[MOD] Age of Discovery II

@kcoun

C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\AgeOfDiscoveryII\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml

In this file, you'll see something like
Spoiler :
gamespeedxmltk9.png



All you need to do is change the settings for the Marathon speed. You could alternately add a new speed, but I think it requires you to edit additional files.

iTurnsPerIncrement - how many turns you will play on this setting
iMonthIncrement - in a 300 turn game, this is set to 12. If you want to maintain the timeline of the game (and not be finishing turn 1200 some time in the 22nd century) you will need to lower this in proportion to the turns you add
iGrowthPercent, iStoragePercent, iConstructPercent, iFatherPercent , iGreatGeneralPercent also need to be adjusted if you want to keep your game fair (leaving these values but increasing the turns allowed will make victory conditions easier to achieve).

With the exception of iGrowthPercent, the relationship between these variables and iTurnsPerIncrement is linear. To make your new speed, divide your new iTurnsPerIncrement by 300, multiply the GAMESPEED_NORMAL values by the quotient, put the product in the GAMESPEED_MARATHON fields.

For iGrowthPercent, the stock values are as follows:

Turns: 300 = Growth: 100
Turns: 450 = Growth: 200
Turns: 900 = Growth: 600

Math isn't my forté, so I'm having some trouble determining an exact relationship between these three points.

If you have a mod that already has a "Domination" mode, I would suggest finding those settings and using them.
 
WOW loving the mod but I would like too know if there's a temporary date for the 1.1 version release, looking foward to it!
BTW how's the pirate civ coming?
 
WOW loving the mod but I would like too know if there's a temporary date for the 1.1 version release, looking foward to it!
BTW how's the pirate civ coming?

Today. :D

I haven't touched the Pirates, but they shouldn't appear on the map anymore either. I've disabled them till I've time to fix them. :)
 
Age of Discovery II v1.02 released!

Please update from the first post. :)

One of the biggest changes I would like some feedback on, is how Global Sentiment is calculated. I have changed it from TOTAL population to COLONY population. It no longer counts units outside of colonies.
 
I didn't see it, but is there a custom house added to this MOD? If not, I hope so with a future version. This game, as you gear towards WoI, selling lumber and other such crap is such a pain. Even if the custom house sells it at half cost it would be nice.

I know that the extra warehouse does some of that, but its just a pain.
 
There's no custom house like in Col1, but I do plan on making changes to the warehouse expansion so it works better. :)

Custom house as it was in Col1 was borked majorly so I won't be replicating that. :)
 
There's no custom house like in Col1, but I do plan on making changes to the warehouse expansion so it works better. :)

Custom house as it was in Col1 was borked majorly so I won't be replicating that. :)

The problem i see with having the Warehouse Expansion do the Custom House job is that it will make ur ships obsolete. That is if u make the Warehouse sell more than it already does. At this point it sells only the stuff over max storage limit.

If you ask me I would make a custom house for the game. The custom house should be really expensive, and if u ask me it should be only be possible to build one and it needed a coastal city. Also the custom house should sell 50% of what u got in storage of the goods u choose to sell once your storage amount reach max. And how you choose what goods to sell would probaby be best to sort with having a selection screen like the incity import/export screen.

This will in my eyes make it extra fun when u declare independence and the king comes for ur coastal city with your custom house. It will be very important to keep your custom house for trade.

Well, what do you think of this idea? And would it be possible to make?
 
Dale,

Nice mod. Well thought and made.

Will you add one day more European Nations ?
I suppose you know that many Europeans Nations tried to create colonies. Below a list (and some links) of Nations that can be added:
- Courland http://en.wikipedia.org/wiki/Courland_colonization
- Sweden http://en.wikipedia.org/wiki/Swedish_overseas_colonies
- Denmark http://en.wikipedia.org/wiki/Danish_overseas_colonies
- Norway http://en.wikipedia.org/wiki/Possessions_of_Norway

An idea can be adding this nations as "minor european nations". In that case, a massive malus can be given to this nations. For example, why not rising by 100% or more the number of cross needed to have a new guy on the docks....

All in all, your mod is nice and interesting. I like it.
 
Mod keeps getting better. thanks dale. One bug though leaderheads for dutch not showing up or is transparent.
 
I have a wierd problem.

In the European screen, the number of crosses just reset. On marathon, the first colonist took 9 crosses, and the second one is going to take 9 crosses.

Third colonist will cost 12 crosses.

So, I got a Seasoned Scout with the second pick. The ship arrives to pick him up a turn later. I have a hardy Pioneer that I can choose for 260 gold. I take him too. The crosses reset from 1/12 to 0/12.

This isn't normal is it?

Anyone else have this problem?
 
Hello, this is a compound of ideas that I have been reading throught the forums. Although some of them may seem like crazyness, there is quite a few that would be nice to have in the AoDII mod. (Most are mine thought) :goodjob:

Ideas:

1 - New milatary units: A soldier costs 75 weapons in a epic speed game. What if we could choose to build a better soldier or simply a more specific soldier spending more weapons? Example, If I wanted a Granadier Soldier, I would hava to spend 75 weapons plus 75 tools. The unit would come already with the granadieer promotion! This ideia can be expanded, increasing the milotary complexity of the game.

2 - Different Kinds of Treasures: Gold, Maps and XP isnt enought! There is one guy hinting us that Treasures should give other kind of stuff. Example: Bonus for producing things, Indian Natives, Better relations with a certain tribe, Worse relations, Horses, Native Soldiers and etc.

3 - Fountain of Youth: Where is the fountain of Youth? Remember when tons of colonists would migrate to the new world just becouse of that? I know it was overbalanced, but something like it would put an extra edge to the exploring venture.

4 - Resources: There should be more resources, and a Latitude specific resources to direct colonizing strategy. This would also incentivate commerce within the new world. I not talking about a zillion resources, two or three more would do fine.

5 - Forget about the custom house: Thats just an excuse for not hauling goods around. Lets just elaborate in the Auto Trade Mechanincs. This eliminates a lot of work for you Modder (I wish I know how to mod). The guy who said that ships would become obsolete was right, I remember COL1.

6 - Native Mechanincs: They are lacking a porpouse when the colonizing period starts. I honestly dont know how, but there should be a way of making them more important in the game.

7 - Pirate Mechanics: I know you are already working on it! I just ordered the book "Republic of the Pirates", and I defnetly want to make part of that solution. (Dont worry Im a fast reader)


Other than that, I hope you take this Brainstorming well Dale! I know you have to do all the hard work so we can play. Thats why I want to say thanks for everything. AoDII is a great mod! Actually it is the version that they should have launched the game with.

ps: You never answer my posts, but I take you are reading them right?
 
Yes I read every post in my mod's threads. ;)

And don't worry, a lot of what you spoke of is "in the works". However I'm working on something HUGE that will bring back a lot of that feeling of achievement from Col1. :)
 
When do forces get added to the REF? My problem is that I'm trying to add historical European settlements to the map but then John Adams wins on the first turn. My guess so far is that he goes first on the first turn and the King has no forces so he wins. Any thoughts?
 
Dale,

I noticed something while messing around with the colors of my Portugal mod:

In the ArtDefines file for both our mods says it says the following for Portugal_Europe:

<CivilizationArtInfo>
<Type>ART_DEF_CIVILIZATION_PORTUGAL_EUROPE</Type>
<Button>,Art/Interface/Buttons/Civilizations/Colonization_Civilizations_Leaders.dds,7,11</Button>
etc...

This gives the Spanish King's crowned and colored flag (yellow with crown), not a Portuguese colored one, which should be purple in your case.

I just thought you should know.

Thanks again for all your help with my mod ;)
 
I've tried installing this latest version (1.02) and about 15 seconds before the mod has finished extracting I get the following error message:

COM Surrogate has stopped working

Problem signature:
Problem Event Name: BEX
Application Name: DllHost.exe
Application Version: 6.0.6000.16386
Application Timestamp: 4549b14e
Fault Module Name: MSVCR80.dll
Fault Module Version: 8.0.50727.1434
Fault Module Timestamp: 4757746d
Exception Offset: 0003c02c
Exception Code: c000000d
Exception Data: 00000000
OS Version: 6.0.6001.2.1.0.768.3
Locale ID: 1033
Additional Information 1: cc09
Additional Information 2: 6bf323e9ea534f7237569c5f4caac691
Additional Information 3: 2eeb
Additional Information 4: 77c4ba17d484832180fa540085aee5c9

I have no clue as to what that means, but I thought posting the information here might be useful.

Thanks for the mod, Dale & Snoopy. I didn't have any problem with the original version and enjoyed playing it.
 
Dale,

I noticed something while messing around with the colors of my Portugal mod:

In the ArtDefines file for both our mods says it says the following for Portugal_Europe:

<CivilizationArtInfo>
<Type>ART_DEF_CIVILIZATION_PORTUGAL_EUROPE</Type>
<Button>,Art/Interface/Buttons/Civilizations/Colonization_Civilizations_Leaders.dds,7,11</Button>
etc...

This gives the Spanish King's crowned and colored flag (yellow with crown), not a Portuguese colored one, which should be purple in your case.

I just thought you should know.

Thanks again for all your help with my mod ;)

The flag for Portugal Europe comes out purple for me. I just placed some Portugal Europe units in World Builder, and I've seen the purple flag during Portugal's WoI in other games too. Works in my mod. :)
 
New issue, I bought a galleon and sent it to the new world. When it finally arrived, it ended up ouside the bottom of S. America. I backtracted to see it was a random location, it isn't after it left the euro screen. I will go back to the euro screen and try again.

Okay,
I went back to before I launched the Galleon, and it still comes back to the bottom of the map.

Anyway to fix this?
 
Dale,

I thought you said the new mod had disabled the pirates. The code in mine says:

<Type>CIVILIZATION_PIRATES</Type>
<Description>TXT_KEY_CIV_PIRATES_DESC</Description>
<ShortDescription>TXT_KEY_CIV_PIRATES_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_PIRATES_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_PIRATES_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_BLACK</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_PIRATES</ArtDefineTag>
<RevArtDefineTag>ART_DEF_CIVILIZATION_PIRATES</RevArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<bPlayable>0</bPlayable>
<bAIPlayable>0</bAIPlayable>

I thought the "0" meant the pirates weren't there anymore. However, I am still getting them. I have just had a game trashed because of them. They sunk my galleon, but I had funds and bought a ship of the line, which they sunk. Then they sink my caravel every time it puts to sea. It's hopeless as I ran out of funds to do anything and can't get a ship anywhere, even if I wait ages and build one I am sure it would get sunk too. There's a swarm of pirates off my main city!

Help!!!
 
You sure their not privateers? There is a big difference. :)
 
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