[MOD] Age of Discovery II

Thanks eatcarrotsnow. Exactly. Which is why it would be good to have something like ipopprereq for buildings. We don't necessarily have to exactly follow the Col 1 guide but it would allow extra flexability for building requirements.

Actually, it would've been goosd to have it in Civ 4 in general as well. I wanted it in Civ 3 but no one would listen to me.

In the meantime, I've come up with a mod (yet to upload) which uses the pop requirements of Col 1 but instead of population I've tried unit level as the requirement instead. It has an interesting effect. It means basically that you need to send your scout to get promotions to unlock some of the buildings.
 
No problem. I'm glad after fifteen years it served a purpose again.

I thought the lack of building reqs was weird, but adjusted to it. It wouldn't kill me to go back, just change strategy again.


Your mod does sound interesting. Would you just have to have the scout become a part of a colony for the effect? Then move them to another colony for the same effect? Or do you just have to have one unit with a certain xp threshold?
 
Ahh..... yep now I remember what you mean. I thought you were saying you have to have 2 master carpenters to unlock sawmills. :)
 
If you already have AoD2 1.07 installed, then I've provided an update to 1.08 so you don't have to download the full 400 meg. :)

Unzip the below update file to the desktop then manually copy the files over the 1.07 files. It should work, I can't guarentee it, but it should. :lol:

1.07 to 1.08 update: http://rtw.apolyton.net/aod2/AoD2_1.08_update.zip

Code:
1.07 to 1.08 changelog:

* PiMan's New Australia & Australia Civs
* NeverMind's New Russia & Russia Civs
* Younflancy's New China & China Civs
* Other changes
	* Tax Trade Theshold doubled (can trade more before a tax rise)
	* All units now single graphics on map
	* No Pirates till after turn 30 (if AI controlled)
	* Added new tag: bFromWest to indicate Civ begins on the west of the map
* Rebel Sentiment changes
	* Each colonist has their own RS on a percentage scale
	* Each colony's CRS is based on each colonist's RS in the colony
	* Global GRS is based on the RS of all units except those on the docks in Europe
	* Producing bells has an upward effect on all colonist's RS, the more bells the more upwards movement
	* Statemen in colonies raise the RS of units on the colony's plot on the map (eg: soldiers)
	* RS generation takes into account gameSpeed & handicap
	* Colonist's RS is now shown on the scale in the Revolution Advisor screen
	* What affects colonist RS:
		- City bell production (raises)
		- Accepting tax rises (lowers)
		- Not accepting tax rises (raises)
		- Kissing pinky (lowers)
		- Refusing to kiss pinky (raises)
* Fixes (from 1.07)
	* Fixed Europe screen new profession crash
	* Doubled unit freedom times
	* Doubled unit upskilling time
	* Halved school fees
	* Upgraded to official patch 1.01f
	* Ozzy's map header fixed to allow for customising game
	* Fixed Buy Shortfall bug where amount of yield to purchase wasn't reset if you chose not to pay
	* "Examine City" changed to "Nevermind" on education popup to allow cancelling of education
	* Governor won't place automated citizens in education if human player
	* Doubled trade victory threshold
 
Yeah I did that so it shows the version in game (top right corner).
 
I have a problem with 1.08

1.07 worked fine and I patched the basic game to 1.01f which also works fine without the mod.

I downloaded your patch from 1.07 to 1.08, unzipped, and then copied it into the mod folder overwriting as needed. Now the mod will load but when you start a game it errors out immediately. What did I do wrong?

I am perfectly happy to download the 400 mb version of 1.08 if you can provide a link to it.

BTW thanks for all the work done by you and others for this mod. I love it.
 
I have a problem with 1.08

1.07 worked fine and I patched the basic game to 1.01f which also works fine without the mod.

I downloaded your patch from 1.07 to 1.08, unzipped, and then copied it into the mod folder overwriting as needed. Now the mod will load but when you start a game it errors out immediately. What did I do wrong?

I am perfectly happy to download the 400 mb version of 1.08 if you can provide a link to it.

BTW thanks for all the work done by you and others for this mod. I love it.

Are you trying to use a previous save game? That won't work.

If it's not that then it sounds like there has been an installation error. I will be posting the link to the full mod shortly.
 
Version 1.08 released! Now patch 1.01f compatible!

Please see the first post for details and download link. :)
 
It hasn't been that long since I played Col1, but I'm pretty certain there was no pop restricted buildings in the game. Which buildings, what specific pop?

I'm probably remembering Col1 wrongly, so don't take it the wrong way. :)

Also, just because it was in Col1 doesn't mean it should be in Col2.

I haver a pdf of the original manual and charts which lists all the pop requirements. Basically there was a minimum population required before construction could begin on a building. If pop was lowered after start it could still be completed. If completed and pop is lowered the building stayed and still functioned normally. If you need a copy of the Col 1 manual pdf send me a PM.
 
Dale, do we have to rename our old folder to include the 1.08 bit before unzipping the update, or will we have two separate folders for this now?

If you DL the full version, just delete the old one. If you DL the update, rename your folder by adding "_1.08" on the end. :)
 
I haver a pdf of the original manual and charts which lists all the pop requirements. Basically there was a minimum population required before construction could begin on a building. If pop was lowered after start it could still be completed. If completed and pop is lowered the building stayed and still functioned normally. If you need a copy of the Col 1 manual pdf send me a PM.

Yeah I remember now. I didn't really like it TBH, found it to limit the player negatively instead of trying to promote something positively.
 
The problem, as some claim, remains that you only need two or three colonies to win. Trying to make colonies interdependent is a good idea. That's why I created a mod where you needed a certain numbers of colonies as requirements for some buildings. However, apparently the problem remained because you didn't even need the higher level buildings.

I see you now have added the ability to define a building as a single instance. I wonder if there is a way to only allow a certain number of single instance buildings per colony. You could then make a number of essential buildings as single instance and thereby force more colonies to be built to get the other buildings. Or alternatively, limit the number of buildings that can be built in any colony according to surrounding space. Perhaps if boundaires are increased, then more buildings could be built.

Ok, this oculd be getting off-track from AOD 2 somewhat, but if I were to do a mod like that, I think it would be a COMP to AOD 2.
 
I like the thinking of trying to make empires bigger, but I hate the approach. Throwing arbitrary limitations on the player is not the way to succeed in forcing the player to be bigger.

Plus, one thing that I want to avoid which is always a problem in Civ, is the "bigger is better" concept. I want small 2-3 colony empires to be as successful as 20-30 colony empires.

I like that I can win with 2-3 colonies. :)
 
Well now, I've noticed a 1.08 bug. When I meet the Australians early on (I'm playing the Chinese) it says something about them being cautious to meet me - so cautious in fact that no interactive dialigue appears, just the screen that's supposed to give it. I had to escape out, which then gave the game menu, and then I chose the option to continue back into the game at which point the Australian diplomacy screen (with missing dialogue) had gone and I could continue with the game.
 
Did you use the 1.07 to 1.08 update? If yes then you need to go into \Assets\Python\EntryPoints and delete the file CvDiplomacyInterface.py file completely. This is an old 1.07 file which is made redundant by the Firaxis patch.
 
Does 1.08 include the actual 1.01f patch? Or just support for it?

AoD2 doesn't change any vanilla files. So I suppose it "supports" the patch. But really when you think about it, 95% of the patch is just PatchMod which is "included" in AoD2 it's a bit either way. :)
 
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