Colonize!

Having trouble DL'ing ... :confused: I've tried right-click and also Get_Right programme ... no luck with either method ... any thoughts :(

eg. Save As window -
>File name: ColonizeBeta01.htm
>Save as type: HTML Document

The patch ColonizeBPatch11.zip has DL'ed OK :confused:

Thanks in advance :goodjob:
 
I was sent somewhere else to dl, maybe 3D..something or other. From there I was in a 3 minute queue and then it went okay. No right click, just a left one.
 
Si, the file was too big for CFC so Thunderfall put it on 3DDownloads. The link isn't directly to the file, but rather to a site where you get the file from a different server.
 
Just my opinion, but I had to turn off the disease. Was driving me crazy cuz I didnt know when things would finish building. Maybe this radicly changes the mod, but I figured it affected the native cities as well. I'm playing on Monarch level (forgot this MOD's name for that), and would like to make things harder. I understand that the natives are going to be somewhat of a cake walk, but the other Euro civ's don't expand in my opinion. New Netherlands always seems to settle their second city on a tiny island as well. They finally got a third city this go around, but by that time I had about 6 cities and an unstoppale army (4 curraissers and 3 of those 3(10)/8 bangers(forgot the name).

I will likely start over Monday and am curious what to do to make it harder besides the disease. I've gotten the impression that higher aggressive levels means more troops, less city improvements. Not sure what effect higher difficulty levels will have. Maybe someone could explain. Maybe I should read other forum threads, probably explained there...

-Skywacker
 
A couple of early (60-70 turns) observations from the last version:

1 - The game seems much slower between turns. The natives are multiplying like rabbits!
2 - The docks now make pioneers? I hope this is a mistake. I made it generate colonists once I noticed it.
3 - Native civs make migrants which only use 1 pop. Maybe this should be 2? The Huron have 5 cities with 2 more migrants that I can see ready to settle in 1580. I have yet to complete the docks. I know I could build a colonist now, but none of my cities could lose 3 pop....
4 - The Dutch keep putting their 2nd city inland. They need to stick to the coast IMO.

All of the new graphics are a wonderful addition.
 
Also, not sure if this is new or not, but I just noticed you could trade for native workers. I've never even thought of it before, but spending 8-10 gp per worker makes it possible to build roads without costing a pop point or spending gold on upkeep.
 
New crash for me:

I was just about to begin a turn when this came up.

File not Found

"Art\Units\Arquebusiers\FusillierDefault.flc"

I wasn't building an arquebusier, but possibly another civ nearby was?

I found an Arquebusier folder in both the Art and Art\Unit folders. I'll move the one in the Art folder over to the Units subfolder and overwrite the incorrect one.
 
:eek:
D'oh!
I posted the patch without the units directory; I will post a corrected version ASAP.

-Disease should not affect Europeans, except from Marsh and Jungle.
-Docks are intended to create pioneers; I'm testing it to see if it slows player expansion and 'helps' the AI by making settlers available conventionally.
-Natives are intended to expand quick, and I originally meant for their settlers to be available from the start as it is now; but their cities should all be little measly 1-pop villages that are easily destroyable. It is designed to force the player into either taking land by cultural conversion or taking it by military conquest. This is not a period of peaceful expansion by European powers (although some, like France and Portugal, could very well accomplish this for this mod).
-Basically I wanted to crank up the difficulty and 'realism' a couple notches, so you don't have Dutch colonies in the Great Plains before 1600. If I had a bigger map, you'd have a little more elbow room.

I will:
-Decrease the rate of disease for marsh and jungle.
-Consider giving the AI one extra settler on higher levels instead of several extra servants
-Decrease pop cost of European Settlers, for the AI's sake.
 
Alright, a fixed patch has been posted; also included: that random map I tried before which didn't work. It should work now. Try it!
 
Current game - Artisan as New France in 1608. I did make native migrants 2 pop and changed docks to give colonists for this quick game. Here's how the known civs are doing (in order of power):

Lakota - 8 cities and bullying everyone in sight. (307 power points.)
Aztec - 4 cities and growing. (231)
France - 5 cities and fighting off Lakota, Iroquois, and Huron. (228)
Apache - 4 cities. (194)
Mayan - 5 cities and one is in Cuba! (179)
Cherokee - 4 cities and holding off England easily. (169)
Iroquois - 4 cities. (159)
England - 3 cities. (150)

The Dutch, Spanish, and Portugese still have just the 2 starting cities and aren't doing much.

I know "power" points don't really mean much, but I was surprised at how well the natives were doing thus far.

And GRM, I don't think you need worry about Dutch in the Great Plains maybe even by 1700! :D
 
New game as the Dutch and I had disease from grassland! Oops.

I also noticed that the docks no longer expire at all. Even though they are bringing just pioneers (which I changed again) shouldn't they expire eventually?
 
I guess they should; I think the disease is a result of having a NONE-era tech with the 'sanitation' flag. I will move it up into a first-tier european tech instead.
 
Just noticed something about the research screen. The arrows show you needing native Contact and another Native tech to get to Conquest when in fact you can jump right to Conquest in 1520.
 
Finally had a game go into the Colonial age in the year 1620. Artisan level as the Dutch with just the two modifications from the last patch (migrants cost 2 and docks generate colonists not pioneers).

The English have just 2 cities, the French 3, and the Spanish 2. Haven't met the Portugese yet. The Lakota, Aztec, and Maya all have 6+ cities. I'm not sure why none of the other Euros are doing nothing to expand.

From 2 docks I generated only 4 colonists until Expansion (oops, another modification) made the docks obsolete. Not a big boost IMO of free people.

Right now I don't see the Euro AI doing anything to expand. They fight a lot, but even when they conquer a native city it gets destroyed and they never backfill into the empty spot with colonists. Not sure what the answer is.

Still and enjoyable MOD and I hope any of this helps.

Next I plan on playing the Portugese.
 
The last patch did decrease the cost of european colonists to 2 and 1, respectively. In the few games I've played, I've found that the European AI builds its first settlers at or immediately before I do, and succesfully sends them out to appropriate places (the dutch place their first two colonies in the northeast, and their first 'new' settler colony in the caribbean, etc. etc.)

The problem with docks is that...the AI doesn't build em quick enough to use them, whereas the player can pop them out right away. Its a massive advantage for the player, even more so if the AI is having trouble expanding already; the comp just needs to have regular settlers it seems.

For Conquest: Are you sure? Conquest is one of the techs all the way to the left of the screen. Native Slavery, on the second tier, requires Conquest and Native Contact, however.
 
I can see how the docks are an advantage for the player over the AI. I may change it back or make the interval every 40 turns so you only get 1 before Expansion.

I'm positive about Conquest. First I know because I did it and secondly because the AI has light cavalry by 1560 or so. They're making a beeline for it.

Next question: Should the culverin have a defense of 8? That is HUGE for when it gets built. Also, why doesn't it require ore to balance that aspect out? I see light cannon or whatever in the next age requires it. And nothing for 100 years or so seems to be able to defeat a stockaded culverin. This definitely helps against the natives, but the arquebusiers seem to be doing okay at defense of 4. The bombard of 10 is cool, however. :D

Keep up the good work.
 
Heavy artillery gives a distinct and major defensive advantage to Europeans; at least early on. One of many things to discourage Europeans from attacking one another and encourage them to attack the Natives. The lack of ore req't is a mistake; it'll be fixed next patch.

For Conquests, I think I know what you mean, but just to be sure...which way does the tech arrow connecting to Conquests look like its going?
 

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GRM7584 said:
:eek:
D'oh!
I posted the patch without the units directory; I will post a corrected version ASAP.

-Disease should not affect Europeans, except from Marsh and Jungle.
-Docks are intended to create pioneers; I'm testing it to see if it slows player expansion and 'helps' the AI by making settlers available conventionally.
-Natives are intended to expand quick, and I originally meant for their settlers to be available from the start as it is now; but their cities should all be little measly 1-pop villages that are easily destroyable. It is designed to force the player into either taking land by cultural conversion or taking it by military conquest. This is not a period of peaceful expansion by European powers (although some, like France and Portugal, could very well accomplish this for this mod).
-Basically I wanted to crank up the difficulty and 'realism' a couple notches, so you don't have Dutch colonies in the Great Plains before 1600. If I had a bigger map, you'd have a little more elbow room.

I will:
-Decrease the rate of disease for marsh and jungle.
-Consider giving the AI one extra settler on higher levels instead of several extra servants
-Decrease pop cost of European Settlers, for the AI's sake.


I have downloaded the patch but the europeans still die of disease from forests.
 
Just a thought on docks. It's obvious that the AI doesn't use them properly giving the human European player a huge advantage. My thought is to let the game do what it knows how to do and allow civs to build settlers. You can check the build often flag if it helps. Perhaps only the English would get a wonder to produce "Pilgrams" a UU for them that required no maintanance (or population for that matter). The Spanish have theirs that makes Conquestidors, the French could have one that makes "Fur Trappers" (hardy pioneers/explorers) and the Dutch (Netherlands if you prefer) could have one that produces treasure (Manhattan Purchase perhaps). The Portugesse might get boats or explorers or missionaries depending on how you see their role historicaly.

@Skywacker: Glad to hear you tried my alternate map. Where you able to get it to work with the new rules biq? What did you think?

Has anyone played a random map yet?
 
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