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

Issue 1 - Unit graphics from conquests and play the world

I see your point, I'll take these out for 2.0.


Issue 2 - The Ottoman Empire expanding too fast

I'll lower their aggression level for 2.0. As for now its at least a good challenge! I may also strengthen the HRE some as well.

Issue 3 - Water Tile Movement

explain this to me more, I wasn't aware their could be varied cost...would you vary the cost for coast vs ocean? I don't understand exactly...
 
Yes, you can increase movement costs for coast, sea, or ocean. You can also use the "Ignore movement cost for X" flag to give certain naval units the ability to cross water tiles with movement costs of 2 or more.
Example: In Colonize, coast and ocean tiles have movement cost 2. Sea tiles, representing favorable currents/winds, have movement cost 1. Thus, all naval units move fast in sea lanes but slow in shallow waters (coast) or dead winds (ocean).
However: to represent the Caravel's affinity for shallower waters, it has the "ignore coast movement" flag, so it moves twice as fast as other units in coast terrain. The Carrack, on the other hand, has an affinity for long ocean voyages, so it has the "ignore ocean movement" flag.
SO:
A Merchantman, 4 moves, no ignore flags, can move 4 tiles in sea, and 2 tiles in both coast and ocean.
A Caravel, 4 moves, ignore coast, can move 4 tiles in coast and sea, 2 tiles in ocean.
A Carrack, 4 moves, ignore ocean, can move 4 tiles in sea and ocean, 2 tiles in coast.
That might be over-explaining, but oh well.
 
that sounds great! I'll just take your advice on all those numbers so if there are any other ships you see in the mod you would add flags to let me know. Thanks!
 
I would like more civs playable... :rolleyes:
 
if you want more civs playable its an easy fix. I made it this way on purpose. Then if anybody wants it different they can customize it to their liking.

I won't be making more civs playable in future releases, sorry.
 
anyone else downloaded this yet? I expected more immediate reaction...could be good or bad..least its not crashing.

Don't rely on my thread count guys, this scenario is from an experienced modder.
 
This is one of the best scenarios I've ever played, but the pediaicon text needs to be completed (give all civs graphics) to keep it from crashing. I also think it should take Russia longer to decimate the Mongols. They are pretty much done by 1550.
 
I think theres a bit of a glut of scenarios/mods in this period, either completed or under development, which are drawing/have drawn attention, so getting people interested isn't quite so likely as it would be otherwise, I think. I have about a half dozen contributors/reviewers helping me with my Colonize Beta and considering the tiny bit of interest that generated, I'm impressed; thats taking into account a few weeks warning to get testers interested.
 
Duddha said:
This is one of the best scenarios I've ever played, but the pediaicon text needs to be completed (give all civs graphics) to keep it from crashing. I also think it should take Russia longer to decimate the Mongols. They are pretty much done by 1550.
Thank you! I'm glad you like it.

Your absolutely right. The text is something i'm hoping to get help with, if any would like please feel free to fill out some entries for me.

As for the icons for civs i need to do that soon. Looks like 2.0 will have to be coming along in about a week. I already finished all my other goals, minus text and new music.
 
Sounds good, but may I please see a few screenshots? Also I'm not sure if your aware that by lowering the agression level the Ottomans will still go to war; will not prosecute it as agressively. Wasn't sure if you knew, sounds like a great scenario.
 
We want Ottomans to go to war, thats the purpose of being the Ottoman Empire. To be accurate we have to have them being a scrappy nation, but we don't want them laying waste of HRE so quickly. Lowering the aggression level and beefing up the HRE a bit will fix the problem.

As for screen shots I'll post some when i get a free moment. If anyone could put some good ones for me I would appreciate it greatly.
 
Here's something of a collage preview; if you want to keep it, take it, I will probably remove it in a few days' time. Note that the terrain shown is my default terrain, which is snoopy's.
 
Thanks for that! I think I need to use one that doesn't show snoopy's terrain, people will think I have that in there. Could you maybe just post the tech tree for one of the eras?
 
hey, i would like to say that this is really a great scenario.

a simple problem i have found is that the mongol cities are destroyed by russia rather than captured... no biggie, just felt id tell ya. also, i feel that there should be more amphibious forces and cities overall, not many, maybe just some key ones. for example, give a zulu city, but dont give them settlers so they provide resistance to euro settlement. and have their impi be like 1/1/2 as its stats but like 20 shields and have their gov't (custom one) give lots of support. also, you may want to edit the terrain things a bit so that england isnt discovering china within 20 turns or so like egypt cant go down and beat the (new) zulu. i have always been a fan of having huge resistance from a civ i invade but not nec. many cities to take. also, i might want to try to model the sea/naval movement after rhye's. that was an ingenious thing, having exploration take place on a much larger and faster scale once you have the right ships. one last suggestion (for now) is that you may want to beef up the natives in central and south america and actually give spain some incentive to GO there. perhaps give them a settler on hispaniola and make it Cortez as their army(starting with that settler) instead of columbus (assuming that he already landed)
 
Some of these idea sound really good Coltraine. Could you expand on the ship movement suggestion? Did you mean movement the movement costs that GRM... suggested?

In 2.0 there will be varied movement costs with ignore movement costs flags for certain ships on certain parts (sea, coast, ocean).

As for Cortez, he came later the scenario starts 1490.
Is England finding China right away?

If you could give me examples of each thing you actually see the AI doing wrong.
 
Yes, Rhye's mod uses the method of naval movement that I outlined. However, it also has massive naval movement values, and fairly high movement cost (I think in his, all water terrain has movement cost 3, and most ships have either huge numbers for moves, or ignore flags in 1 or more sea types.)

I personally didn't have any problems with early contacts, but the AI did seem to enjoy razing cities. Perhaps the optimal number of cities should be increased, and more culture placed in certain cities. In my first game, the Mongols and HRE seemed to get owned in short order.
 
i know cortez came later, but not much later, and considering the length of the scenario, i dont think it is that big a deal to have cortez rather than columbus. also, columbus didnt really conquer anything, he just gave diseases to the natives. the real (first) conqueror in america was cortez. also, for the sake of gameplay, i think spain needs more incentive to 1) find and 2) conquer america.
 
also, i was just hypothesizing about the ai things, but im saying, use terrain to limit encounters between civs. (with the england thing) i played as them and got to china REALLY fast. in fact, WAY TOO fast.

and finally, if you want more advice/ideas about the natives, please ask, id be glad to explain and help implement them
 
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