Bugs in 1.10

Playing AoDII - latest version.
Random Australia.
When setting sailing from Aus to New World, clicking on the icon produces a box that is supposed to have a map of which route to specify, but in my game instead gives a see-thru box?
Forcing it again then produces the proper map, on which to choose (in may case) Western approach.
Hope I explained properly??

I also got that, playing China
The box fixed itself after I discovered the eastern high seas.

Two more bugs with the Europe screen
1) (COSMETIC) If I buy 6 cannons in europe, and ship them, then the next turn do the same, the tooltip for the ship I just sent lists 12 cannons, and the other one lists nothing. Probably reproducible with other cargos, but it was obvious with this one :D
2) (CRITICAL) As china, with all of the homeland recruiting discount FFs, I can purchase civilian ships for less than their resale value. Meaning I can turn right around and sell them for a 20% profit.
 
I uninstalled everything and reinstalled. Still getting the issue where I can niether see or respond to messages freom other cultures. I set up the mod correctly and other things seem to work. When I load bluemod.5 I am not getting the error.
 
I also got that, playing China
The box fixed itself after I discovered the eastern high seas.

Two more bugs with the Europe screen
1) (COSMETIC) If I buy 6 cannons in europe, and ship them, then the next turn do the same, the tooltip for the ship I just sent lists 12 cannons, and the other one lists nothing. Probably reproducible with other cargos, but it was obvious with this one :D
2) (CRITICAL) As china, with all of the homeland recruiting discount FFs, I can purchase civilian ships for less than their resale value. Meaning I can turn right around and sell them for a 20% profit.

Please try this patch: http://forums.civfanatics.com/showpost.php?p=8090048&postcount=94

Ship prices are not balanced. I can lower them, maybe to 50%?
 
to be honest i dont quite understand the reason for this option to sell Ships..
would be really funny and helpfull if we get the chance to actually capture enemy Ships insted of destroying em all the time but as is i only buy these Ships i use as well no?

BTW add this to WishList. Enemy Ship Capturing.:lol:

What really is annoying is that i cant really Upgrade the Civilian Ships. Either i have to use a GG for the Job or send them to enemy in the hope that they survive one attack and gain a few EP.
Not sure really what would be a way. Eventually a Shool like DryDock where you put a lets say Merchantman in and can select an Upgrade which costs Gold and Time to achieve?
As in something like this:
Capital got a DryDock and the Upgrade Dock expansion.
Merchantman moves to Capital and is Moved into the Upgrade Dock.
On Beginning of Next Turn there comes a PopUp where you can select which Upgrade is implented.
First lvl Upgrade (Combat I Navigation I etc) costs say 1000 Gold next 2000 and so on...
After a while the Ship comes out with the selected upgrade and ready to use again.

Dont kill me its just an idea as it always bothers me that my Civil Ships are slow with low cargo Space and nearly no chance to survive ANY enemy Ship....
 
Hmm I like the idea of ships being able to gain experience easier. Works well for your non-combat oriented ships.
 
I hope that this is in the right place. I'm not real swift with this forum posting (this is my 2nd).

Dale, we are by no means complaining. We are very thankful for your wonderful gift!!! It seems as though you encourage bug reporting if I've understood this correctly so here's my attempt:

We tried 1.10 with the patch of Rusty Gamer's to fix the buildings and the patch from Koma13 for the Europe screen fix.

We play MP, my husband has Vista, I have XP.

We, too get an OOS error when sailing from the Homeland Screen as was reported before. It doesn't seem to matter which way we go, either directly to a settlement or just "East". The first time we played it, the OOS errors occured just when I left the Homeland, but the second time it happened for both of us.

We also get an OOS error when trying to "buy shortfall" if lacking tools to finish production. This is only a minor incovenience as we can just buy a building from the building screen, adding 1 turn to completion.

The addition of the text that shows what a student is training for is wonderful, but unfortunately it's not working correctly. I'm guessing that it is a minor fix. When training a fisherman it shows that a distiller is in training. (The fisherman actually graduates, though). Training a carpenter shows a gunsmith is in training and for an ES, it shows "brave". :D

I don't know if this is a bug or the way it's supposed to be now, but when trading with the natives or other computer players they get 3 points towards an economic victory versus our 1 point. (This was how the King could win EV; thanks for fixing that!!) This just makes trading and going for economic victory pretty tricky and maybe that was the intent?

All in all, we still love this mod! Keep up the great work all you peoples!!
 
That's for the report Chinhang. :)

With the Sail to OOS, did it occur with 1.09 or just 1.10?

I'll check out the training text, sounds like it's one out from what it should be. And yeah, the eco victory was made harder as it was too easy to get it.
 
not sure if its a bug in the unmodded game - since I own Col for a grand total of 2 days :mischief:
This is in AoD2 v 1.10 Just entered a city owned by the Pirates with a ship carrying 100 something Sugar. Offered to sell that sugar - they paid me about 700 for that. The trade screen then lists the same amount of sugar for sale from the Pirates - so I buy it for 500. Edit: Can be repeated for as long as their treasury lasts...
 
Good patch Dale, AI's improved considerably, maybe they gain pop anf FF too quckly, but overall impresive...

Except...

Its turn 220 and I haven't seen any AI Frigates yet

AI has declared war on other ai civs but not me. Seems to coddle the player
 
Good patch Dale, AI's improved considerably, maybe they gain pop anf FF too quckly, but overall impresive...

Except...

Its turn 220 and I haven't seen any AI Frigates yet

AI has declared war on other ai civs but not me. Seems to coddle the player

You kiddin me? What difficulty level is that? I played Revolutionary and after attacking the AI (I don't know whether it's the reason), by turn 50, I noticed every single AI has like 2 Frigates always protecting their international routes! And they seem to RESPAWN FOR FREE.

So, instead, for I can't blockade them and hinder their economy that way
(no fun, I should be allowed to if I'm powerful enough with naval force?! come on, a privateer exploit is cheesy, but when I have several Frigates running around already and I can't cut off somebody's link with Europe?! NO FUN!)
I rush back to Europe and bough 8 veteran soldiers and 400 horses (I was playing arm dealing, building only ore, tools, guns, (+ lumber and food), and selling guns back to Europe so I am mighty rich very early.), create an army with that and started killing off everybody , beginning with the Indians, to the last men, and for I have so many colonies captured it's unmanageable I put everything on automation. And then almost THE WHOLE WORLD is within my cultural border, all thanks to AI REXING early on. Beautiful.

BUT, afterwards, around turn 150+ , I got so bored! with so many colonies and units, even on automation, it kinda messy, I got lost really. And bored. So bored! When you have around 5 colonies you know what's going on with which, when every colony is yours, well, you just DON'T WANT TO PLAY ANY MORE. So I quit.

This was a Revolutionary Large 'earthlike' Map game.

(I doubt I could so the same with a Caribbean map, and, with such NAVAL imbalances, I guess nobody survives a Caribbean map on Revolutionary anyways, should you go AGRESSIVE AT the AI)

or I could be wrong, with 30 FRIGATES maybe, but where do you get the resources from on a Caribbean like map? while on regular maps there's ore everywhere so a gun industry is cheap ...
 
I'm a little sceptical about the amount of gold you produced out of guns since they're now so cheap in Europe. I'm even a little sceptical with the new building setup just how you could produce enough guns to make a lot of gold with, considering you'd need a fair amount of buildings to produce a decent armory.

But I've been proven wrong in the past. :)

If the guns market is too stable, it may need to be released again so it's not proped up. Maybe it should be allowed to crash like it used to?

As for the navy, Revolutionary is supposed to be hard!
 
With the Sail to OOS, did it occur with 1.09 or just 1.10?

We had sailing OOS errors in 1.09 only when we entered Europe from the East and sailed back out to the West or vice versa. We got around that by one of us exiting, then re-entering the game, but didn't want to do that with 1.10 since entering and leaving from the same side is a much more common occurrence. We'll just patiently wait for the next fix. :)

Thankya kindly for your prompt reply!!
 
I'm a little sceptical about the amount of gold you produced out of guns since they're now so cheap in Europe. I'm even a little sceptical with the new building setup just how you could produce enough guns to make a lot of gold with, considering you'd need a fair amount of buildings to produce a decent armory.

But I've been proven wrong in the past. :)

If the guns market is too stable, it may need to be released again so it's not proped up. Maybe it should be allowed to crash like it used to?

As for the navy, Revolutionary is supposed to be hard!

No Dale, the price for guns in Europe in my game (1.10, I downloaded yesterday), was 15/18, which beats every other commodity, and of course, is worth the investment, and also it makes your development queue for colonies linear, simple and manageable, so it is really worth it. Not to mention Gunsmith and Blacksmiths have the tendency to spawn on the dock early in the game too.

Maybe if the price of guns was 5/18 then it's the end of this method, (suppose Europe wants to prevent the people in the new world to have any power from the start, they state-control the weapon market). but I wonder whether it is historically correct anymore?

What is more, the other commodities, although they might require simpler setups, look at the price: cloth ~8/9, coat ~8/9, cigars 8/9 (~50% of guns), there's only rum left at an GOOD price, in my last 3 games, always ~12/13, bun then, would you run around the map search for marsh and sugarcane fields?, the raw materials for guns is on the other hand, always there, they MUST be there (ore), it's a necessity. And the market seems very stable too! (I guess to prevent people from buying guns from Europe, gun price is more stable?).

As for the Navy, and also issues like these, I enjoy really hard games very much, it forces you to think and develop strategies, or workarounds, but it should be enjoy able. Like, if you manage to develop such a strong navy, there must be a threshold upon which, no matter how hard the level, you have control of the high seas? Navy is part of the game, if not to say crucial historically, so there should be a race there, so fun there, emphasis there, not avoidance?

The patch does an awesome job of making the development process so much more enjoyable, with so many steps and buildings, not to mention nice touches that I noticed here and there, I am enjoying the game so much more than back in Vanilla (when it really SUCKED!) but of course, as human player, we will always find out ways to circumvent (reads exploit).

The bottom line is, I think, the most enjoyable game is when you strive for balance on all fields, thus efficient management. And I think, every single thing that a player even enjoys in this game should still be there (this was a so so game from the start, so those moments are worth it), but it's just more challenging to archive it.

Balance, not prevention.
 
Update

I don't know whether this is a bug, usually I noticed in AoD there are almost always a scout and a firebrand on the dock at the beginning of the game for you, however in my last game (I just started it), I have 2 veterans soldiers (and a master fur-trader), which is just AWESOME! But this is no a bug right, I should be allowed to enjoy my luck or should I just reload the game?

(This also means that, if you hit the jack pot and spawn a Veteran soldier every 2 or 3 turns hurry buying, then, WOW! THAT WOULD BE SO GREAT!!!, the only thing you need left is a few horsies!!!)

I started randomly so I don't remember which leader is is but it reads 'Queen of Australia' so it must be an Australian Civ, does this have anything to do with it?
 
Strange!
Update.

As I am not very familiar with the patch yet (2 days into playing), please pardon me. I just traded with the locals and afterward the Merchantman GOT PROMOTIONS (?), right up to NAVIGATION 3 now?

so you can get promotions for ships by trading with natives?, and such GREAT promotions?

AH! I figured out now, the village must have given me experience, which is great! I should save this game for future replays for I have such a wonderful head start! I just checked, the village gives a mere 5EXP to the ship, so promotions for cargo ship are that easy? awesome experience still, but I'm kinda puzzled! :D
 
I made a fix to solve oos errors in Europe screen. Can someone try and report if it works?
 

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homsolo:

Then something is definitely awry, as it is not the intention for guns to be so easy to make money from. :)

And yes, since I turned on ships ability to talk to chief's they can gain XP and promotions. They always could in battle, but now with the cheif's XP as well it's more obvious.
 
homsolo:

Then something is definitely awry, as it is not the intention for guns to be so easy to make money from. :)

I can't see guns being that easy to make money from... given the new buildings, it's pretty time consuming to get the structures necessary to produce significant amounts of guns. By the time you get an arsenal or magazine, for the same effort you could be producing 4 or 5 times as much tradeable goods like cloth and cigars, if not much more.
 
I can't see guns being that easy to make money from... given the new buildings, it's pretty time consuming to get the structures necessary to produce significant amounts of guns. By the time you get an arsenal or magazine, for the same effort you could be producing 4 or 5 times as much tradeable goods like cloth and cigars, if not much more.

Can a third person please confirm whether it is as easy as homsolo says to make guns, or as hard as craig says to make guns? My foot is definitely in the hard circle.

Thanks :)
 
Can a third person please confirm whether it is as easy as homsolo says to make guns, or as hard as craig says to make guns? My foot is definitely in the hard circle.

Thanks :)

Tested it on Marathon Speed.
I used the Worldbuilder to build a capital and made 3 Desert Hills with Iron on em and mine and road.
Made 3 Fish ressources
Made 2 Forest
Gave the Town a Farm underneath and Wheat Bonus.
Added Specialists for all Possibilities.
Had a fully upgrades Scout and some Natives by me.
Hurried whenever Possible whatever Building Possible to improve the Gun Production.
On Turn 45 i had the first 300 Guns built which would be sold for 4500 at Europe
On Turn 109 i had 900 Guns built which would sell for 13500.
Had a Completed Magazine/Blcksmith Shop and currently Producing Saw Mill Town Hall and Factories for the Gun Production.

For a fully upgraded cheated (Ressources and Specialists) Town with a running Gun production it took nearly 270 Turns. I gained arround 40k cash through that and invested right away 40k.
Gun Price reduced down to 12 on sell by now.

So not sure if i made something wrong but it doesnt seem to work so well to be honest...

regards
 
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