::Edad De La Exploracion 1490 - 1900:: version 2.0

Hmmm I do see your point. I'll take those measure into consideration.

Keep an eye out for 2.0 and I think you'll be pleasantly surprised to see these issues you talk about resolved.

Please everyone continue testing and post comments here. Also please take a look at the suggestion thread for 2.0, read some ideas I posted and give feedback, also please post ideas there.

http://forums.civfanatics.com/showthread.php?t=113554
 
The goal of releasing 1.0 was to actually get some effort towards helping with 2.0. The secondary goal was to at least garner some interest so that I would know that the hours put in were appreciated and enjoyed by this community.

In both counts this release has been an utter failure. As a result i will not be posting the 2.0 I have, unless i become otherwise convinced.
 
U need some1 to convince u ? Are u mad or sth ? I'm waitin' for 2.0, because u promised new units, but now u're just saying that we need to convince u ? Such an a$$h013...

Moderator Action: Warned for flaming and language. --Padma
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
I changed my mind, I realized theres too many fundamental errors with 1.0, so 2.0 is on the way. I added a lot of cool new things to it. New resources, techs and new units as well. Also theres some rule changes that I'll list.

As for you crash i'm reporting your post again. Thats way out of line, I'm not obligated to make anything so you should be thankful.
 
Lifeaquatic, this looks like a really great scenario. Although I have not tried it, (busy with school and life in general) I do look forward to testing it out. If I get a chance to try it while you are still seeking input, I may contribute. I also have to find that compression program that you used (but that is a small issue). Thank you for taking the time and energy to create something for other's enjoyment.
 
lifeaquatic, you're funny :D But i'm glad my words worked and u're actually doin' sth :goodjob:
 
See all i needed to know was that people were actually going to download if i went through all the trouble to upload it all.

Just let me do a little more testing of some of the new concepts and when i release it, guaranteed this will be 10 times better than the alpha.
 
lifeaquatic said:
See all i needed to know was that people were actually going to download if i went through all the trouble to upload it all.
QUOTE]

Hey, this is my first post and I only registered so that I could ask you to please do a v2 of this. This is one of the most interesting periods of western history that is over looked here. All the efforts seem to be put into Ancient or WWII mods and while this mod needs some work, it's needed here (and it's one of my favorite periods).

Couple of comments
- Played for about 8 hours over the weekend and was still in the mid 1600s. Need to speed it up a little.
- Native mercanaries troops for the French and British would be great (see The Last of the Mohicans)
- If you could reproduce the rise of America, you'd have yourself a killer mod.
- Russia never really expands east. That's a problem.
- India is a superpower rivaling the western powers. That's another problem.

I should add that it seems the AI is colonizing the world in a historical manner

Looking forward to v2.
 
userx said:
Hey, this is my first post and I only registered so that I could ask you to please do a v2 of this. This is one of the most interesting periods of western history that is over looked here. All the efforts seem to be put into Ancient or WWII mods and while this mod needs some work, it's needed here (and it's one of my favorite periods).

I don't know about this being an overlooked period, there are a few mods centred around this age currently. Having said that, I do agree that this is a very interesting period of history not only for those of us with a eurocentric perspective, but for the entire world. Another interesting aspect of this age is its creative potential. The Age of Discovery Conquest is, I believe, the most creative of the nine. It really fleshes out the whole resource aspect of this amazing game.

There are so many different ways to implement a mod/scenario of this period, that one is only limited by their imagination. I encourge you lifeaquatic, to keep working on this mod. From what I know of it, without actually playing it, it looks like it has excellent potential. I still look forward to getting a chance to actually try it out.
 
userx said:
- Native mercanaries troops for the French and British would be great (see The Last of the Mohicans)
- If you could reproduce the rise of America, you'd have yourself a killer mod.
- Russia never really expands east. That's a problem.
- India is a superpower rivaling the western powers. That's another problem.

I should add that it seems the AI is colonizing the world in a historical manner

Looking forward to v2.


The native mercanaries idea is intriging. Perhaps gained through the building of a great/small wonder, only available through the trade of a particular resource only held by those native civs.

I agree, if there was some way to implement the rise and fight for independence of the American colonies, well, that would be incredible. At this point, I have no ideas of how to do this.

The fact that the AI is colonizing the world in a historical fashion is a bonus, as it is difficult to get the AI to do what you want sometimes.
 
Hey, this is my first post and I only registered so that I could ask you to please do a v2 of this. This is one of the most interesting periods of western history that is over looked here. All the efforts seem to be put into Ancient or WWII mods and while this mod needs some work, it's needed here (and it's one of my favorite periods).

Couple of comments
- Played for about 8 hours over the weekend and was still in the mid 1600s. Need to speed it up a little.
- Native mercanaries troops for the French and British would be great (see The Last of the Mohicans)
- If you could reproduce the rise of America, you'd have yourself a killer mod.
- Russia never really expands east. That's a problem.
- India is a superpower rivaling the western powers. That's another problem.

I should add that it seems the AI is colonizing the world in a historical manner

Looking forward to v2.

Excellent feedback! thank you so much for taking the time to post. I will handle each of your comments individually:

1. Speed of game - I did pace this game slower, for the sake of making it more epic. The time scale is divided into weeks. I figure a better quick game is the conquest Age of Discovery, this is the long one. The time scale is just a reference anyways, theres no way to really make it accurate. How is the tech advancement though? I don't mean in relation to the time scale as much as just playability. Is it too slow? Too fast? Start too slow than its fine?

2. Last of the Mohicans units - I happen to have the graphics for a cool native rifleman. I will attach this unit to a small wonder that can only be built with the resource i will put in the new world. Ideas for resource graphics? Ideas for name of wonder and graphics to use anyone?

3. America - theres no way to make a nation come about later. Theres no way to instigate revolutions either.

4. Russia seems to be destroying the cities instead of capturing them. I may have fixed this problem but I'm not sure. Theres more testing to be done but with the release of 2.0 Russia should take mongolia to a good timeline.

5. India a superpower - the other nations are stronger than they are supposed to be also. What I'm going to do is make despotism a slower governement that they will be stuck in. Also I'll put india behind a little
further in free techs.


AI IS COLONIZING ACCURATELY

This was very very difficult to nurture but with hours of testing and modifying conditions and settings I finally obtained a good result. I'm glad you guys have noticed. On a few occasions I've had the actually first locations of AI colonies be accurate. Jamestown and Hispaniola. This of course is different with each game buts it cool when it does happen.
 
Lucky for me I've been sick and home from work the last 2 days so I've played your mod extensily. I've played several game to about the 1600s or about 100 plus turns so I have some comments below:

- the entire world is colonized by about 1600 .... should make Settlers appear via events from a building or something so that you have only a few colonies in the early part of the game.... have a tech available late in the game for Settlers.

- Russia doesn't expand east ... the Ottomans actually do (and expand everywhere for that matter ... took out France and Germany in one game).

- India is a superpower in all games ... big problem (previously mentioned). I noticed that whe I arrived in the mid 1500s, their cities were maxed out with population. Maybe you could may tile bonuses appear with tech. So, Wheat would appear for the more technological civs first.... should help slow India's growth down a little.

- Make units and buildings needing resources from the east. I open trade with China and Japan early and got lots of Spice but it didn't seem to have an effect... Theatres could require Silk ... for all those costumes. Banks could require gold ... etc.

- Make the Western powers more powerful ... in all the games, it was eastern nations that had the highest score. I would suggest a super small wonder that provides tax and production bonuses only available to Protestant and Catholic nations ... make it a small wonder available on only in the capital (Palace being a requirement)... call it Western Inginuity (sp).

- Increase the range of naval units.... it's odd that it would take over 4 years (your game scale) to get to India from Britain. I was a 2 month journey across the Atlantic.

- Native mercanaries (already mentioned) would be a huge asset to the French and British in North America, India.

Lastly, it was about 1600 and the game ended and crashed while I was just just about to invade India :) Need to fix that.

Anyway, it's late and I'm finished for now. Keep up the great work!

Looking forward to v2.
 
- the entire world is colonized by about 1600 .... should make Settlers appear via events from a building or something so that you have only a few colonies in the early part of the game.... have a tech available late in the game for Settlers.

This is a good idea! I will remove settlers as available and at the start of the game each civ will get a few settlers to use. Then with the advance of the printing press I'll have a building that produces the colonist every 12 turns or so. The building will not be a wonder so you can build it in each city but it will be as expensive as a wonder so as to not have too many of them.

- Russia doesn't expand east ... the Ottomans actually do (and expand everywhere for that matter ... took out France and Germany in one game).

as i mentioned before you will not see this problem for non european civs anymore. I reduced the effectiveness of despotism and they have no alternative of government. I also stagenated them more. The ottomans will however remain somewhat powerful because in fact they were. And they were advanced. But i evened the odds so they have little infrastructure to begin with and they are behind in tech.

Now they will all have higher score but its a cultural score. You have to win by conquest. The reason for this is that they have to cover more land mass, but in actual military ability and technology you will see that they will be inferior in 2.0.

- Make units and buildings needing resources from the east. I open trade with China and Japan early and got lots of Spice but it didn't seem to have an effect... Theatres could require Silk ... for all those costumes. Banks could require gold ... etc.

This is a great idea! I made these changes:

- Banks require gold and silver

- Wealth requires gold

- Cathedrals require gold

- marketplaces require spices (to keep things fresh in the open air markets) and tropical fruit and cocao plant

- Shakespeare's theatre requires silk (costumes)

- Artists guild requires silk


I still need a use for jade, exotic birds and any other good ideas.

Increase the range of naval units.... it's odd that it would take over 4 years (your game scale) to get to India from Britain. I was a 2 month journey across the Atlantic.

In my game you really need the more advanced ships to scale the globe. Galleons and caravels were slow, they would have taken a long time. Now to syncronate everything to the time scale is just impossible, even firaxis doesn't bother to do that. Let me know however if even with the advanced ships it still seems too slow.

- Native mercanaries (already mentioned) would be a huge asset to the French and British in North America, India.

I do want to do this. I need some ideas however. What resource could i tie into these units being generated?

Lastly, it was about 1600 and the game ended and crashed while I was just just about to invade India Need to fix that.

This is real important. Tell me what you opened or did for the game to crash. Was it contact with a certain civ? Was it a civilopedia entry you went to? Advisor screen?


I also want to know what civs you all are playing as. It helps me get an idea for what scope your looking at. Let me know if its too hard/easy for that civ. For certain ones its supposed to be harder but i need to scale it properly.
 
lifeaquatic said:
This is a good idea! I will remove settlers as available and at the start of the game each civ will get a few settlers to use. Then with the advance of the printing press I'll have a building that produces the colonist every 12 turns or so. The building will not be a wonder so you can build it in each city but it will be as expensive as a wonder so as to not have too many of them.

This sounds good. Are you sure you wouldn't want to make it a small wonder?There would be implications of having a building in the *New World* producing settlers. I noticed that the colonist could not *join* a city yet my settlers could. Might want to double check it's settings.

Also, this might help with the speed of the game as there would be less colonies. Might also want to place so more uncolonizable terrain in the North. Noticed northern Canada/Russia was full of cities. If we place resources there the AI will send workers to build roads and set up *colonies* which is a more appropriate representation of what exist in the North.

lifeaquatic said:
This is a great idea! I made these changes:

- Banks require gold and silver

- Wealth requires gold

- Cathedrals require gold

- marketplaces require spices (to keep things fresh in the open air markets) and tropical fruit and cocao plant

- Shakespeare's theatre requires silk (costumes)

- Artists guild requires silk


I still need a use for jade, exotic birds and any other good ideas.
What did jade, exotic birds, fruit, and coco provide to the cultures that traded in these?

Jade and exotic birds could produce special buildings such as international markets. Fruit and coco could become luxury items.



lifeaquatic said:
This is real important. Tell me what you opened or did for the game to crash. Was it contact with a certain civ? Was it a civilopedia entry you went to? Advisor screen?


A prompt popped up saying I had suffered an embarrasing lose (the usual thing when a scenario ends). I think the game tried to go to the next screen (you know, the one with all the brused faces) and it crashed. I believe it was a civilopedia entry or graphic that was missing.

All in all, fantastic. Looking forward to more from this mod.
 
ok will do those changes for settlers and terrain change for canada and asia. I'm making desert and tundra impassable and i'll just have more tundra up there.

As for international market i'll have 2 of those resources, not sure which. The others will just be luxury. Or maybe i'll just have them all be luxury items.

Now this defeat should only be brought on by conquest, thats the only way to win or lose. So i don't know why it happened!
 
You know we have 2 options for fixing this settler problem.

1. what we have discussed, adding a small wonder called the Colonial office of Charter that will produce a colonist every 8 turns or so.

or

2. Still make settlers unavailable and have colonists come with printing press however have them be a lot more expensive than they are in resources to build. This idea is simpler and might deter from adding an element that may detract from playability and/or throw off balance.


I find that with a lot of experimental ideas there needs to be a lot of testing because in theory what should work often times turns out to be a negative thing in playability and more often a problem for the AI.

What do you guys think? Make your cases for 1 or 2.
 
ok, i have a really OUT idea, but hear me out...

you make a small wonder called "colonial administration" but instead of one, make one for NA one for SA one for Australia, one for the east indies, one for Africa, one for asia, and one for india, and make them require a resource, ie, india one requires elephants, NA one requires tobacco, etc. and make these buildings act like forbidden palaces AND produce a colonist every 12-20 turns. and i would go as far as removing settlers (and colonists) from the game altogether, and leave it to the "western inginuity" small wonder and the "colonial administration" small wonders to be the only source of them. or if thats too much, make them cost as much as a great wonder, id say. also, one last note... those colonial administration small wonders should be fairly cheep, like 40 shields or so, so they actually CAN be built, although maybe 80 is better since the scenario is in weeks.
 
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