[MOD] Age of Discovery II

Wheldrake is partly correct. :)

REF starts initially MUCH bigger but grows slower. There is also a cap on how many units will be added each time [next version] so you won't get the "King adds 50 MoW's" scenario again.

I'm working on other ideas to counter the exploits. The new victory conditions help to promote large nations too. :)

Though ultimately, whether or not you use the exploits is up to you. ;)
 
There has been a thread on here about adding slaves to the game. Is this something that you might add to aod or are you not considering it? Sorry but my historical knowledge is terrible so i have no idea if the are relative to this time period in america?

Edit: Ok, so i see Triangle Trade has slaves incorporated. There also seems to be a lot of other interesting ideas in other threads/mods. Do you follow those much and have much inclination to use ideas from other sources in your mod?

Also, a couple other ideas i had:
In the Settlement Screen have a drop down menu at the top to select different settlements, instead of having to scroll through.

There was something else, but i forget what now.. will return when remember :)

Edit 2: I remembered! Is it me or do foreign powers/natives not barter at all when trading? I asked for +1 gold in a trade and the told me my offer was not good enough!!? Like WTH? the couldn't afford 1 more gold??

Slaves as implemented in TT is not an option at the moment as DP2 didn't leave the source code.

I like the idea of the drop down settlement list though.
 
Yarr!

I played around with the pirates and they rock! :D Here are some thoughts that came to me as playing.

- The Indians were aggressive towards my soldiers if they were standing next to their city. Is this intended? It seems odd that they happily give me thousands of gold, but attack my soldiers if they come to escort the treasure. :(

- I'm playing on Conquistador on the Caribbean map and it took the Europeans quite some time before they started their first colonies. They expanded nicely after getting started though. :)

- I annoyed me greatly that the pioneer pirates didn't show any differently from other pirate units. It was hard to tell who was working and who wasn't.

- It seems to be impossible to occupy the same tile with pirate units and europeans/indians even if they are friendly. Killing them doesn't provoke war so it doesn't really matter, but the option to choose wether to attack or not neutral/friendly troops would be nice.

- My Cultural Borders aren't showing! :p I know it doesn't really matter as pirates don't expand their culture/LB, but even so I'd like to see the borders.

- Pirates can be missionaries?

- The founding father buttons are irritating since they have no use. Is it possible to remove them for the pirates?

- On the Caribbean map the land tiles reached the map borders. Is this intended?

- Pillaging works great, but when I want to plunder a city or attack it just for fun my soldiers just walk in and refuse to attack those inside. Wasn't at war with the country atm though. Is war required in order for city attacks? It was also odd that no one cared if I pillaged their farms, killed their pioneers, stole their wagons and sunk their ships. They just begged for my world map. Maybe the europeans should be at war with the pirates at default?

- The pirates currently are cool to play, but since there is no victory condition that suits them its quite pointless. Maybe a victory condition that is about money? Once pirates get rich and fat they win?

- I think that the pirates should have access to europe to sell loot and purchase guns/ships. No recruitment however should be available. And no king. :)

- The rate that the pirates generate units seems to be a bit high, but that may be for the slow AI that was in my game.

Hope my thoughts help you get forward with pirate concept. Great mod, can't wait to see it develop. Oh, what the hell are pirates supposed to do with treasure carts? :)
 
Boogeyman:

In the next version you'll see a lot of work done to the Pirates. :)
 
v1.04 Released!

See first post for download link and updated changelog. :)

v1.03 - 1.04 changes:
- Added intro movie
- Added cutscenes with New World quotes
- Added achievement advisor icon
- Added new victories to Royal Charter (DoM screen)
- Added fortress ability to fire on ships with cannons
- Changed Pirate Ship strength 4 -> 3
- Changed requirement for Economic & Industrial victories to double
- Changed REF increases to include a cap based on difficulty
- Changed Europe Screen "Sail East" and "Sail West" buttons to visually indicate which is which
- Changed navy stats to reflect strength/cost/cargoholds better
- Fixed victory condition capitalisations
- Fixed broken 50 cross achievement text
- Fixed incorrect 10 bells achievement text
- Fixed achievements not recognising earlier style buildings (eg: not getting 5 stockades when 1 is a fort)
- Fixed achievement popups appearing on first player for all players
- Removed button pointer for Achievement interface message when not needed
 
DL link pops up 1.04b for me. Try direct here
 
Dale, would you consider an optional linear REF (at least two others have done a mod for this) that could be selected on the Custom Game screen?

I want the REF to be the King's response to player actions. I haven't finished modifying the REF yet (probably in two updates from now as Pirates are the focus for the next one) but I disagree with a completely linear REF.
 
I want the REF to be the King's response to player actions. I haven't finished modifying the REF yet (probably in two updates from now as Pirates are the focus for the next one) but I disagree with a completely linear REF.

In THAT case, I would love the King to respond to just more than what it does now - it should also respond to crosses at least, and thus nullify the "holding back on liberty bells until later" strategy.

So, is the idea for AoD2 to have the basic game, plus a whole lot of other stuff rather than a different game?
 
Well the goal of AoD2 is to make the core gameplay top notch and add in new concepts to enhance gameplay and promote strategic decision making. :)

I'm hoping 1.04 is a huge step above vanilla Col2. :)
 
Well, it won't run the intro movie. In fact, it won't run it for the vanilla game either. "NoMovieIntro" is set to 0.

I suume it is supposed to run when we first run the game - or is it?

I saw some of that intro movie (the youtube link in the OP) after I'd played the first few turns of the game. So, what's happening here?

As regards the pirates, perhaps they should start out tame but get increasingly aggressive as the game goes on; in particular, they may get more aggressive, the more treasure you capture and/or the more trade you do. So they would respond to your gameplay just like the king does. Perhaps the game could keep track of all the gold you have accumulated during the game (ignoring what you spent) and increase aggression when you hit certain levels, much like the way LBs work with the king.
 
Intro should play after the first turn (wierdly, the game calls that turn 0).
 
Hey Dale, found, tested, and confirmed a bug last night in MP.

Any time a building of mine finished and it did not have enough tools/guns/horses (I tested all 3) and I clicked on the button to purchase the needed extras, it would immediately give us an OSS error.

I'm still on version 1.3 (1.4 wasn't released yet when we started playing)
If you need more info, just let me know.

Also.. has anyone written a program that will monitor for new mod releases and install them at the click of a button?
 
Wheldrake is partly correct. :)

REF starts initially MUCH bigger but grows slower. There is also a cap on how many units will be added each time [next version] so you won't get the "King adds 50 MoW's" scenario again.

I'm working on other ideas to counter the exploits. The new victory conditions help to promote large nations too. :)

Though ultimately, whether or not you use the exploits is up to you. ;)

Hey thanks Dale. I just started an AOD game and didn't realize there were new Victory conditions...I'll have to look at that.

I like that fact that there are pirates roaming the sea's and I actually have a reason to keep some war ships roaming.

Regarding "exploiting"...I did it just to finally win a game after playing several that came close...but time ran out. My game play style was perfect for generating an REF force that I couldn't possibly defeat...or defeat before time ran out...very frustrating.

I'm looking forward to AOD, thanks.

~Foo Fighter~
 
As promised, I said I was going to majorly overhaul the Pirates for the next version. :)

Here's the beginnings of the Tortuga screen (Europe screen).
 
Thanks for the great mod! I was going to report that the achievement screens always showed up purple but I see you have a new version out already. I'll test it out now.

Also what's the difference between the maps? Some say (patch/change) or something like that next to them but they appear to be the same from vanilla civcol.
 
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