[MOD] Age of Discovery II

Gothic,

Those issues have been addressed.

Load the zip file that dale posted shortly before yours and follow the instructions.
That would eliminate the big pink square problem.
 
Dale,

A couple of issues that I believe need to be addressed (Nothing vital.)

Artistic:

*The incoming ships for Tortuga appear to float above the water.

*It would look more natural if the Hurry Units on Tortuga were brought down a little bit, since they also appear to be floating.

Gameplay:

*I found an exploit. I rushed a Swashbuckler in Tortuga and double clicked him while he was on the docks. I hurried him for 100 gold then double clicking him gave me an option to turn him into a free colonist while giving me a 800 gold refund. Perhaps eliminate the refund option?

*An interesting feature for the Pirates could be that all units captured from defeated enemy vessels would turn into Indentured Servants. For example, what if I were to capture a master blacksmith or elder statesman? It wouldn't make sense that a slave would perform at his top level. Pirates take people as slaves, in general.
 
Dale,

How on earth did you manage to make cannons fire on ships? That's amazing. Now my fortresses actually serve a purpose.

Now all we need is for someone to make a sinking animation for when those ships get sunk, instead of just disappearing.
 
Great Mod, however just a suggestion that you might consider. Could you add in some sort of new weapon that gives you a bonus for attacking settlements. Now my cannons in a way seem worthless as they get no advantage for attacking anything.
Not too big of a deal, but I just thought I would mention that.
 
Superb mod, but is there a way to restore the original Europe screen? The one in the mod doesn't look so nice, and I actually found the new one much more userfriendly.
 
Been playing some games with the mod now, but the pirates are practically unstopable. They've got a ton load of ships and from very early on in the game they are attack my ships. Since they've got about a 8 to 1 advantage, they kick my ass. With ease, and without trade to Europe, there is no way for me to recoup those losses.

Is this supposed to be this way?
And can pirates be turned off?

Otherwise, great mod
 
Yes, the generation of Pirate Ships is still on the heavy side. That'll be addressed in the next version.

I had one game where by turn 250 the pirates were the only thing on the seas with over 35 pirate ships!!!! :eek:

As for the Europe screen, I'm quietly working on a configurator to turn various things on and off. The Europe screen change may make it into it (though it's a pretty big change, not so simple to "turn off"). :)
 
Dale,

How on earth did you manage to make cannons fire on ships? That's amazing. Now my fortresses actually serve a purpose.

Now all we need is for someone to make a sinking animation for when those ships get sunk, instead of just disappearing.

Pretty much I just brought my ranged bombard concept over from Civ4, but only to trigger in certain circumstances. :)
 
Great Mod, however just a suggestion that you might consider. Could you add in some sort of new weapon that gives you a bonus for attacking settlements. Now my cannons in a way seem worthless as they get no advantage for attacking anything.
Not too big of a deal, but I just thought I would mention that.

Cannons are not an attacking weapon. They are a defensive/support weapon. :)

Use your cannons to bombard the colony's fortify bonus down, then attack with your soldiers/dragoons.
 
But what about the use of cannons in field battles? They're too weak to attack themselves, so they should have the ability to support the soldiers/dragoons. Perhaps a general bombardment ability? Doesn't have to be groundbreakingly powerful either. Maybe a 0.0-0.4 hit every time they fire, depending on the terrain they're firing into and luck? Don't you think that would make sense, Dale?


As Napoleon said, "it is with guns that war is made." (Referring to artillery by saying "guns")

;)


Also...I'd love to see the cost of warships downed a bit. That way you can actually fight off the pirates (though I didn't have any problems with them in my game, played on the 4th (Conquistador)) difficulty level and you can bother the royal navy a bit when it comes in.

I'll admit there are a lot of pirates, but I had a frigate and a privateer and was cleaning them up easily. Then when I got a ship of the line it became even easier. You just have to be careful and not expose your ships to too many pirates at once, or they'll wear you down.
 
As for the cannons Dale, I did not see that option to bombard a settlements defense's when I was playing as the pirates. Are the pirates suppose to have this ability or not?

Just some ideas, perhaps a settlement could expand beyond its standard 3x3 square of control, to 3 additional spaces out in each direction, like in Civ 4 and Civ 3 when a city would gain enough culture and thus land control. Just an idea, and one I would like to see, as from how I see the game each settlement is like a colony. The bigger it gets, the more area it takes up and uses.

The second idea is to somehow allow a player to train vetern soldiers. From my memory it was possible in Colonization 1. Not a big deal, but something to perhaps consider. Or perhaps this was already included and I have not tired it out yet.

The third idea, is to allow a player to trade with other areas besides Europe. I know I spoted somewhere that someone was going to let people trade with Africa, perhaps it would add more depth if you could trade with Africa, but limited in a sense, like being able to sell guns, horses, and tools.

Anyhow just some ideas. I like the mod, and cannot wait for the next update. Keep up the good work.
 
:cry: Dale your mod looks pretty beastly but I can't get it to work. I can get the mod to load but I cant see your new features. My file path looks like:

C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\AoD2_1.05\AgeOfDiscoveryII

..... then the 'Assets', 'CvGameCoreDLL', and the 'PublicMaps' folders are located here

I saw a couple other people were having the same problem but they were using the MyGames folder, so I'm not sure exactly what's going wrong here.


Help a nub out!!
 
:cry: Dale your mod looks pretty beastly but I can't get it to work. I can get the mod to load but I cant see your new features. My file path looks like:

C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\AoD2_1.05\AgeOfDiscoveryII

..... then the 'Assets', 'CvGameCoreDLL', and the 'PublicMaps' folders are located here

I saw a couple other people were having the same problem but they were using the MyGames folder, so I'm not sure exactly what's going wrong here.


Help a nub out!!

Move the "AgeOfDiscoveryII" folder down one level. :)

C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\AgeOfDiscoveryII
 
Found a bug. When I try to clear the speciality of a guy, the game crashes.

Don't clear specialties in the colony. :) I'm still working on that bug.
 
But what about the use of cannons in field battles? They're too weak to attack themselves, so they should have the ability to support the soldiers/dragoons. Perhaps a general bombardment ability? Doesn't have to be groundbreakingly powerful either. Maybe a 0.0-0.4 hit every time they fire, depending on the terrain they're firing into and luck? Don't you think that would make sense, Dale?


As Napoleon said, "it is with guns that war is made." (Referring to artillery by saying "guns")

;)


Also...I'd love to see the cost of warships downed a bit. That way you can actually fight off the pirates (though I didn't have any problems with them in my game, played on the 4th (Conquistador)) difficulty level and you can bother the royal navy a bit when it comes in.

I'll admit there are a lot of pirates, but I had a frigate and a privateer and was cleaning them up easily. Then when I got a ship of the line it became even easier. You just have to be careful and not expose your ships to too many pirates at once, or they'll wear you down.

You can still attack with cannons. I didn't change anything there. I only removed the settlement attack bonus which is completely illogical. :)
 
As for the cannons Dale, I did not see that option to bombard a settlements defense's when I was playing as the pirates. Are the pirates suppose to have this ability or not?

I'll check it out.

Just some ideas, perhaps a settlement could expand beyond its standard 3x3 square of control, to 3 additional spaces out in each direction, like in Civ 4 and Civ 3 when a city would gain enough culture and thus land control. Just an idea, and one I would like to see, as from how I see the game each settlement is like a colony. The bigger it gets, the more area it takes up and uses.

This isn't Civ. You're not supposed to make a size 40 city. :)

The second idea is to somehow allow a player to train vetern soldiers. From my memory it was possible in Colonization 1. Not a big deal, but something to perhaps consider. Or perhaps this was already included and I have not tired it out yet.

Veteran soldiers represent skilled fully trained soldiers. That was only possible in Europe through training in military colleges. Such did not exist outside of Europe. Thus, being able to create your own VS's is not very historical.

The third idea, is to allow a player to trade with other areas besides Europe. I know I spoted somewhere that someone was going to let people trade with Africa, perhaps it would add more depth if you could trade with Africa, but limited in a sense, like being able to sell guns, horses, and tools.

Anyhow just some ideas. I like the mod, and cannot wait for the next update. Keep up the good work.

I have different ideas for encompasing other areas of the World. ;)
 
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