Changes for v1.08

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All my colonists seem stuck as 0% tories, even the ones born in the New World, but I'm hoping that will change once I get some elder statesmen working their stuff.

Two other people, which I know, and myself face the same problem. It seems there is a damn bug hiding somewhere.

RS is stuck at 0%, as you described, no matter how many bells, buildings, specialists or FFs you have. The bug seems reproducable at all difficulty levels, maps and nations.
 
Edit the map file with notepad and replace the path from:
"\Colonization II\Mods\AgeOfDiscoveryII"

to:
"\Colonization II\Mods\AgeOfDiscoveryII_1.08".

Alternatively, you can edit the mod directory and rename it to:
"\Colonization II\Mods\AgeOfDiscoveryII"

HTH

Tried that and it did not fix it. So I removed the mod name and left it as
modpath=
It works just fine now.
 
Two other people, which I know, and myself face the same problem. It seems there is a damn bug hiding somewhere.

RS is stuck at 0%, as you described, no matter how many bells, buildings, specialists or FFs you have. The bug seems reproducable at all difficulty levels, maps and nations.

For those suffering this problem, is that with the 1.08 update or 1.08 full?
 
I installed the official patch, then installed the full 1.08 mod.
I had assumed that all my colonists were at 0% tories because I have not yet put a single colonist to work as a statesman. However, I did refuse several demands for cash from the king, and I was under the impression that refusing demands should raise the rebel percentage slightly.

This said, I had been under the impression that new colonists grown at home, from food surplus, would have a higher rebellion rating, but it appears that they too are at 0% tories.

If this is a bug, I assume that means that in my current game I will never be able to declare independence. It somehow cools my enthusiasm to invest more hours in the current game.

On the bright side, launching the game no longer appears to make a CD check, as this morning I managed to launch a game without my external drive connected with the game CD.

Great work, though. Pity the new political system doesn't seem to be working.

Should I just launch a new game and see if it's an isolated bug?

Cheers, --- Wheldrake
 
Yes, please launch a game and put immediately some colonists on townhall. Observe any changes in there status (Tory, Rebel) and city RS. Please let Dale know the outcome.

As far as I know, there are at least two other people and myself, who reported exactly the same problem.


The same problem occured at both full v1.08, and v1.07-v1.08 upgrade for me, regardless diffuculty level, nation or map.
 
OK, new game.
Patch installed, playing with full DL of v1.08.
Note that when I unzipped the mod, I had to manually rename the folder from "AgeOfDiscovery2_1.08" to "AgeOfDiscovery2", in the "mod" directory, as usual. Transfer from the zip file appeared to proceed normally, with no error messages.

Playing the French (mais bien sûr!) as Champlain, two cities established on turn 3. Both colonists register 0% tories, and are set to work as statesmen, with production set to liberty bells.

Turn 10, territory around cities begins to expand, but both settlers still register as 0% tories. I would think that if enough liberty bells have been generated to expand the zone around the cities, the RS should rise at least a wee bit above 0%.

I'll keep playing, but I'm wondering if some other players are seeing RS rise "normally", as intended by the new system or not.

Hope these details can help.

Cheers, --- Wheldrake
 
As far as I know, there has been no report of someone claiming having seen RS rise normally in v1.08.

Can somone else do the same experiment please? Please report back what you found.
 
Two pics attached. This is about 10 turns after placing a elder statesman in my colony. Notice the colonists RS is rising, and also the ship outside the colony has RS rising too.
 
And a new Revolutionary game, 10 turns after placing the ES.

For those having the issue, please list your complete game startup settings, including leader, speed, diff, map, etc etc. Everything!
 
Colonists RS is working for me too (2-4% in turn 20). I have the update version of AOD2. ;)
 
Colonists RS is working for me too (2-4% in turn 20). I have the update version of AOD2. ;)

Let me guess: normal or fast gamespeed? :)
 
The fault was constantly reproducable in a variety of settings.

My tests included.

Leader: Edmund Barton, Jose de San Martin, Zhen Chenggong, John Adamns
DIfficulty: Patriot, Revolutionary, Conquestador
Speed: Epic
Map: FairWeather, A_New_World, PatchMod - WesternerHemispere (normal).
Game Settings: Play Now, Custom Game

Versions: Upgrade from v1.07-v1.08, fresh full v1.08.
 
The fault was constantly reproducable in a variety of settings.

My tests included.

Leader: Edmund Barton, Jose de San Martin, Zhen Chenggong, John Adamns
DIfficulty: Patriot, Revolutionary, Conquestador
Speed: Epic
Map: FairWeather, A_New_World, PatchMod - WesternerHemispere (normal).
Game Settings: Play Now, Custom Game

Versions: Upgrade from v1.07-v1.08, fresh full v1.08.

Try a normal game speed.
 
My bugged games happened at normal speed, huge faireweather map, conquistador difficulty, playing as the French with Champlain.

Dale has posted a dll fix, and after putting the dll in the wrong place, erasing the correct version, and thus requiring me to reinstall and re-update the game, I'll try a new one and hope that the RS issues are fixed.

Great work, nonetheless, and amazing reactivity on the part of Dale. Dale, you have really made this game worth playing.

Cheers, --- Wheldrake
 
I had this bug because I only play on Epic but the dll fix definitely worked out the problem so it's all good.

:p
 
Congrats on another great update. I will say, I had a lot more trouble adding 1.08 than previous updates. Worth the trouble, when all is done. Thanks for saving this game, vanilla would have been in the trash bin long ago if not for your work.
 
@Dale,

I'm so excited for using your AODII especially the music, movie of the mod.
I just want to add some comment (if u like, adopt it for next version, just cant wait for it, :D) :
1. The pirates (coz i like to become pirate, :D)
Can u block the attack function for Pirates (AI) about 30-60 turns so that we don't get annoyed. Maybe if u can do this, the pirates can be usable by Player as default nations like other nations because u gonna throw away "AIplayable=0" (else like that). If u cant do it, how about add script like this :
If chosen by AI, the pirates only occur about 30-60 turns.
Else if chosen by Human, the pirates same as default other nations
2. Change "Europe" to "Hometown", kinda strange for China
3. About RS, can it be default without the effect of choosing game speed?
4. Resources. It would be better if we can type the amount of resources we want to sell, move
or anything else.
5. About trade settlement automation, can u make the maximum goods stores like mininum goods so if the settlement have already "Guns" full, the trade is stop for that "Guns" store settlement.

Sorry if my english so bad. Thats all for now.
 
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