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

Hey Aymerick, good to see the new version... have dl'ed and will have a look see soon :)

In the meantime here are buttons to go with the graphics I did for the new buildings on the city management screen. Hope you like them :)

There are buttons for all 13 new buildings (twelve pictured plus Village Hall).

If anyone wants me to upload the edited ArtDefines_Buildings.xml then just let me know.

Cheers, k :)
 

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I think there is a bug in your modmod...
I had a free colonist working as a gold miner, and after some time he got promoted to expert SILVER miner :confused:
 

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I must be the only one incapable of installing this modmod to AoD 1.12
 
I think there is a bug in the icon showing over a city when you for example run out of storage for indigo or coffee. It is pink and not showing the actual image.
 
First off, amazing mod or mod-mod.

Everyone working on this deserves a huge round of applause, amazing work, high-quality and all for complete strangers for $0. Who would even dream of complaining/criticizing?

Well, I wouldn't...




Buuuuuttttt... I might have a couple of suggestions, issues I'd like to bring up. I've noticed a couple of things that have been happening and I wanted to either confirm it, or ask if something could be added, changed about it.

Disclaimer - I've only played a couple of games so far on Governor and I haven't finished any game as of yet. I usually play Huge/Marathon. Also, most of my issues (I believe) have to do with the Plantation side of things, not sure if they can be changed.

Too Many Colonists Learning by Doing/Schools Almost Needless - At first I was ecstatic to see one of my indentured servants turned free colonist, then eventually expert lumberjack. It brings back one of those lucky features from the last game and it's realistic. If you're doing the same task over and over, even if you started as a novice, you'll eventually be a master. It just takes time.

In my current game I've had converted natives, indentured servants, free colonists become carpenters, lumberjacks, farmers (lots of those) and in some cases, distillers and a couple have become Statesmen.

All that is great but... with all of these colonists learning-by-doing, what's the point of having schools/large schools/colleges/universities? Only to train Veteran Soldiers (which would still be worth it, maybe)? Also, why bother sending a free colonist to learn from the natives if they can just learn by doing it. If you just forget about training and put your colonist into action you get the frutis of his labor while he learns how to master the craft you've assigned him. So it seems that schools, colleges, universities and native knowledge is greatly devalued. Am I wrong in observing that?

Maybe the learn-by-doing ability should be only for manual labor. If you're a lumberjack, you'll learn a lot by doing. If you're an Elder Statesman, you need a LOT of education and training to even begin your work. Just a suggestion to maybe make schools useful again.

Coffee/Indigo Practically Useless Shortly After Starting, Need An Refined Product/Next Step - I'm about 100 turns in and Indigo and Coffee are almost useless. My King keeps raising my taxes on coffee and I keep bowing to his demands because no one outside of Europe pays for coffee/indigo. Am I right? Maybe Europeans do, but they never have enough money to make it worth dealing with. If I hold a party, indigo and coffee will become COMPLETELY worthless. Already they're not profitable. The price ranges from 5-7? Then drops to 2-3 or worse. With taxes taken out that not even worth the trip. The same goes for Indigo.

I LOVE the idea of added resources. I love the wheat/buffalo, gold, indigo, coffee... but just like all of the other raw products (outside of lumber, gold, silver & food) they need a refined product. Indigo could be made into a dye... it could even be combined with cloth to make Clothes and become a third-level product, even more valuable to Europe/Natives. The base resources, indigo and cotton, grow in the same area so it wouldn't be a major hardship to get them combined. I'd liken it to Automobiles in Railroad Tycoon 2... you needed coal & iron to make steel and you needed rubber to make tires and then you needed steal and tires to make cars. Took some effort but it was worth the ending bottom line.

Coffee would be harder to do, I'm not sure what you can make coffee into other than... coffee. Maybe it could be added to lumber and made into trade goods, not sure. That would mean trade goods would have to cost more. I'm sure someone could come up with something smarter than this.

But as it stands, coffee and indigo outlast their value within the first 50 turns. I love these additions so I'd love to see them developed further if possible.

European Powers Are Cake To Take Over - Not sure if this has to do with playing under Patriot, but I was minding my own business when France declared war on me. I was thinking I was toast since I had NO troops in my border towns. I thought I was lucky to get soldiers into place before an attack... then... nothing.

Crickets... all quiet. I equiped a could of soldiers with horses and sent them into enemy territory and I walked into six/seven settlements before finally finding some resistance... which was easily brushed away. Thanks France.

The only drawback was France was bff with half the Natives and one of them declared war and I looked back and saw my original colonies in flames. I loaded an autosave and kept bribing the crap out of France's bros with gold/products I wasn't going to sell for much anyways and I was able to completely conquer their lands.

I wasn't even trying. They picked a fight they could even hope to win, practically unprovoked.

Is this normal? has anyone else seen this? Do I need to be less of a puss and play at a higher difficulty? I wanted to dip my toes in before I got my arse handed to me in a mod I'd never played before.


That's all I got so far, but I can't say enough about the game. I don't think I can play the vanilla game ever again. The skins, added tribes/nations, all of it is just too good to ever leave out. It's all done extremely well, very impressive work guys. Thanks for all of that.
 
Hi Hokie200proof,

Thanks for the input, I'm glad you like our ModMod!

I don't have the time right now to work on that, so you'll have to be patient...

Too Many Colonists Learning by Doing/Schools Almost Needless

This is AoDII related, but I agree with you that it doesn't work great yet. I do plan on making changes on education based on the original Colonization. So Petty Criminals and Indurated Servants would gain there way to Free Colonist by military victory (promotion like style) and Free Colonist could have a chance to become specialist by experience (maybe lesser than it actually is with AoDII or dependant on some other factors).

Coffee/Indigo Practically Useless Shortly After Starting, Need An Refined Product/Next Step

I've been working on a new version for Plantation Economy that will add more first and second tranformation or combined transformation but like I said, don't really have time right so please be patient!

I've already have done Tar, made from lumber by a Tar Distiller and used to build ships somewhat like tools do. And I'm also working on the code to allow multiple yields to be consumed for producing another one, like using Cloth and Indigo to make Fine Clothes or something like that.

European Powers Are Cake To Take Over

Maybe you could try on harder difficulty levels? But remember that other Civs will declare war or make peace based on diplomatic relations, unfortunally not on there actual capacity our wining chances...

Aymerick
 
Thanks for the reply... I can't wait to see the next version. No worries, no rush, I'm having a blast playing this modmod.

I was pretty pissed when I first got the game with all the bugs, broken values, etc so I shelved it for a long time. I decided to reinstall it and it's like a whole new game... a fun, engrossing game with tons of replay value and that's all thanks to you and the other mod'ers.

Thanks again.

BUG - Just ran into a really weird bug. I'm fighting off the Cherokee and I see that I have 71,000+ in gold. The previous turn I had something like 1500. Then I hear the coins sound and I see "41,000 silver sold for 70,000 because Guadalupe ran out of storage". I check the city and I have over 500,000 of food, silver and rum. WTF? I'll try to get the screen grab tonight. I loaded a save game but I had to go before I could see if the bug repeated.

What's really weird is I don't even have a Warehouse Expansion in Guadalupe... the 41,000 should've been thrown away. Also the 700,000 in food would produce a new colonist every turn of the game from then on.
 
1) I can't unzip this file to mods, it has a bunch of errors. I think it has to do with my zip program, Jzip.

2) Unless it's copying AND pasting the folder over the existing AoD folder, there is no prompt to replace the existing files.

I'm guessing it's either because I have Vista or because I'm not very good at manually installing things.
 
@Nolan08, you can unzip the file anywhere you like if you are having problems. Then just copy and paste the unzippeed AgeOfDiscoveryII folder over your existing AgeOfDiscoveryII folder. You should make sure you have a clean install of AOD2 first though.
 
@Nolan08, you can unzip the file anywhere you like if you are having problems. Then just copy and paste the unzippeed AgeOfDiscoveryII folder over your existing AgeOfDiscoveryII folder. You should make sure you have a clean install of AOD2 first though.

Unfortunately, I'm copying and pasting it over the original folder and nothing is replaced. F'ing Vista, it's against Civ IV. lol
 
I have Vista too. I had to turn off User Account Control to get some mods to run. Have you tried that?
 
I have Vista too. I had to turn off User Account Control to get some mods to run. Have you tried that?

Yes, I turned off UAC and it still didn't copy over the files. This is upsetting...this is why I wish easy automatic installations were included with every mod and modmod lol...
 
Yes, I turned off UAC and it still didn't copy over the files. This is upsetting...this is why I wish easy automatic installations were included with every mod and modmod lol...

I think uninstalling Vista is the solution, not auto installing the mod! :p
 
For some reason the mod doesn't load :( It gets as far as "Loading XML (Uncached)" and then it gives me a ton of errors telling me various units/leaderheads/civs don't work and then it crashes :( I stopped it from loading Custom Assets, and from using Custom XML, but that didn't change things, what am I doing wrong?
 
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