Colonize!

This may seem petty but...maybe you could rename "fishing" to "fishing grounds" since what I guess you're trying to replicate is the discovery of rich fishing grounds in the New World. Of course this native would already be known to native cultures.
 
Nope, I literally meant fishing. The New World wasn't exactly a big draw for old world fishermen, who already had businesses and 'territory' in the seas around Europe, and weren't generally prosecuted or terribly poor, so the colonists that decided to take up fishing here had to learn from the natives (getting the tech from a goody hut, in civ terms) or by themselves. The natives have techs available to them: trading, agriculture, and the same fishing. Obviously they had domesticated plants, trade arrangements, and fishing knowledge before, but it can be considered 'progressive innovation'. There aren't any 'big' advances in native science immediately around the time of the colonists' arrival, so theres not much to make in terms of techs.
Edit: I know people are trying out the popheads, but what do ya'll think of them?
 
Given the lack of enthusiasm in the interim update, I've decided just to release what I've got so far. I think an additional 40 MB of graphics is satisfactory. I've also fixed everything I've said I would thus far, reconfigured the Colonist system, and set in tech arrows for all 4 eras. The new upload will replace the previous one, so if you haven't downloaded the mod, wait a day :) as you will otherwise just have to redownload the whole thing and then some. There will not be any 'patch', so those who have already downloaded will have to redownload the whole thing. Sorry guys! At least you won't have to download any more graphics until version 1.0...theoretically...
 
New Beta upload is up; to get the current version I'm afraid you'll have to download the entire thing, as I didn't care to have CFC host a 40 MB patch file, a 20 MB original file, and a new 60 MB beta file.
 
Fairly early into my game I got the attached error message. I don't think anything had finished building and I really don't know what caused it.

-Skywacker
 

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Thats a very easy problem to fix, I will post a mini-patch. There are likely to be a number of unit-related crashes this early on, since I put in a lot of extra unit graphics.
Edit: see post 2.
 
Yeah, I just created the file by copying the canoe dying sound. Didn't hear it play however as the turn started, but everything is fine now.

Another bug is when saving it doesn't generate a year in the save filename so you only get 1 auto save and have to manually set your save name if you want multiple saves.
 
I have to say I think this Mod is a REALLY cool idea. I'm annoyed with myself for not checking for not finding this sooner.

Now to a couple more bugs-

I had to rename Cuirassiers folder and the Cuirassiers.ini. Both were spelled Cuiraisser, note the extra I. I don't know the correct spelling, but the game crashed if those files had the extra i.

I was building a Snow and it crashed. Missing entry in Scenarios\Conquests\Text\Pedialcons.txt ANIMNAME_PRTO_Snow AUDIO

I added these two lines to the file-
#ANIMNAME_PRTO_Snow
Snow

However, I'm not sure if that fixed it because I held down shift and right-clicked on the city to change the unit being built. I was only using the snow as a place keeper while waiting for a tech to finish, so I don't know if it worked...

Finally, I sent a settler and guard unit(forgot their names, this was yesterday) out west and plopped down a town. Shawnee's later declared war on me and sent a stack at this city. Upon capturing it I suffered an embarressing defeat at the hands of the Japanese. Is it by design that you can not lose a single city? I might have been more careful had I known :)
[edit] it seems you can destroy any entire civ by taking out their capital. Maybe I have an option set I shouldn't, but it's kind of ruined my game cuz wars are over so quickly.
[edit2] I had checked Accelerated Production, which unchecked the Reverse Capture the Princess option. Not sure what any of that is for, but I've started a new game and don't have the problem. Destroy the capital of a civ and it just gets relocated.

One last thing for now: when I press F8 to check the score/how I'm doing, nothing makes any sense. Just look and you will see, I can't describe it.

I think this mod is awesome and plan to play at least a couple times. Hope you don't mind me posting bugs.

-Skywacker
 
I have been playing this cool MOD but my units cannot enter mountains, marshes and jungles. Not even the worker units. What is the problem?
 
I have been playing this cool MOD but my units cannot enter mountains, marshes and jungles. Not even the worker units. What is the problem?
 
Error message:
 

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servants and pioneers can not enter jungle/marsh/mountains, but native works can. why this is I don't know, but I'm sending my native workers down to the panama area to help since thats where most of this terrain is in my colonized land.
 
Like I said, there are bound to be some difficulties with units. I'll go ahead and load a scenario tonight with all the units placed and sort out any problems; something I should have thought of before I re-released the beta. Fortunately, any and all patches from here out are purely .txt and .biq files.

Native Workers and Hardy Pioneers can both enter mountains, swamps, and jungle, but no other worker types can. The idea is to keep Europeans from poking about where they shouldn't; that is, to keep them from running around the middle of the amazon or immediately colonizing to the west of the appalachians, or something else silly like that.

Skywacker: It sounds like you had 'elimination' checked as a game type, which automatically destroys a civ as soon as it loses a single city.
I don't know why it said Japanese, I must have forgotten a line somewhere in there. I'll double check all civ adjectives/nouns.
 
I also Retired a game and it crashed on me. Mentioned the Japanese again.

I don't mind the bugs. This mod is cool as hell, just hope you don't mind my reporting of bugs.

-Sky
 
I sort of need bug reports to fix the mod :p
Although there has been a good deal of reports and feedback so far, I still need more for the new iteration of the beta, so I can get it something along the lines of final.
 
Sorry I didn't post about it right away, but I put up a unit patch an hour or so ago, and had to leave the computer rather suddenly thereafter. This should fix most if not all unit problems, but I may have forgotten to copy/paste one or two changes. Keep a sharp eye out :p
 
Just want to say that the modified st. lawrence map does not have the rules built in correctly for this map. No terrain (besides marsh/jungle) have disease set, and various other things.

-Sky
 
Anything besides 'official' americas maps will be out-of-date for rules, that is part of the purpose of ColonizeRules.biq. Open the map in question, and use File --> Import, check ONLY rules, and then browse for ColonizeRules.biq.
 
Downloading the new stuff now. I've been out of town so my lack of posting wasn't from lack of enthusiasm. Keep up the good work.
 
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