Colonies IV BetaTesters' Thread

John what is SCA?

And I believe we have gone to far on the african natives, Its 1668, and I have gone inland with a Firelock for the past 6 or 8 turns and still haven't seen any. Now I maybe going in the wrong direction but I have not seen ANY the entire game. (I went due east about two or three hexes above the southern game map edge.) (Im in the middle of the desert right now.)

BTW the trip to "Old Smokey" as you call it seems to be on for 10 March thru 5 April.

So sometime in March after I get my bearings we might have to schedule a rendezvous. More later as the details firm up.
 
SCA = "State Commission Army" The one with the Grenadiers, etc.

London = "The Smoke". Old Smokey is probaby a volcano or a geyser somewhere in America...;) I shall be warming up the beer for you, specially!

Be patient (no pun intended) on the natives. As Sweden in 0.3 I only saw a couple prior to establishing a coastal base in around 1660. I have some 4 African Slaves now, and have seen 10-12 others disappear before I could get to them, or get killed by other Euros. Try revealing the entire map for a turn or two...
 
They now appear around Timbuctu, which is in the middle of that desert you are crossing....I think getting African slaves has to be harder. the old way was OK the first time one played, but after that, you built a coastal city, equipped it with a Stockade, and the Slaves just rolled in.

Well, OK, that wasn't so far from what happened, but as these Slaves are free (events-raised), getting them should take SOME work.
 
Originally posted by Patient English
They now appear around Timbuctu, which is in the middle of that desert you are crossing....I think getting African slaves has to be harder. the old way was OK the first time one played, but after that, you built a coastal city, equipped it with a Stockade, and the Slaves just rolled in.

Well, OK, that wasn't so far from what happened, but as these Slaves are free (events-raised), getting them should take SOME work.

John

The events.txt Im looking at has them appearing along or at least much closer to the coast then Timbuctu. At a denominator of three I would have though I would have seen a lot more by now. Is there something else Im missing that limits this?

Also I like this better than waiting for a city to build slaves like in Colonies 3. This way if someone took over all the towns you could still get slaves.

Dont necessarily warm the beer on my behalf. Thats going to take some getting used too. and thanks for the correction on "The Smoke". And you were close "Old Smokey" is a mountains somewhere in the Appalachians. And the "Smoky' Mountains are part of that chain including Smoky Mountain National Park. :D
 
Originally posted by Patient English
I shall be warming up the beer for you, specially!

Well, that explains why my ancestors were willing to take the risk of being convicted of theft and transported to the other side of the world. ;)
 
Ok, I'm going to play as Spain this weekend... Until what year I can reach? Is this version ready to deal with 17th century techs?
 
Originally posted by yaroslav
Ok, I'm going to play as Spain this weekend... Until what year I can reach? Is this version ready to deal with 17th century techs?

Last I heard John wanted us to go to 1720. He has changed the techs around some.:D
 
Yup, 0.3 should handle to 1720, or even later, OK. I have slightly changed the tech route needed for SCA (State Commission Army) for 0.4, but it still needs as many techs, so should come about the same time (1675-1700) for the human player. The main difference is for the AI. I had not valued the techs properly for the AI, so that Bayonet (on the route to SCA) is only valued at 1. I recommend anyone playing 0.3 change this to 7+ and SCA itself to 9+, otherwise the AI nations will still be using Firelocks against your Grenadiers, which is hardly a challenge.

Case, I have started to playtest the English for the first time since 0.1. I have to agree that their colonies are too vulnerable at the start (all the Natives are veterans, for one thing). I intend to increase the colonies' defences all round, and make the Stockades more useful.
 
John I agree on the stockades. I was just blindly building them ala Colonies 3 and then noticed the defense is "2". I havent checked the hit points but at a "2" defense they hardly seem worth it. Especially since they dont count as a garrison for happiness.

That was MHO anyway.

Id still like to know how these natives are working. I saw three events in the events.txt files that make natives appear in africa at a denominator of three. (So with three events at a denominator of three one should appear around every turn.) That means to me I should see a lot more natives. Is there something else somewhere that limits that? Im just wondering if that event is actually working or not. Sorry to keep pestering on this but Im just wondering. Thanks!:D
 
IMHO the indians should be made generally weaker, new founded colonies (New Sweden!!! ;)) will be lost far to quickly as is.
Not a problem if you build all colonies on hills with rivers (which is what I do now), BUT how realistic is that?
True, many colonies where put in easily defendable spots, but surely all shouldn't have to be placed in such places?
 
A "2" defense can often beat out a Raider, especially when veteran, even on Grassland, now it is 10HP. It needs to be 2, otherwise the AI builds them rather than pikemen - everywhere. As it is, it still likes them too much. And they are cheap. I have seen them defeat a Conquistador with their new HP value, if well situated.

The Indians will stay strong. You just need to be careful. Don't found a colony where the Natives swarm, and when you do, rush build good defenses. It pays off in the long term when those Fur convoys can be based on the Atlantic coast and then get to Europe.

Build on Long Island or similar, if you want a respite from the Natives. Or ship troops to the American coast. Or rush build an Artillery fort. Or....you get the idea..

But the starting colonies will be a bit stronger. They will still have the POSSIBILITY of being overrun, however.

SKI, the African Native event is working intemittently. They do appear, but at nothing like 1:3 chance. More like 1:10. I shall up the events value to 1:2 again, and see what happens. However, the AI treats Africans weirdly - although all the mid-African cities are building them, they never get produced (which is why I have had to resort to events) and they are often disbanded quickly once raised. Whatever the attack/defence values or role type I give them. I suspect it is the slot they are in, but there is no rationale to it.
 
John, if you release the next version during my absence, please don't send it to me - My inbox is probably going to be under enough spam related stress without a 500 kb file ;)
 
Originally posted by Patient English
SKI, the African Native event is working intemittently. They do appear, but at nothing like 1:3 chance. More like 1:10. I shall up the events value to 1:2 again, and see what happens. However, the AI treats Africans weirdly - although all the mid-African cities are building them, they never get produced (which is why I have had to resort to events) and they are often disbanded quickly once raised. Whatever the attack/defence values or role type I give them. I suspect it is the slot they are in, but there is no rationale to it.

Thanks John this answers my question. I was really beginning to think something was the matter with my machine or something.

Why low defense and high hit points for the stockade? Im not saying this is wrong Im just wondering what your thought process was?



:D
 
Ok, I'll try the scen this week until 1720, and I will send you a report the next weekend :D
 
Another comment on AI building. It doesn't build Firelocks at 4/3*/2 as opposed to Arquebusiers at 4/1/1, because both units are "attack" and have the same attack value. D'oh!

Therefore in 0.4, the Firelocks have 5/3*/2, but one less Hit Point. I am considering whether to make them have the original Hit Points but cost more, as an alternative.
 
Back
Top Bottom