[MODMOD] Age of Further Discovery v0.03 for AoDII v1.12

I have seen in the mod "1492 Global Colonization" a special tag for units that cannot reveal map:

...NoRevealMap...

Would it be possible to add that feature to AoD2/AoFD ?
Exploration by treasure chests is just too easy and completed too fast, typically within 80-100 first turns I can get the whole continent revealed. They further visit villages and get bonusses from tribal chiefs. It's like chain reaction!

I have seen in this thread a proposal of making exploration more difficult, I would support it too. Maybe an option during game setup to add special exploration events, e.g.:

- ships revealing tiles to sink in storms or on reefs, underwater rocks, etc
- scouts dying from illnesses
- hostile native villager responses
- ...
 
I like the unique soldiers and the idea of new resources, especially prime timber coming back to the picture, even though that lumber isn't a really bad problem to begin with.

The installer .exe is a fine addition, but I still have gripes about installation though. It seems, no matter what I try, AoDII and AoFD can not coexist. At least not when I have savegames on AoDII. I'd like AoFD to have a folder of it's own which is not named "AgeOfDiscoveryII".

Also, being still a new WIP, I'd like to see more refinement on new resources, of course, and especially for gold ore. How about adding a mint building type (coin pressing facility), or at least a jewellery of some sort?

A mint could literally make coins out of gold ore. Since this is a very powerful economical mechanic, I'd say that it should require Declaration of Independence. King wouldn't want you pressing coins yourself, now would he? Or then at least some Founding Father for the mint building to be enabled.

If this proves too difficult or powerful, I'd be happy to convert 1 silver + 1 gold ore into 1 beautiful piece of jewellery, which would sell very greatly to both indians and the European port.

Anyway, I'm keeping wishes that I'd one day get time to invest in modding myself. I'd like to see more multi-resource consumption. For example units would require cloth and coats etc. to be created (soldiers, scouts and dragoons). Or then the additional resources would be used to boost some other production facilities - coffee for those morning shift workers. :D

Enough derailing for now, just happy to see a good idea or few put into a nice package like this :)
 
The installer .exe is a fine addition, but I still have gripes about installation though. It seems, no matter what I try, AoDII and AoFD can not coexist. At least not when I have savegames on AoDII. I'd like AoFD to have a folder of it's own which is not named "AgeOfDiscoveryII".

Hi Paranox,

If you want to be able to play both AoDII or AoFD they can coexist, and it's quite simple! You probaly have first installed AoDII and then used the .exe installer to install AoFD, right? The .exe installer updates the AoDII files in the "AgeOfDiscoveryII" folder so :
  • First, this "AgeOfDiscoveryII" folder where you have installed AoFD, rename it to "AgeOfFurtherDiscovery".
  • Also rename the "AgeOfDiscoveryII.ini" file within that folder to "AgeOfFurtherDiscovery.ini", open it with notepad and change the "Name = AgeOfDiscoveryII" to "Name = AgeOfFurtherDiscovery".
  • Now you can reinstalled AoDII in it's "AgeOfDiscoveryII" folder and you can play one or the other...
Also, being still a new WIP, I'd like to see more refinement on new resources, of course, and especially for gold ore. How about adding a mint building type (coin pressing facility), or at least a jewellery of some sort?

A mint could literally make coins out of gold ore. Since this is a very powerful economical mechanic, I'd say that it should require Declaration of Independence. King wouldn't want you pressing coins yourself, now would he? Or then at least some Founding Father for the mint building to be enabled.

If this proves too difficult or powerful, I'd be happy to convert 1 silver + 1 gold ore into 1 beautiful piece of jewellery, which would sell very greatly to both indians and the European port.

Anyway, I'm keeping wishes that I'd one day get time to invest in modding myself. I'd like to see more multi-resource consumption. For example units would require cloth and coats etc. to be created (soldiers, scouts and dragoons). Or then the additional resources would be used to boost some other production facilities - coffee for those morning shift workers. :D

Enough derailing for now, just happy to see a good idea or few put into a nice package like this :)

On my ToDo list... Stay tuned!

Aymerick
 
Actually, I think a cool idea would be to make a kind of RFC thing happen where the Spanish start in 1492, the English in 1600, and everyone else when they started (China is 1432). Also an Americas map to go along with that would be fun.
 
Hi Paranox,

If you want to be able to play both AoDII or AoFD they can coexist, and it's quite simple! You probaly have first installed AoDII and then used the .exe installer to install AoFD, right? The .exe installer updates the AoDII files in the "AgeOfDiscoveryII" folder so :
  • First, this "AgeOfDiscoveryII" folder where you have installed AoFD, rename it to "AgeOfFurtherDiscovery".
  • Also rename the "AgeOfDiscoveryII.ini" file within that folder to "AgeOfFurtherDiscovery.ini", open it with notepad and change the "Name = AgeOfDiscoveryII" to "Name = AgeOfFurtherDiscovery".
  • Now you can reinstalled AoDII in it's "AgeOfDiscoveryII" folder and you can play one or the other...

I got it to work but noticed some differences in what you said and what worked for me.

Firstly, I copied a duplicate of AoDII folder in Mods-folder, and installed AoFD on top of the original. Then I renamed the new AoFD folder to "AgeOfFurtherDiscovery", and the copy to "AgeOfDiscoveryII". Tested AoDII, worked nicely. Then I tested AoFD, which threw up a lot of XML errors.

I realized it was the .ini file I forgot after reading that post of yours. When I went to rename the .ini file in AoFD folder I was greeted with both mods' .ini files in the same folder, plus some backups. I tried fixing the Name-value in the "AgeOfFurtherDiscovery.ini" file, but it didn't work, just kept throwing XML errors.

I had to remove all pre-existing AoFD-related .ini files and rename the "AgeOfDiscoveryII.ini" file to "AgeOfFurtherDiscovery.ini" before it worked. I guess it was due to Modular XML loading option not being activated in the AoFD .ini files I found in there. The other only difference I saw was the "general mod" in description.

Anyway, thank you very much for pointing me in the right direction :)
 
Hi folks,
as the "original" AoD2 has some unsolved Hotseat issues, I went to try out AoFD ... and ran into some -yet different- issues.

Here's what I did:

- On top of AoD2 1.12, I unpacked the AgeOfFurtherDiscovery_v0.03.rar, like this :
* First, this "AgeOfDiscoveryII" folder where you have installed AoFD, rename it to "AgeOfFurtherDiscovery".
* Also rename the "AgeOfDiscoveryII.ini" file within that folder to "AgeOfFurtherDiscovery.ini", open it with notepad and change the "Name = AgeOfDiscoveryII" to "Name = AgeOfFurtherDiscovery".
* Now you can reinstalled AoDII in it's "AgeOfDiscoveryII" folder and you can play one or the other...

- Then, I did this to get rid of the Australians (the aborigines never went to conquer America, right?)
<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable>
Because xml files in a module folders have priority over any other, you need to make these changes in the "AoFDMod_CIV4CivilizationInfos.xml" file of the "Mods\AgeOfDiscoveryII\Assets\Modules\AoFDMod" folder.

Now, I have the following issues:

- shrouds on the portugese ship model are "broken"

- new tradegoods/ressources (gold, dye) show up without names, pedia entries etc.

- language says "english", and I can't change it, though part of the game still shows up in german?!



Any help would be greatly appreciated !!
 

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Hi folks,
as the "original" AoD2 has some unsolved Hotseat issues, I went to try out AoFD ... and ran into some -yet different- issues.

Here's what I did:

- On top of AoD2 1.12, I unpacked the AgeOfFurtherDiscovery_v0.03.rar, like this :


- Then, I did this to get rid of the Australians (the aborigines never went to conquer America, right?)


Now, I have the following issues:

- shrouds on the portugese ship model are "broken"

- new tradegoods/ressources (gold, dye) show up without names, pedia entries etc.

- language says "english", and I can't change it, though part of the game still shows up in german?!



Any help would be greatly appreciated !!

Hi Arralen,

Try using the exe installer, that should solve your problems... As for the Hotseat issue, I'm affraid AoFD won't be different that AoDII because it uses the same source code. Still let me know if it works!

Aymerick
 
Hi Arralen,
Try using the exe installer, that should solve your problems... As for the Hotseat issue, I'm affraid AoFD won't be different that AoDII because it uses the same source code. Still let me know if it works! Aymerick
I fail to see where the exe installer should help, unless it's actually v0.03b or something, with A) a borked ship model and B) missing localisation files, but I also fail to see where to download it, so ... :rolleyes:

Localisation / ressources problem *solved*
I deleted the contents of the AoFD folder, started AoD2, switched to english, then copied over all the files, applied AoFD modmod - and everything seems fine. Can't change the language setting, though, so my son has to brush up his skills a little bit more ;)

the Carrack ship model
Dunno. Check the pic. Looks odd, but works nevertheless ...


PS: The Hotseat troubles seem to be solved, at least up to now:
- Meeting other Europeans gives the message and the contact button to the player who meets them, not the other one.
- Rushing a building worked, fine, too, but I'll better try with exactly the same one to be sure.
- There might be slight problem with the Fountain of Youth, as the colonists appeared before the event screen, and player2 got double the number of colonists than player 1, though in one turn, so this might be random?

PPS: There's one problem, though:
The french start and buy what is called a Caravelle, and shows up as such on the F2 screen (2D-pic), but on the world map the 3D model is that of a larger ship - looks like an english wargalleon, actually. The problem is apparent in the 'Pedia.
 
DL-ed this awesome mod again, still the best for Civ4Col :goodjob:
Here is a few things I noticed:


Both the Maya civilization's and Maya leader's colonizopedia entry is wrong, it's just a copy of the Aztec civ's and Montezuma's.

The art for the LH's could be easily improved, there were many new and awesome LH's in the Civ community in the past half year. Just to give an example Ekmek and IgorS updated Henry the Navigator, and the new version is much better.
Probably I should ask these things in the original AoD thread too, but you already improved and changed the art for some leaders (Simon Bolivar), so I hope you are willing to do these changes too :)

Also, have you ever considered to add the Danish civilization? They are in some other Colonization mods, and I think it would be another cool add-on here too.


EDIT: You should definitely rename King of China to Empreror or China or something else.
Back to LH art: we could easily find some suitable art for a second chinese leader, and to replace the russian Ermak (who should really be replaced IMO)
Hm, and it would be cool to add Inuits as a new native tribe
 
I fully support the idea to add the Inuit as a tribe, we need a logical choice for arctic regions.

Other ideas might be the Algonquin (which are a tribe by themselves but could also represent a broader group such as the Cree and other related peoples) and if there was interest, the Cree could be added separately (they're a very large and significant group throughout large parts of Canada, even to this day).

Take a look at these maps:

Algonquins (not including most Cree)



Cree

 
Apparently AoFD has inherited one of the main Hotseat Bugs from AoD2:

Education is broken, in that player 2 is asked to choose the profession for a colonist that player 1 put into school that turn.

If he does, I-don't-know-who is charged for the costs (it's not player 1, and AFAIHS player 2 neither), and the colonist is still in school on player 1's next turn, presumably graduating after the required time.

Having the other player choose the profession wouldn't be that bad especially in a hotseat game, but free education is a game-breaker. :(
 
Wow...just wow! Awesome work, having a blast with these mods, and you all have rejuvenated Col for me. Thanks! =)
 
Hey Aymerick!
Still no plans to update this modmod?
 
I noticed that Dom Pedro II reuploaded his Mod Triangle Trade, but this time he added the source files, I guess (don't know how) that it can be merged to this MOD and convert it in the ultimate MOD together with AOD!
 
Hello everyone, I took a look at this MODMOD, and I managed to update it a little, hope the authors don't get mad about this unnoficial update :)

v0.03a (Unnoficial) Changelog:
* Added Diligence Unit
* All civilizations starts with a Pioneer (Free Colonist) and a Veteran Professional Soldier as the old original Colonization.
* Changed Gold Miner Icons at the European Screen (based on the Silver Miner)
* Reverted tweaking of some units scales at the European Screen (I think that it was odd)
* Fixed Conquistador graphic at the European Screen (no more pink box at the dock and tweaked the size, now has the same size as the others units at the docks)

You just need to overwrite the files over the MOD.

I think that it will be great that the Gold Miner appears in the right order in the Purchase Window and the treasures doesn't reveal the map, I saw it on other MODs but I don't know how to implement it.
 

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I thought a bit and I believe that this will make the Modmod much better:

First the changes I think that are the easy ones (don't know well how to implement myself)

* Coastal Trader Unit from Triangle Trade

* Cocoa Resource & Cocoa planter & Cocoa Plantation (Cocoa was unknown in Europe until the Spanish met the Aztecs in America)

* Treasures can't explore the map

* Gold Miner unit needs to be right sorted in the European Screen, Purchase option and his cost should be a bit higher than the Silver Miner.

* Maybe the unit I added (Diligence) should be good that you must have a Lumber Mill already builded in the city to build it as a requisite.

* We can sum the Tortuga Screen that is already done in AOD2 besides European one. In that screen at the docks, you should be able to recruit several kind of pirate units, we can use the units already made in the mod and tweak the values, to be able to get some kind of pirate army and be able to attack a city and stole money and resources from it without declare the war (never conquer the city). Of course these units should generally be weaker than professional soldiers and should cost an amount of money each turn to mantain them if you don't have money, the units deserts (disappears).

* Privateers requires a Pirate Captain to sail (the ship consumes him). This unit just is available at the docks in the Tortuga screen.

* Slaves, it will be great to have an option in the European screen to comission from Africa a ship with slaves, paying a sum. After three turns, it will appears a ship with 3 slaves that left them in your first colony, after that the ship returns to Africa (disappears) The slaves only can work in the colony land not the buildings and can't explore the map. Once you declare the Independence they are set free. (if someone feels offended about this it isn't the intention, it's just a game and a historical fact that from Africa some European nations sent ships with slaves to America to get manpower)

Hope everybody like all this
 
if i have a save game that keeps crashing when it's loading , or a game that keeps crashing at a certain point , should i post it here so someone can figure out what's causing it to crash?
 
if i have a save game that keeps crashing when it's loading , or a game that keeps crashing at a certain point , should i post it here so someone can figure out what's causing it to crash?

Hey Talquin,

Post your savegame and I'll take a look...


I have seen in the mod "1492 Global Colonization" a special tag for units that cannot reveal map:

...NoRevealMap...

Would it be possible to add that feature to AoD2/AoFD ?
Exploration by treasure chests is just too easy and completed too fast, typically within 80-100 first turns I can get the whole continent revealed. They further visit villages and get bonusses from tribal chiefs. It's like chain reaction!

Regarding Treasure units revealing maps...

I agree that exploring the map with treasures looks like an exploit as it is right now, but I have tried Dom Pedro II's "NoRevealeMap" and I don't like it. Your treasure just ends up stock on the map somewhere and unable the move...

While this could easily be fixed by limiting treasure units visibility range to the plot he's already on, I think I may have a better idea that would not only fix this exploit but also add some gameplay value. Well, actually the idea is not mine but comes from the original Colonization for those who remember...

Back then, Native Braves who were wandering the map would try and attack undefended treasures (whitout declaring war). You needed to have a scout or a soldier escorting them to make sure they arrive safely to a city!

I have implemented this and I'm also working on other Native stuff from Col1 like city raids when attitude changes...

So what do you think?

Aymerick
 
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