Dale
Mohawk Games Developer
- Joined
- Mar 14, 2002
- Messages
- 7,851
Well everyone, I hope you didn't all expect me to want to keep modding AoD2. 
At some point I'd like to actually play a few games without "testing" or "changing" things.
So here we are, in the dev cycle of 1.09 which is essentially a bug-fixer for all the bugs introduced by the conversion to the 1.01f Patch. I did expect this, and had always tabled one version as such (but not knowing when the patch was due it made it hard to plan which version would be this bug-fixer) hehehe.
I am also happy to say that the mod is approaching the end of phase 2. There is usually 3 phases to an expansion (and say what you will, AoD2 is of the quality/quantity level of an XP). The first phase is fixing, the second adding, the third balancing/testing. As I said, I believe we are nearing the end of phase 2.
Phase 1:
A lot of stuff in Col has been fixed by AoD2. All the vanilla bugs, vanilla concept errors, and even design errors (as we see it).
Phase 2:
Phase 2 is about adding and changing concepts to allow for more enhanced play, in other words Why the hell should I play it? From revamped education and politics, to Pirates and REF transportation. Fortress bombardment, new Civs, new arrival directions and scripts and maps. Even a new way of evaluating rebel sentiment based on the individual rather than the city (a stupid concept if you ever ask me). I would like to say there is only three more areas I want to touch on: buildings, economics and natives. I want to add in Zuul's buildings mod, and then change some of the bits of economics, especially Europe price regulation. One of the key components of 16-17th Century Mercantilism was economic regulation. Something that must have slipped the mind of the Col designers since the European economy gives the appearance of working on a Free Market model. The third area is probably the most exciting, I want to try to get a Native victory going and the ability to actually play them (can play them now but they SUCK!). So the plan is thus:
- 1.09: bug-fixer and cleaner-upper after upping to patch 1.01f.
- 1.10: Zuul's building mod & economic changes
- 1.11: Native victory & ability to play them
Phase 3:
And that leads us to phase 3. I estimate there will be 3 versions needed here:
- 1.12: balancing/fixing Pirates & Natives
- 1.13: balancing victories
- 1.14: final cleanup
By the time we reach this point, I will be ready for a break. And I believe that the Age of Discovery II will be complete.

At some point I'd like to actually play a few games without "testing" or "changing" things.

So here we are, in the dev cycle of 1.09 which is essentially a bug-fixer for all the bugs introduced by the conversion to the 1.01f Patch. I did expect this, and had always tabled one version as such (but not knowing when the patch was due it made it hard to plan which version would be this bug-fixer) hehehe.
I am also happy to say that the mod is approaching the end of phase 2. There is usually 3 phases to an expansion (and say what you will, AoD2 is of the quality/quantity level of an XP). The first phase is fixing, the second adding, the third balancing/testing. As I said, I believe we are nearing the end of phase 2.
Phase 1:
A lot of stuff in Col has been fixed by AoD2. All the vanilla bugs, vanilla concept errors, and even design errors (as we see it).
Phase 2:
Phase 2 is about adding and changing concepts to allow for more enhanced play, in other words Why the hell should I play it? From revamped education and politics, to Pirates and REF transportation. Fortress bombardment, new Civs, new arrival directions and scripts and maps. Even a new way of evaluating rebel sentiment based on the individual rather than the city (a stupid concept if you ever ask me). I would like to say there is only three more areas I want to touch on: buildings, economics and natives. I want to add in Zuul's buildings mod, and then change some of the bits of economics, especially Europe price regulation. One of the key components of 16-17th Century Mercantilism was economic regulation. Something that must have slipped the mind of the Col designers since the European economy gives the appearance of working on a Free Market model. The third area is probably the most exciting, I want to try to get a Native victory going and the ability to actually play them (can play them now but they SUCK!). So the plan is thus:
- 1.09: bug-fixer and cleaner-upper after upping to patch 1.01f.
- 1.10: Zuul's building mod & economic changes
- 1.11: Native victory & ability to play them
Phase 3:
And that leads us to phase 3. I estimate there will be 3 versions needed here:
- 1.12: balancing/fixing Pirates & Natives
- 1.13: balancing victories
- 1.14: final cleanup
By the time we reach this point, I will be ready for a break. And I believe that the Age of Discovery II will be complete.
