Things we'd like to see in future versions

Joined
Dec 31, 2001
Messages
497
Location
Christchurch, New Zealand
Ability to abandon colony

Treasure can only be automatically shipped in colonies with a dock (to avoid exploit)

Either leader attributes or FFs which gives +1 movement and/or +1 defense to treasure

Treasure should not be able to explore or move into uncharted territory, nor have first contact with natives. If treasure uncovers a goody hut, the goody hut produces nothing and there is a possiblity that the treasure is destroyed

Attacking/stealing unescorted treasure should not be considered an act of war and the AI programmed to know this. This idea is redundant however, if the bandit unit is introduced into the game (see below)

More variety in goody huts besides promotion and treasure such as:
free unit - a free colonist or even possiblity of specialist or converted native (lost tribe)
new colony founded automatically (with one colonist inside)
unleashing hostile natives
discovering a "lost" founding father (such as Doctor Livingston) giving unique attributes
being knocked out by bandits and dragged somewhere new (equivalent of jumping through a wormhole)
ambushed and having horses stolen (if a scout) or guns stolen (if armed)

Replace bSingleInstance with iNumberInstances for buildings.xml

The Bandit - new unit equivalent of privateer except on land. Seen as neutral by other nations thus can be used to harrass Europeans and natives and capture treasure. The nationality can be exposed, however, by being in the vicinity of an expert scout from another nation and will cause a diplomatic incident.
Suggestion for how to create a bandit - a petty criminal armed with 25 horses, 25 muskets, and 25 tools. The petty criminal can either be armed at the European dock or in a colony. When exposed, demoted back to petty criminal (loses horses, muskets and tools).
 
I merged tha abandon colony mod to aodII already and it works just fine.
The abandon colony only edits one file and is commented to mark it's own code. I just copied the appropriate sections (there are 4 marked 1/4 2/4 3/4 and 4/4) into the aodII file of the same name. Whenever you press ctrl x you get a confirmation screen asking if you want to delete the colony. If you say yes ut is gone and no resources or colonists are recovered. This is good as it prevents gaming the system for gold treasures.
 
I disagree that you should lose your colonist if you abandon the colony, that's too rough. You may have created it by mistake or should be allowed to change your mind later. In col 1 I think a colony was only considered permanent once a stockade was built and had a population of 3. You abandoned the colony by putting the last colonist outside it. I personally think that requiring a dock for treasure shipping should be enough to deal with the exploit.
 
The problem is that people will use an old game exploit to create a colony ship back their treasure and abandon the colony. If Dale could implement a way to prevent the exploit it would be a great idea to then get back your colonist.
 
Fix the "Europe" labels to read as "Asia" where appropriate for New Russia/New China/New Australia.
 
It should still be Europe for Australia. Australia is really just another set of English colonists.

Even if it did represent some alternate history where colonists in the Americas were coming direct from Australia, that would be Asia either.
 
The problem is that people will use an old game exploit to create a colony ship back their treasure and abandon the colony. If Dale could implement a way to prevent the exploit it would be a great idea to then get back your colonist.
It's kinda annoying when people don't read the posts properly. I explained how to fix the exploit in the second line of the OP. Read it. If you had, we wouldn't be having this conversation.
 
It's kinda annoying when people don't read the posts properly. I explained how to fix the exploit in the second line of the OP. Read it. If you had, we wouldn't be having this conversation.

Yeah I noted it the first time, then chuckled later. ;)
 
Actually i did read it. I was just reiterating the problem with the exploit. There are many ways to fix the exploit not just yours. I left it open ended to allow for conversation. If you have a problem with accidental creation of colonies; I suggest you change the civilization.ini to save every turn. Then you could reload immediately after the incident with a minimal loss of game and real time. However I know this is not workable in multiplayer games. Therefore more conversation needs to occur and perhaps a better solution could be obtained.
 
Actually I think your idea of having a dock to ship treasure is a very good one. My idea is more complex, but attacks the exploit itself. Therefore allowing creation or destruction of a colony as a player desires. Historically, The Spanish fleets would sail to their various ports picking up gold, silver, and valuables annually and sail back to Europe. The fleets often become scattered so a variable size escort would be available at times. Resulting in increased pirate activity. So why not recreate this idea.

1) Eliminate the standard method of shipping treasure.
2) Have a galleon and 0-2 escort ships from each King sail to all port colonies for each player and allow the selling of treasure located in that colony while the galleon is in port.
3) The king pays you at that point for selling the treasure.
4) The kings galleon loads up and continues on.
5) The fleet must sail back with the treasure and therefore creates a potential pirate target.
 
It should still be Europe for Australia. Australia is really just another set of English colonists.

Even if it did represent some alternate history where colonists in the Americas were coming direct from Australia, that would be Asia either.

Australia is part of Europe? Wow, I must really be a Yankee when it comes to geography, I could have sworn Australia was about as far from Europe as you could get! heh.
 
Australia is more accurately the name of the colonies not the name of the homeland. Australia was colonised by Europeans, specifically the British.

I personally think Australia was a weird choice for a nation in this mod, since during the timeframe of American colonisation, Australia was inhabited entirely by native populations. Some of whom are thought to have never discovered fire.
This is why I say they are just another set of English colonists.
 
...Australia was inhabited entirely by native populations. Some of whom are thought to have never discovered fire...

Boy they're sure making up for it now though! ;)

But really, this is a game; it's more about fun than realism. So have Australians, even Kiwis! And why not even have modern leaders founding the American colonies such as George Bush? Of course, all his attributes would be negative.. :D
 
Australia is more accurately the name of the colonies not the name of the homeland. Australia was colonised by Europeans, specifically the British.

I personally think Australia was a weird choice for a nation in this mod, since during the timeframe of American colonisation, Australia was inhabited entirely by native populations. Some of whom are thought to have never discovered fire.
This is why I say they are just another set of English colonists.

The Portuguese and Dutch discovered Australia in late 1500's/early 1600's. So it's not ridiculous to consider that had things gone a different way Australia could've been Portuguese in early 1600.
 
True, and this is why I'm not openly advocating it removal (also I am a little honoured you chose to include it at all), but I think my earlier point remains that if you were to change the text to say "back to Asia" or similar for China and Russia, that such a change would be inappropriate for Australia.
 
Considering I'm an Aussie it was only a matter of time before I put the Aussies in. ;)
 
Yeah, Aussies are nice -they are my personal favourites!

The Queen of Australlia is a bit strange though, I think it probably means Britain.

Perhaps Aussies should get their mother nation fixed - and then gain independnce from it.

I also find Australian leader portraits a bit dull. Also three leaders are a bit excessive.

The truth is nations and leaders vary strongly. Some are overpowerer, some underpowered. One day, we should fix them.

Saying that I would love to see proper royal British, French and Spanish flags one day. Ingame early australlian flag sucks. Royal flags are awful.

The only flags which I like are the DoI flags Dale implemented.

Whole issue is not a priority at the moment in my opinion.
 
It should mean Britain, and I think I changed that text in my mod so that the nation could be Australian colonies rather than British colonies yet still have Queen of Britain. (If anyone here has played my mod and noticed this not to be true in any location, tell me.)
However, such a change is less practical in this mod.

The leader portraits are dull because I need to learn how to use Blender before I can change them. (I can use 3dsMax, but I need to do this on my computer and using legally owned programs to be able to use my mod in folios and mod competitions).

And three leaders is because my mod doesn't have nay other playable nations. So instead of vanilla's 8 leaders, I have three. It would not be unreasonable for Dale to remove one (I recommend Deakin)
 
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