[MOD] Age of Discovery II

Falk:

No, I haven't changed the stats for cannon yet, but I've been going to remove the +100% colony attack for weeks (keep forgetting).

So I've just removed it now (will appear in the next version). :D

Thanks for reminding me. ;)
 
Are you sure you want to do that!??! That makes cannons completely useless. :S
Maybe you could give them a general bombard ability so they act more in support of the infantry/cavalry than anything else.


On another note, is there anything you can do to add variety to the goodie huts? How about a fountain of youth like in the original!!! :)
 
Cannons still have:

- settlement bombard
- enemy ship bombard (when in a fortress)

Artillery are NOT an attacking unit (trust me I know, I was in artillery for three years in the army). They are a support unit. Can you just picture in your mind if you will, ten men running across "no-man's land" carrying a cannon between them and occasionally stopping to fire and you'll see how ridiculous attacking cannons are. :lol:

Having +100% settlement attack was counter-intuitive to what cannons are. No, cannons are NOT useless. They are useless in vanilla (except for using exploits) but in AoD2 they are very useful inside fortresses. :)
 
That's all good. Makes sense. However, if cannons can't bombard anything other than cities and ships, what good are they in the field? If you want to talk realistic, they were used in field battles as well...


I'm not trying to hate on your mod or anything, so don't get me wrong. ;)
 
i like the loss of a +100% vs settlements for cannons, for flavour, and also will help to make the indians more competitive and harder to conquer.

... still want to see indians demanding food though!
 
That's all good. Makes sense. However, if cannons can't bombard anything other than cities and ships, what good are they in the field? If you want to talk realistic, they were used in field battles as well...


I'm not trying to hate on your mod or anything, so don't get me wrong. ;)

They operate the same as vanilla in the field. All I took away was settlement attack. :)

Although I can see the argument for the addition of my Civ4 ranged bombardment mod. ;)
 
Hi,

I was wondering when you (Dale) planned on releasing your newest patch with the updated Pirates?

I think it would be a great Christmas present you can offer us! :D

Personally, I have family coming up for Christmas and would love to play the new version for the Christmas time with the family.
 
Would love to be able to, but I haven't finished the Pirates victory condition yet, and being Xmas eve over here already (Ozstraya) I've got a VERY busy day planned already. It'll be more likely to be a NY's present. :)
 
I think I can settle for a NY's present!

We spent two days on the Vanilla version of Colonization and quickly realized how limited the game really is, so we are going to spend the next 2 weeks playing your Age of Discovery 2.

I played as the Pirates for a match, but unfortunately plundering over ships was not as prosperous as you haven't finished Tortuga yet.

I believe the integration of Tortuga would GREATLY improve the Pirate civilization,

Thanks for the hard work. I look forward to the next release.
 
Forgot to ask:

Do I have access to play all of the maps on Multiplayer?

On my multiplayer set up, I only have access to FaireWeather, Caribbean, and New World.

However, when I do a single player scenario, all of those additional maps (Columbus, Western Hemisphere) are located in there.

The extension on the end of FaireWeather is .py, but the others are .ColonizationWBSave.

Just wanted to know if I could play those multiplayer!

Thanks
 
Might you consider adding the real flags to the king's armies? =/

Also, an error I suppose, when first declaring independence, your colonies get the correct flags (Portugal-->Brazil, Spain-->Argentina). When exiting and reloading the game however, it reverts back to the normal flags. Not sure if this happens for everyone.
 
Merry Xmas everyone! :)
 
Bug/Glitch Report:

During a multiplayer map, each player attempt to purchase a shortfall for a building, but it resulted in an out of synch problem. This occurred with multiple players and different buildings (Lumbermill for me and Drydocks for another.)

I don't know if this is a problem with the core engine, but since Dale added the shortfall feature, I thought it might be able to get fixed.
 
Screenshots updated. Post #2 of this thread. :)
 
I have to say that these updated features are so very, very interesting to look upon.

I cannot wait to implement the updated "Pirates" into our normal multiplayer matches. It adds a exciting twist to the mix.
 
Dale,

One huge complaint I have with the initial release of Colonization, along with your AoD2, is the inability to adjust how many resources that I would like to trade.

For example, if I had 600 guns on a galleon and made my way to an Indian settlement, I would like the option to only sell them 100 or 200 guns, not only all 600 at one time.

What if they only had enough cash for 300 of the guns to make it profitable to me? That would require me to sail off to unload supplies and come back or to move on to another trade location.

All that said, is it possible for you to integrate a system into your mod to allow a set limit of items to be sold at a given time during trade?
 
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