[MOD] Age of Discovery II

Confirmed bug. The 30-turn Pirate amnesty is applying to humans when it shouldn't.

Does it means that with 30-turn delay I could play as pirate or Pirate civilization is impossible to play at all (in AoD 1.08)?
 
What it means is, the 30-turn delay on Pirates so they don't pounce on you straight away is applying to human players when it shouldn't be. It'll be fixed for 1.09.
 
dale,

thanks for a great mod. noticed one thing in a game of mine, though- i bought a galleon and the darn thing wouldn't go to the americas. it just sat in the dock all day......:(
 
upon some testing- i think this is a problem that only occurs if you play the "patchmod-western hemisphere" custom scenario.
 
Have you updated to 1.09?
 
dale,

yup. the funny thing is i tested it out with worldbuilder- gave myself gold and bought a galleon. sometimes the galleon can go to the new world, sometimes it can't. very strange.
 
I actually have the same problem, I'm using 1.08 (downloading 1.09 as we speak)

Any time I buy a Merchantman or Galleon in Europe, I cannot sent it to the Atlantic. The only way to get it off the Europe screen is to discover the Pacific and send it there.

This was on Western Hemisphere AND Northwest Passage maps.

Maybe that can help you find the problem
 
I actually have the same problem, I'm using 1.08 (downloading 1.09 as we speak)

Any time I buy a Merchantman or Galleon in Europe, I cannot sent it to the Atlantic. The only way to get it off the Europe screen is to discover the Pacific and send it there.

This was on Western Hemisphere AND Northwest Passage maps.

Maybe that can help you find the problem

This should be fixed in 1.09. Though there was one report of it occuring for the Chinese on Western Hem map. I haven't tested that combo yet to confirm.
 
Hello Dale,

I'm playing 1.09, could you explain what's the background of IronWorks giving +25% bells production increase? Can't imagine how smith helps a revolution :)
 
Hello, need help with some price questions:

1. Prices of purchased units start to lower after some time (and they go higher if you buy the same unit several times). What does affect these price change? Is there really a delay from the game start cause i notice this price change somewhat after 50 turns? Also i've noticed that i could order 10 Master Carpenters and price doesn't rise at all but for Vet.Soldier it rises after each purchase.

2. Are European goods prices in AoD2 "self equalizing" like in Col1 (if i remember correctly), i.e. there will be never such a case that ALL the sell prices will lower to 1?

And of course, thanx for a great mode to Dale !
 
Hello Dale,

I'm playing 1.09, could you explain what's the background of IronWorks giving +25% bells production increase? Can't imagine how smith helps a revolution :)

I think it was caused by the patch 1.01f. All factory level buildings now increase liberty bells.
 
Yeah patch 1.01f made all factory level buildings produce +25% bells.
 
After updating to 1.09 and playing the Northwest passage map purchased ships do in fact now sail to the Atlantic.

I haven't yet tried the "PatchMod" versions of the maps, and it was with those maps that I first found that purchased ships couldn't sail.

What is the difference between "PatchMod Northwest Passage" and "Northwest Passage" maps?
 
The PatchMod version of the maps randomises a number of items such as goodie huts, bonuses and starting plots.
 
Hi all,

Has anyone ever won a Pirate Plunder Victory?

I tried several times now (with 1.09b) but I think it's impossible, because:

- Plunder Victory is 100.000 goods/money, and the AI's never produces this huge number of goods/money. This number way too high. I tried to produce 80.000 goods with 1.08, but that is a huge undertaking.

- Best Pirate Ship is only 4 attack, this is too low against the AI's frigates' 8 attack. Why can't pirates build the shipyard and with that better ships? Or maybe pirates ship attack should increase by the number of pirates/cannons on board.

- Pirates can't buy or educated masters/experts. With the patch free colonists become masters/experts after a long time, but this is too slow. I think schools, college and university should become available to pirates.

- I noticed that although pirates don't get a town hall a city can still build political points and by this get founding fathers. Is this intended?

Levison
 
Hi Dale,

I was playing a game (1.09b) and the King won by a Economic Victory. I was shocked by this. And I think there might be a flaw somewhere.

This are the amounts of goods traded:

I traded 30.000 goods (all with King)
King traded 80.000 goods
AI player 20.000 goods
AI player 35.000 goods
And some smaller amounts

This must mean that all the other AI player trading are also counted with my king and not their own kings.

If this is true then it's almost impossible to achieve a Economic Victory, or is there a flaw?

In the previous versions the amount that I traded and my King's amount was always very close together. They only difference was the amount that I traded with the Natives or other AI Players.

I was playing on Governor difficulty, Faire map and Epic game speed.

What I also saw that in the beginning of the game the amount for achieving a Economic Victory was way higher then 80.000, it was like 277.500 or 375.000.
The same amount was needed for the Plunder Victory.
For Industrialization Victory 27.000 was needed.

But this corrected itself when I reloaded the game after 1 day.


Levison
 
Thanks for the report.
 
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