead of creating cities.
More management of your colony, using rationally your resources in yours 2 starting cities, more trade with Europe, more trade with natives and better relations, more exploration, min. amount of some resources in all your cities, ... should lead to the expansion. Not the inverse.
No more irrational expansion -in economical and realistic terms- civs with 20 cities at 100 turns but more exploration, management, fights (or diplomacy) with natives, ...
2nd period featuring a major use of forts in hinterland or strategic points.
Less limitation in city foundations than 1st period.
More challenging economic wars for specific resources or trade treats with natives and/or other colonies. Here starts the real battle for the gold, tax rates, naval superiority, native's support and new lands.
-Europe balance:
Considering your new thread about the improvements you are making in the Europe screen as well as the stock available you could add other features.
*Naval stock: no more unlimited ships in Europe.
Availability would change according to the king's support, the resources available in Europe (stock) and a limit in the number of ships available in Europe to be assigned to the colony or the fleet.
Trough the years new ships can be bought -European docks can not instantly create a ship- , king's support grows and the number of ships build to be assigned to colonies will be major.
Obviously a king would not provide any ship if there are not guaranties of the colony & economic growth and we can suppose that the king prefer to assign ships to Europe in their personal fleet at the 1st period.
Europe should change in a more dynamic way according to the colonies and be aware that anything we have at the 1st/2nd period have been created or made possible by Europe in last term.
More variables could be added as events or modifiers:
Wars in Europe, starvation, changes in the home country policy, ...
-Naval balance:
*Carracks: increased tool costs to 40 or 45. Increased production points to 150. Increased cost in Europe
Merchantmen have 4 cargo space but cost too much; considering its an UU for Portugal & Italy at the start you need to increase costs in order to balance it.
Any other civ. needs merchantmen but these obviously prefer to use their UU because is cheaper and it gives them a clear advantage at the start without a "dark side" , the strength doesn't matter because early ships can not attack yet...
*All merchant ships should be able to attack, with 3/4 strength modifier, at some point when the king gives you "ammunition and cannons for your fleet". Disadvantage can be added to the defender if the unit have not this ability.
A custom event -like the 2nd city- giving all the ships that possibility at x turn. By this the game will be focused in the commerce at the start and some naval battles before the second period.
The ability can be added just by giving all the naval units a new promotion. Units without the promotion will not be able to defend as well as with it, becoming a good objective for those civs with the king's support.
To obtain the king's support you can set some objectives, events even a min number of resources which need to be traded in Europe in order to satisfy or persuade your king that your colony have a prosperous future.
*Merchant ships -after the "king's support to build new fleets"- should be able to attack smaller ships without the 3/4 strength modifier, except merchantman. New event like the other. The king allows your home port to build new or improve ships to support your prosperous colony.
The previous promotion doesn't need to be changed (carracks and caravel are the smallest ships).
Merchantman will not be able to destroy smaller ships as carracks or caravels without a risk:
3 points (caravel) against 15/4=3.75 points (Merchantman)
Then in an advanced game the civs could create Galleons, which will have advantage against any other ship in combat but are slower.
*Merchantman not available until you have the "king's support to build new fleets". These ships should be available at the end of the first period and the start of the 2nd. Removing the requisite of the improved dock is necessary.
This building could improve the construction by decreasing the productions points needed to build the ship. So you can still build the ship if you are really advanced but it will cost more than if you are in the second period with improved docks in cities.
*Galleons not available at the start in any way. Neither construction nor Europe. Only in 2nd period with improved docks and other requisite (3rd king's support).
Treasures can not be sent by civs at the start without king's aid. Anyway you can still maintain your treasure in your cities waiting for your new ships....
Galleons should not be considered as the definitive trade ship but they should be given to civs which focuses in some objectives or resources. Better units than merchantman but not to be used as military/trade unit replacing all the others in all the situations.
A limitation in the number of these ships is necessary (considering my other suggestions). Availability at the middle/end of the second period; maybe at the start -of this period- for a really advanced civ. The 3rd king's support allows civs to build, buy galleons and to obtain your first ship at half cost in europe.
Spain should be given an UU replacing the galleon. 1 point more in strength & 1 ship free when the civ can obtain galleons with the 3rd king support. (obviously more costs in production and tools).
*Parallel to the construction of galleons 3 new generic military or trade ships should be added to the 2nd period.
-Sloops: 40% against galleons. 7 strength. 5 movement. Military unit.
-Brigantines: 20% against merchantman & sloops. 6 strength. 7 movement. 1 cargo space. Trade/military unit.
-Hookers: 30% against brigantines & sloops. 10% against merchantman . 5 strength. 6 movement. 2 cargo space. Trade/military unit.
With the inclusion of these units and the rest of the balance a real introduction to the naval aspect of the period is added to the game. Considering these are only units, balance & other things you previously added in some aspects and which can be used in other points of the mod it's not really difficult to add what I write but it would add immersion, possibilities and quality to the game.
I could add many, many more aspects to include so let me know if you want a complete revamp of Col 4 in all the aspects following your project. I could write a clear diagram of the units, events (king's support) and period of the suggestions I wrote and the rest.
(to do: some bugs & suggestions of land units, economy, europe & cities as well as the 3rd period and diagram of the successive king's support with the units and advantages obtained)
If you need help with English translations, civilopedia texts and art send me a PM.
M07 Oct 02, 2010, 08:23 AM I could provide a proper English translation of the change-log if you wanna.
Of course, i agree! You can help me for the changelog and for the translation mistakes in the game too.
First, thank you for your message, I am always happy to see somebody is interested in the developpement of this mod.
-Difficulty levels: Indeed, there are many problems in this mod, whose some of them come of the original game. So there are work to improve this game part.
-Forts: I didn't test this mod, so I can't really answer you now.
-Colonization: The following version will arrange all problems you said me.
-Naval stock: In the new europe screens, we can only have directly a ship that if we buy an used ship, otherwise we must wait some turns to get our ships.
*Carracks: increased tool costs to 40 or 45. Increased production points to 150. Increased cost in Europe
Why not! :D
*All merchant ships should be able to attack, with 3/4 strength modifier, at some point when the king gives you "ammunition and cannons for your fleet". Disadvantage can be added to the defender if the unit have not this ability.
I agree but this is not in the following version that i will do it, but i already thought to this idea.
*Parallel to the construction of galleons 3 new generic military or trade ships should be added to the 2nd period.
-Sloops: 40% against galleons. 7 strength. 5 movement. Military unit.
-Brigantines: 20% against merchantman & sloops. 6 strength. 7 movement. 1 cargo space. Trade/military unit.
-Hookers: 30% against brigantines & sloops. 10% against merchantman . 5 strength. 6 movement. 2 cargo space. Trade/military unit.
If you find the art files of this units, I will add it in the game :). But not in the following version.
if you want a complete revamp of Col 4 in all the aspects following your project.
Of course, there are many work and I don't have many of time to work on this mod. So we must be patient. Your ideas are obviously welcome!
Isabelxxx Oct 04, 2010, 04:51 PM Ok, don't fear my long lists. Take your time.
As soon as I can I'm going to create a new thread to put order in all the ideas & suggestions as well as create some categories to differentiate them easily.
I will try to explain deeply every idea I wrote at top and suggest you some [modcomp] you could try to implement in some way -like the Forts mod-.
The same for the change-log, the readme (pdf) and any translation in the game.
About the art; I have found plenty of art here. All the units I mentioned -and others I didn't- can be found in many civ 4 mods, as well as vanilla civ 4. I will provide you the sources.
Any other point apart from 3D models for the units I'm capable to do it by myself.
M07 Dec 17, 2010, 02:56 PM hi everyone,
I just want to tell you I am on holiday and therefore operational to do modding ;)
Isabelxxx Dec 24, 2010, 06:56 AM Good to know it. Impatient to play a new version.
Isabelxxx Dec 25, 2010, 07:54 PM Have you already seen/considered this: different unit art styles for the civilizations (http://forums.civfanatics.com/showthread.php?p=10048983)?
It would be a great addition to increase the diversity of generic units.
Not sure If I included the required art for land units in the Suggestion list/post, anyway I had already recompiled & classified a lot of graphical resources which could be used to fully implement the unit art styles in DoaNe. I will be adding them here.
M07 Dec 30, 2010, 03:35 PM Have you already seen/considered this: different unit art styles for the civilizations?
There are three differents units in each eras, so it is hard to have a different unit art styles for the civilizations.
Now, I would rather work on commercial aspects of this game.
As you can see in the screenshot, it is a new system of barter with the natives. We will not be able to give gold to indians, but only our goods that they will want have.
I will better explain you this new system when I will finish it.
Jennvare Jan 07, 2011, 09:01 PM The mod seems good so far.
One thing that is aggrivating is that I do not have a button for any of my units to send them to a destination. A "Go To" command.
The Goto Command helps with sending ship back to cities without having to move them one space at a time. I also cannot get any combat odds when I want to send troops/ships into battle.
Is this a bug with missing buttons? It only seems to be the GoTo button missing.
M07 Jan 08, 2011, 06:45 AM Is this a bug with missing buttons? It only seems to be the GoTo button missing.
It is not a bug, I voluntary chose to delete some buttons because i didn't want to overcharge the screen. I didn't think that someone would need to use this button.
Indeed, when one of your unit is selected, you can directly click on your colony with the right button of your mouse and your unit will go to your colony .
You must have the "right-click Menu" disabled!(look the screenshot)
May be you knew it, but we never know :p.
Isabelxxx Jan 08, 2011, 10:03 AM Now, I would rather work on commercial aspects of this game.
As you can see in the screenshot, it is a new system of barter with the natives. We will not be able to give gold to indians, but only our goods that they will want have.
I will better explain you this new system when I will finish it.
Ok, totally agree. It looks really good.
There are three differents units in each eras, so it is hard to have a different unit art styles for the civilizations.
Considering you are working in the commercial aspects, I think I will try to make some of the military suggestions by myself. Then if you like it, you could add it.
The creation of units and assignation of their stats and graphics is not hard to do with xml files, the only point to consider and not easy is the balance in their stats but that is something already discussed.
M07 Jan 09, 2011, 01:02 PM Considering you are working in the commercial aspects, I think I will try to make some of the military suggestions by myself. Then if you like it, you could add it.
Indeed i am working on the commercial aspects, in the following version I will work on military part.
Dazio and I had some ideas about that. For instance, military units won't can be killed in one attack except few cases.
Jennvare Jan 11, 2011, 06:54 AM Sup guys,
After playing a few games with your mod, I've noticed a few things;
The King and Taxes: I currently in a game that is probably just a few turns shy of the second era. Throughout the first era, my beloved King has constantly been trying to extort money from me for military protection, demanding money so I can kiss his ring, and also jacking up my tax rate. My tax rate is at 13%. The King's army has also gone up substantially since I need liberty bells for the founding fathers; but I do not have any Independence points ( I know this is a feature). It has also been hard to build up my two little colonies and get any industry going to earn any coin to keep the king happy, get the units I need, or buy supplies.
For the first era, I would suggest that you take out the Kings spending for increasing his soldiers. Liberty bells dont give independence yet, so why should the king worry about rebellious sentiment?
If the King is so worried about "my enemies", maybe he should volunteer more troops or gold to help protect his "loyal" citizens.
The tax rate should be capped for the first era, maybe 10%??
The European AI's: I really noticing that the other European colonies seems build up much faster than I do and field a stronger army. They also seem to get privateers exceptionally quickly which disrupts my shipping lanes until the King gives me that first escort ship. I use specialists as much as possible and, even in my current game, I had gotten tons of treasure and coin, yet, I still feel like I'm falling behind and at a severe disadvantage. If the other powers declared war on me, I would not be able to defend myself and I'm making soldiers as fast as I can. This has been consistent in several games and I am truly at a loss for how I am so far behind.
The Indians: This truly staggers me in terms of power. All I can say is that if the Indians were this "strong" during the colonial period, the Indians would have driven the Europeans back into the sea very easily. Playing on the "South American" map, the Indians have tons of units. Thats not bad in itself. But the problem comes in that their combat strength is equal in strength to my own veteran soldiers (with swords) and they have substantial bonuses in all terrains except plains/grassland. They even have a settlement attack bonus which means I can't even sit in my cities and hope to defend myself. It's even worse when the other colonies sell horses to them.
This is also especially crucial since every time I capture a European colony (and I mean every time), the Indians declare war on me saying that I am stealing their land. The everything mentioned above comes into play.
You have got to tone down the indian's strength atleast for the first era so that there is a fighting chance for us to defend ourselves. I dont mind a tough game. I've had several in the base game. But with each game I've played, I always knew that if anyone, indians included, declared war on me, my little colonies would be slaughtered and my "beloved" king would send no aid to protect his investments.
I am not sure what things can be done to make things more competitive. Perhaps less crosses during the first era for more immigrants? Quicker education from schoolhouses and such to make specialists faster? Maybe not have each colony build so devoid of buildings to start off? Perhaps the King would be more willing to send troops for free if he notices his colonies are sorely lacking in troops strength in comparison to his competitors?
Just some feed back to give to you in hopes that some imbalances can be corrected. This mod has great potential and I hope you keep building on it. I'm looking forward to your next releases and will keep watch.
Keep up the good work!
Jennvare Jan 14, 2011, 05:22 PM Indian Combat, Healing, & the Second Era
I was finally making to the second era and had five colonies spec'd enough to start making all the manufactured goods. I even has swords being made to make more soldiers.
I also used the "influence" adjuster so that the only squares I took where the ones immediately around my colonies. None of my colonies or squares in use overlapped with any of the indian villages. Things seemed to be going well.
However, my rating with the neighbors quickly went from -1 to -6 in a span of 40 turns. Then, their mounted braves started showing up which meant someone sold them horses. (It wasnt me).
So naturally, they declared war ib me. Two other indian tribes which I had pacts with came to my aid, or tried to at any rate.
Two of my colonies were fairly new and still building so their light garrisons were quickly overwhelmed. That was bad enough.
However, two of my developed colonies had sizeable garrisons of 12+ troops (swordsmen yes since I still could afford alot of guns) plus had the stockade for +70% defense. With each of these colonies, even though I repelled alot of attacks. However, even with medic promotions, my troops healed slowly if at all, and more stacks of indians came!
Counterattacking was impossible since the indians had not only numerical advantage, but they also had all the bonuses on their terrains. SO i had to endure more attacks on my colonies. Three turns later, I was down to my last colony. I killed more of them, and they still kept coming, They were even destroying the villages of my allies!!!
At this point in the game, only swords are readily available. Muskets still cost way too much to get everyone equipped. My indistry was starting to get very profitable in terms of indian trade. Trade with Europe was emasculated by a 35% tax rate!! And, even when my last colony was under siege, the King stated that he didn't see why he had to send any protection to me.
Suggestions?
I am not sure what I could suggest. It take a long time to get your industry going and, the faster the King's taxes go up, the longer it takes. There is no way to appease the Indians even when you buy their land outright, they still say you're stealing it!! Muskets are too expensive to purchase even in he second era (I dont think the price even came down). And it rather universal since my European competitors who were also attacked by Indians also lost all their colonies.
I feel you still need to tone down the Indian strengths or allow muskets to become more prevalent going into the second era. You also need more way to stay friends with the Indians, especially your immediate neighbors. There should also be rewards for being "Loyal" to your King. I don't think high taxes and military extortion is a great way to reward loyalty.
Hope you're still working on this. This mod still had alot of potential.
M07 Jan 15, 2011, 11:39 AM Hi Jennvare,
Don't worry! Most of the things you mentioned will be corrected in the following version.
The taxes system will be changed, the immigration system is soon finished.(I will show you some screenshots of this Europe part).
Moreover, we will be able to be a real business partner with the Indians.
If we are good, we can have +8 in the relationship with Indians. Thereby, we will be able to have an alliance with the nearby Indians.
Gomer_Pyle Jan 16, 2011, 07:34 AM Would it be possible to add Maya Indians?
Also a bug? Italy should be New Italy ???
Dazio Jan 16, 2011, 03:34 PM Would it be possible to add Maya Indians?
Also a bug? Italy should be New Italy ???
Hi Gomer Pyle !
Everything is possible, even if the Mayan disappeared before the arrival of Spanish.
We shall add several natives nations in the next version.
Yes Italy should be New Italy !
Vorpal+5 Jan 17, 2011, 01:50 AM Would it be difficult (or just plain silly) to add an option so that some legendary monsters units are spawned. A sea serpent, a great Indian Nature spirit and so on?
Or at least an option where there are bears and such in the New World? I see there is a start of barbarian nation definition, but I'm at loss on how to proceed from this point.
M07 Jan 18, 2011, 12:19 PM Would it be difficult (or just plain silly) to add an option so that some legendary monsters units are spawned. A sea serpent, a great Indian Nature spirit and so on?
I think that this idea deviates from our aims(Dazio and I).
Or at least an option where there are bears and such in the New World? I see there is a start of barbarian nation definition, but I'm at loss on how to proceed from this point.
I think barbarian nation is a residue of Civ 4 and that there are not really utilities to use them. Moreover, the adding of pirates will embellish the game.
Gomer_Pyle Jan 19, 2011, 01:46 AM Any eta of the next version guys? Really eager to see what you have come up with.
Vorpal+5 Jan 19, 2011, 04:01 AM I can do with Pirates :)
No problem, you are (with Dazio), the Masters...
So, any ETA? Players want to know, hehe!
M07 Jan 19, 2011, 03:39 PM So, any ETA?
What is the meaning of eta :confused:?
If I rightly understood, you want to know when I will propose the following version.
There is much work and I don't have much time :).
I will be able to have more free time in late may because I am a student :p.
Hovever, I will gradually give you some screenshots of what I will do.
Gomer_Pyle Jan 20, 2011, 01:55 AM ETA is estimated time of arrival so you were correct.
Maidhross Jul 09, 2011, 10:45 AM Hi, I was playing version 1.35 in pioneer level, and I found out that during turn 35 when I had 2 privateers, I found that 2 European rivals had already muskets. One had 14 and the other 34. How come?
They are ultra expensive.
M07 Jul 17, 2011, 03:30 AM One had 14 and the other 34. How come?
It is easy, they only cheated! Ia is not perfect we knew it :p.
I wish to say you that I currently work on this mod. I try to be the most efficient to launch the new version ;).
Lib.Spi't Jul 19, 2011, 06:41 AM NEW VERSION!!! NEW VERSION!!!! NEW VERSION!!!!!! WHEN???!!! :-P
Still looking forward to it :-D
M07 Jul 25, 2011, 06:23 PM Dazio is with me since two weeks. We never stop to work!! :p
We try to be fast.
Lib.Spi't Jul 26, 2011, 01:10 AM Yes go go go!!!!!!
:-d
Gomer_Pyle Aug 05, 2011, 08:46 AM Hope its finished soon. Very eager to try 2.00 now. Any previews?
Dazio Aug 05, 2011, 03:03 PM Hi,
We do the final tests. Two or three problems to solve but version 2.00a is complete.
DARCK-PHOENIX Aug 07, 2011, 12:05 PM whe u will upload it?
M07 Aug 07, 2011, 01:42 PM I am currently uploading it. ;)
Markolainen Aug 17, 2011, 01:43 PM I played your earlier version of DoANE and loved it. It fits my playing style just perfectly. Downloading ver 2 now.
Thank you for a great mod!
EDIT: I played it for a while now. It was hard to understand some of the new things. Luckily I've read about the immigration a little before so I understand it somehow at least. But what's up with all the explored tiles getting dark/unexplored again? A manual would be highly appreciated. I know french is your native language but if you just put it in ex google translate it's better than nothing.
EDIT 2: When I build a farm with a pioneer the tile yields no resources at all and I can't assign any colonists to that tile.
M07 Aug 19, 2011, 02:36 PM Sorry for the delay but i was in holidays :D!
But what's up with all the explored tiles getting dark/unexplored again?
Your explorers and your crews(only in a ship) can have a map of all unknown land.
If you want to see them map, it must go in one of your colonies or in Europe.
Then all lands discovered by this unit will be revealed.
A manual would be highly appreciated. I know french is your native language but if you just put it in ex google translate it's better than nothing.
I understand but there is no manual for the French.
It is Dazio's job!! :p
When I build a farm with a pioneer the tile yields no resources at all and I can't assign any colonists to that tile.
It is normal! When you make a farm, you must sow with a agronomist a seedling.
Seedlings can be obtained by native or by your king.
By Native, you must with your explorer talk with the native chief, if they produce tobacco, you can ask them a seedling of tobacco.
Your explorer must go at one of your colonies to give your seedling at your nation.
Then, with an agronomist you can sow (on a farm) some tobacco. But if you are in an ideal latitude you can upgrade your farm with your agronomist.
So you will able to produce more!
It is not easy, but if you do some contract with natives, everything will be fine! ;)
Markolainen Aug 20, 2011, 06:44 AM Sorry for the delay but i was in holidays :D!
Your explorers and your crews(only in a ship) can have a map of all unknown land.
If you want to see them map, it must go in one of your colonies or in Europe.
Then all lands discovered by this unit will be revealed.
I understand but there is no manual for the French.
It is Dazio's job!! :p
It is normal! When you make a farm, you must sow with a agronomist a seedling.
Seedlings can be obtained by native or by your king.
By Native, you must with your explorer talk with the native chief, if they produce tobacco, you can ask them a seedling of tobacco.
Your explorer must go at one of your colonies to give your seedling at your nation.
Then, with an agronomist you can sow (on a farm) some tobacco. But if you are in an ideal latitude you can upgrade your farm with your agronomist.
So you will able to produce more!
It is not easy, but if you do some contract with natives, everything will be fine! ;)
Thanks for the reply. I'll try it out later and hoprfully understand the system better by then. I must say it there are some pretty big changes since the last release and a lot of things have completly different mechanics. So a manual or at least a quick explanation of how the new things work would propably help a lot of people.
You've done a great job with the previous version and I'm loking forward playing the new version now when I know it's not bugged with the farms.
I assume you've modded the AI to use the farms and seeds in a correct way?
How does the AI handle the new system with maps? Doeas it remember everything it has explored even before returning with the new maps or does it forget everything completly until it has returned the maps?
General_Jah Aug 20, 2011, 05:34 PM What is this mod all about? I don't see any description explaining what it does?
Markolainen Aug 24, 2011, 08:26 AM I found some bugs/annoyances and have some improvement suggestions. I don't remember them all and I'll try to remember and post them as soon as i find them in the future. But I'll provide a few now.
Pirates are way to hard in my opinion. Especially when ships are so expensive to buy. Often when I try to defend them with my Naval Escorts they get whacked on 1 turn due to numerous attacks by pirates.
The addition of pirates makes automatic trade to europe hard/impossible too. If it's not to hard to make maybe the battle ships could have some kind of 'guard this ship' command that works in a way that they follow the selected merchant ship and when the merchant ship goes to europe the guard ship could wait or follow it to Europe and then continue guarding it when the merchant ship/guard ship returns.
One possible issue if the guard ship follows to Europe is if it hasn't enough experience and takes 2 turns to return and the merchant ship takes only one. That could be solved by having a tool tip showing how many turns it takes to sail back to the new continent.
And also there are no pirates on the west coast. That in combination with the above often leads to that I only trade on the west coast later.
Some native american tribes don't show up on the scores display when you meet them. Don't know if it has something to do with your new exploration system or not. Se the attached image.
The red circles indicates that I've met both the Incas and Aztecs and in the red square you can see that they are not on the scores display.
The when you plant a seed with the Agriculturist you have to press space again after you've sown the seeds in order to rotate to the next unit/end turn. This is just nitpicking but I thought I'd say it.
If a Agriculturist if fortified and you sow some seeds he continues being fortified when he's done. Often I wait until I get enough gold or a Pioneer is ready with a farm and sow at once after that and when the unit remains fortified afterwards many turns can get lost.
A feature that would help when trading with Europe (especially automated trade) is if you add an exclamation mark on the trade button when a ship is in europe and has tradeable goods. See the green circle on the attached image.
One funny thing happened to me one game. Two of the other colonies gave me around 20k just like that. It happened very close in turns (1-10 maybe).
The only thing I had done earlier was to give one of them 500 earlier.
I think that was all for now. Don't get me wrong and assume that I think your mod is bad in any way. I think your mod is great and I'm only pointing out what I think could have some improvement so that you hopefully can make this mod even better.
Oh, and maybe you could make a new thread for bugs/issues with version 2.0 if you prefer to have all that in a separate thread.
EDIT: I remembered some other things.
I think you should update de civilopedia. I mainly think of the ideal latitude of the terrain features and on which ground types you can plant them. It would make it easier to plan out your settlement locations etc.
You could, for the time being when you have no manual upload the old one and do a quick list of the changes from the old version. I might do that later today if I get the time. Please reply if it's not ok that I temporarily upload the old manual. I'll refrain from uploading or take it down if I already uploaded it in that case.
M07 Aug 24, 2011, 10:39 AM if it's not to hard to make maybe the battle ships could have some kind of 'guard this ship' command that works in a way that they follow the selected merchant ship
A similar idea will be added in a future version.
Some native american tribes don't show up on the scores display when you meet them. Don't know if it has something to do with your new exploration system or not.
It is not a bug! You can only see Indians who are near of one of your colonies.
The when you plant a seed with the Agriculturist you have to press space again after you've sown the seeds in order to rotate to the next unit/end turn. This is just nitpicking but I thought I'd say it.
If a Agriculturist if fortified and you sow some seeds he continues being fortified when he's done. Often I wait until I get enough gold or a Pioneer is ready with a farm and sow at once after that and when the unit remains fortified afterwards many turns can get lost.
Good comments! I will try to fix it.
A feature that would help when trading with Europe (especially automated trade) is if you add an exclamation mark on the trade button when a ship is in europe and has tradeable goods. See the green circle on the attached image.
Really good idea! I will do it!
One funny thing happened to me one game. Two of the other colonies gave me around 20k just like that. It happened very close in turns (1-10 maybe).
I just wish to say two words. Lucky man! :p
I think that was all for now. Don't get me wrong and assume that I think your mod is bad in any way.
Don't worry! It is important to say me all mistakes I did!
I mainly think of the ideal latitude of the terrain features
I already wrote it in the civilopedia
do a quick list of the changes from the old version
It is not easy to do a "quick" list of the changes. But I will try to make one for the new version.
Ty for your comments. It is always useful.
Markolainen Aug 26, 2011, 09:53 PM Another bug is that when I'm hiring a colonist the first cost for hiring is some random high number. But when I try to negotiate it returns to normal.
DARCK-PHOENIX Aug 27, 2011, 02:52 AM Another bug is that when I'm hiring a colonist the first cost for hiring is some random high number. But when I try to negotiate it returns to normal.
i have the same bug
M07 Aug 27, 2011, 06:03 AM What kind of immigrant? A real colonist (in white) or an other?
Markolainen Aug 28, 2011, 02:35 AM What kind of immigrant? A real colonist (in white) or an other?
Both. And also for when the king loans you a boat. I get the text with symbols like '%' etc.
JRL Sep 01, 2011, 08:18 PM Both. And also for when the king loans you a boat. I get the text with symbols like '%' etc.
Indeed, I get the same:
"you will find a galleon in %s1 ready to sail.
Our finances impose us to require you to do share it cost ... The
modest sum of d1% [gold picture] will be paid on your assets"
I also get on the "improvement of the farm" pop-up:
"the improvement will cost you d1% [gold picture]"
And the "end of agreement" popup:
"The deadline, for the contract on the barter
Cacao/Tools between the %s1 village and your
colony New Amsterdam has expired."
Already played 316 turns (25 hours) so far in my game and looking forward to more.
:goodjob:
Tigranes Jan 29, 2012, 07:54 PM The game is crashing the very next turn I land in a New World... Anybody has the same issue?
Robert Surcouf Feb 03, 2012, 10:29 AM Well, I don't know. The last time I checked, I managed to play ...
Someone posted a message on Civfr.com saying the exact same thing as you Tigranes (but in French :lol:).
What OS have you got? Is there any message?
If M07 doesn't reply soon enough, I'll send him a message on Civfr... He'll know what to do :goodjob:
Tigranes Feb 03, 2012, 11:19 PM Windows Vista... One time I was able to "cheat" the crash with the help of Worldbuilder, but than I could not found a colony!
Robert Surcouf Feb 08, 2012, 01:48 PM I've posted a message on Civfr.com... Let's see if M07 replies...
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