First, jsut wanted to say awesome mod; been playing it for the last couple weeks.
Cant get the 1.3 to load. I've downloadded and overwrote (merged) the files into the 1.2 version, but when I go to load it it takes a while and then comes up with a Colonization has stopped responding error. Using XP, dont know if that makes a difference, but havent had any problems with 1.1 and 1.2. I noticed both the file download and the merge take quite a while.
Really looking forward to the Mauraders spawn fix; they have been driving me insane with how close and often the spawn to the same location in 1.2. alot of times they would spawn at a nearby native village and were invisible until they attaced one of my workers or travellers.
Also, highest on my wishlist would be being able to plant resources (cotton, barley, wine) like the sheep/cattle. also, another couple ideas I had:
-it'd be cool if you could do something with the sheep (like turn them into hides or something). I love how the cows convert to hides and lux food. I alwasy just end up taking the sheep to the fair every time I get 100 unless I need to plant some. maybe if the butcher could convert the sheep at a 2:1 ratio or only give hides from the sheep.
-it'd be cool if there was a 2nd yield for grasslands (like cotton/barley). dont know what it would be (coffee, indigo??).
-itd be cool if the justice also had a founding father line associated with it. I usually find myself not very concerned with it until late game when I "have nothing better to do".
one last thing, since you cant native train the slaves/serfs/outlaws anymore is there any way to improve a slave? it's also difficult with the outlaws, because usually by the time I get around to producing Justice in a city I dont have available spots that I want to put a criminal at. maybe a jail or labor camp to help "re-educate" them like the school does?
K, I am reuploading 1.3 now, I must have somehow merged in older files. So, please check out the new Update when its uploaded.
I forgot to add in an option to turn off Marauders totally. So, I'll have to do that next update. When you hear that Marauders have been spotted in the hills its always a few turns before they actually appear. This is done so that the player will have time to set up a defence. If you have a Tower built nearby they will tell you exactly how many turns until the Marauders appear. With Update 1.3 the new Outposts/Motte and Bailey/Castle provide the same benefit. Anyway, test out 1.3 and let me know how it goes.
The plant resources option does sound pretty sweet so its definitely on the to do list.
Yeah, we need something to do with Sheep besides just sell them. I could add an option to the Butcher much like the Armorer so that you can click on the Butcher's house and select which type of Animal to butcher.. cows or sheep. Hows that sound?
I have plans for the player to be able to open up New trading routes. These trading routes will allow access to new Resources like Silk, Porcelain, Coffee, and Indigo. So, yeah on the to do list as well.
Founding Fathers will probably be one of the last things I work on. Like I mentioned before if anyone wanted to rework the founding fathers I'd be glad to post the changes for others to test.
Slaves, at the moment, are probably useless. The plan is to make it so they cost no food and serfs cost only one food. Also, in the plans is to allows the player to purchase a Slaves freedom... then they will become Serfs or Peasants or even have a chance to already be proficient in a profession.
A jail for the Criminals is something I thought of as well. So, yeah thats a good idea.
When I get the chance I'll post everyones suggestions on the second post so we can keep track.