[MOD] Age of Discovery II

I must be doing something wrong.


I changed the 2 things about pirates to "1" (playable & AIplayable), and they show up & play fine, but i don't think its WAD?.




They seem a tad bit to peaceful for my taste. Is there a tag i can change in the files that makes them "always at war" with all other civs?
 
Really an amazing addition. I am simply blown away by the detail and completeness of it. Thanks for all the hard work!
 
I'm really not crazy about the crippled settlements (no production, only 1 space for 1 carpenter). I know you are halting further development on AoD II, but ... it seemed like a step backwards, making expansion and economic development too difficult and complicated IMO.
 
I'm really not crazy about the crippled settlements (no production, only 1 space for 1 carpenter). I know you are halting further development on AoD II, but ... it seemed like a step backwards, making expansion and economic development too difficult and complicated IMO.

Actually I find it much easier to specialise a colony now. With the right build path you can have colonies producing much more than they could in vanilla terms. Investment breeds returns. :)
 
I must be doing something wrong.


I changed the 2 things about pirates to "1" (playable & AIplayable), and they show up & play fine, but i don't think its WAD?.




They seem a tad bit to peaceful for my taste. Is there a tag i can change in the files that makes them "always at war" with all other civs?

This is one of the major reasons they were turned off. Sorry, but there isn't anything available like that. If there were then Pirates would still be in the game.
 
Actually I find it much easier to specialise a colony now. With the right build path you can have colonies producing much more than they could in vanilla terms. Investment breeds returns. :)

It takes much longer to get there, though, and requires a lot more micromanagement. If it wasn't the end of the line for your MOD development, I'd suggest letting you sacrifice a specialist (like, say, a Master Tobaccoonist) to instantly create/upgrade the relevant building in a Settlement.
 
I'm really not crazy about the crippled settlements (no production, only 1 space for 1 carpenter). I know you are halting further development on AoD II, but ... it seemed like a step backwards, making expansion and economic development too difficult and complicated IMO.
To my opinion each new settlement can have only one building (Basecamp) and no more building at all. Something like here



To have a full set of buildings in a just established city is absolute nonsense. This is practically a legal cheat-code because a colonist even theoretically cannot contact so many buildings during just one turn.

Moreover, each new building you construct in your city must require some quantity of wood and tools to be finished.

These ideas were actualized in the "Terra incognita" mod. You can download from this link and to see the difference. I'd like to say this is a much more clever and logically correct development of your settlements.
 
To my opinion each new settlement can have only one building (Basecamp) and no more building at all. Something like here



To have a full set of buildings in a just established city is absolute nonsense. This is practically a legal cheat-code because a colonist even theoretically cannot contact so many buildings during just one turn.

Moreover, each new building you construct in your city must require some quantity of wood and tools to be finished.

These ideas were actualized in the "Terra incognita" mod. You can download from this link and to see the difference. I'd like to say this is a much more clever and logically correct development of your settlements.

Its way too complicated. At minimum, there should be a basic lumber mill and blacksmith shop.
 
Hello! I figure it would be unlikely there would be a fix for this as this mod is reported to be in it's final incarnation, but I thought it was interesting enough to at least point out/share.

I am somewhat new to this mod as I play Civ4/Colonization off and on, so maybe the contents of this post have already been covered in a thread under one of the various version numbers for Age of Discovery. To begin with, yes: I am running Age of Discovery II 1.11b with Sid Meier's Civilization IV: Colonization 1.0.0.1. And no: I am not attempting to be negative or ridicule the mod by posting some user feedback, and I'm not demanding a remedy or workaround either. (We could just load an older save, and problem solved.)

A game-ending bug occurred when my Colonization froze up after selecting to pay the "shortfall" for a Town Hall lacking tools. Sure, I alt-control-deleted out of it and signed back into the multiplayer game, only to find the city which I paid to complete the Town Hall had seven digits in all goods: food, silver, everything! I figured it may have been a visual error and the numbers needed to be refreshed as I was no longer hosting the game (if that matters), so I tried to load an item into a wagon train. The train loads my goods just fine, and I have no other ideas but to try ending my turn.

Next turn, my small town of a new game sells off 10k to 50k of each item (not the gold value, but the quantity of that good) and I win an economic victory by sheer newbieness. This was not rigged as an intentional victory and it happened over a LAN game.

I know screenshots can be edited or even staged with WorldBuilder, but I've uploaded a capture for the curious.

On another note of this feedback post, I noticed the mission objectives for victory defines winning my "Independance" and then explains how to go about achieving independence. It was upon reading this I conjured dorky pictures of colonists ballroom-dancing with Europeans saying, "I declare my indepen-DANCE!"

The scenario name/title of "Colonisation I.ColonizationWBSave" is likely intentional, but I thought I'd mention it just in case.

Thanks for developing Age of Discovery; we are enjoying the mod so far! We haven't even gotten a chance to try using the Trade Advisor yet, but it looks promising compared to what we've used in the past.

Thanks for listening,
BestestAsbestos
 

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Hello! I figure it would be unlikely there would be a fix for this as this mod is reported to be in it's final incarnation, but I thought it was interesting enough to at least point out/share.

I am somewhat new to this mod as I play Civ4/Colonization off and on, so maybe the contents of this post have already been covered in a thread under one of the various version numbers for Age of Discovery. To begin with, yes: I am running Age of Discovery II 1.11b with Sid Meier's Civilization IV: Colonization 1.0.0.1. And no: I am not attempting to be negative or ridicule the mod by posting some user feedback, and I'm not demanding a remedy or workaround either. (We could just load an older save, and problem solved.)

A game-ending bug occurred when my Colonization froze up after selecting to pay the "shortfall" for a Town Hall lacking tools. Sure, I alt-control-deleted out of it and signed back into the multiplayer game, only to find the city which I paid to complete the Town Hall had seven digits in all goods: food, silver, everything! I figured it may have been a visual error and the numbers needed to be refreshed as I was no longer hosting the game (if that matters), so I tried to load an item into a wagon train. The train loads my goods just fine, and I have no other ideas but to try ending my turn.

Next turn, my small town of a new game sells off 10k to 50k of each item (not the gold value, but the quantity of that good) and I win an economic victory by sheer newbieness. This was not rigged as an intentional victory and it happened over a LAN game.

I know screenshots can be edited or even staged with WorldBuilder, but I've uploaded a capture for the curious.

On another note of this feedback post, I noticed the mission objectives for victory defines winning my "Independance" and then explains how to go about achieving independence. It was upon reading this I conjured dorky pictures of colonists ballroom-dancing with Europeans saying, "I declare my indepen-DANCE!"

The scenario name/title of "Colonisation I.ColonizationWBSave" is likely intentional, but I thought I'd mention it just in case.

Thanks for developing Age of Discovery; we are enjoying the mod so far! We haven't even gotten a chance to try using the Trade Advisor yet, but it looks promising compared to what we've used in the past.

Thanks for listening,
BestestAsbestos

Thanks for the feedback.

First, whilst reading the texts in the Mod, keep in mind that I follow the Queen's English, not the President's. ;)

Thanks for the report on the shortfall crash. It's been reported before, and strangely I have been unable to replicate it on my Vista and Win7 systems at home. I will be posting a small update to the DLL soon, so I will keep investigating.
 
the crash likely has to do with the manner CPUs handle negative intergers:

FFFFFF in regular hex represents 16 777 215

BUT, in most instances, on a computer

FFFFFF will represent -1

the progression works pretty much the the same until you get to the midpoint in the range:

00 00 00 = 0
00 00 01 = 1
00 00 02 = 2
...
7F FF FF = 8 388 607
80 00 00 = 8 388 608 --OR-- -8 388 607 here is where it gets weird depending on the software, CPU, and numerous other factors
80 00 01 = 8 388 609 --OR-- -8 388 606 and so on until
...
FF FF FF = 16 777 215 --OR-- -1

I believe this is a limit due to 32-bit CPUs, not sure, I used to know more about all of this but I've been retired so long I have forgotten more than I remember

it has to do with the "negative flag" or "negative bit" in how numbers are managed on a computer: see Wikipedia article
 
Not sure if this helps shed any more light on the bug, as I'm unaware of what all has been mentioned about it. Then again, even if it hasn't been mentioned, I don't even know if what I've messed around with benefits anybody.

While in a single-player game as China about two-hundred turns in and building a University, the crash occurred again while paying gold to make up for tools.

I loaded an auto-save from a few turns back, and saw two things which I decided to change: the first were the working weavers who didn't have enough cotton for all three, and the fact the city was starving by one food unit. So I cleared the specialty of one of the Weavers and the game crashed again.

Okay, so I load the autosave a second time. Now, drjest2000 mentioned negative numbers as a concept, though he wasn't talking about food shortages in particular. I figured it was a long shot, but I made a Cotton Planter farm temporarily to bring myself up to positive food, and cleared a Weaver's specialty. It worked without crashing, giving me a Free Colonist. Then, in the same game/town/turn, I reassigned the Cotton Planter to picking cotton, going back to -1 food. When I attempted to clear the specialty of a second Weaver, the game crashed. I was able to repeat crashing the game by changing specialties anytime while starving on that particular save, and the game would stubbornly refuse to crash if that city was growing in food.

Being curious about the bug, I started up new games as France and China to create structures without tools and starving, but it did not cause a crash. The France game did not use any Founding Fathers, and I tried Congress members who reduced Tools necessary to complete buildings as China.

And, looking at the screenshot I posted earlier, it looks like the first time I crashed, the city was making positive food, anyway.

Signed,
BestestAsbestos
 
Help me please! While I'm in the diplomacy screens for various civ's there are no responses or questions for me to answer. Simply the head of the civ is there and at the bottom where there would be choices for diplomacy there are none.

Please let me know how to remedy this situation...

Other than that....the mod looks really neat.....

Zingleplatz:mad:
 
Version 1.12 is now released!

See first post for details.
 
I downloaded the last patch and it still won't show dialogue in the diplomacy screen and now the eropean screen is completely pink with only the icons of the ships and units showing. Please take me thru this the slow wayplease...

Thank you
 
Version 1.12 is now released!

See first post for details.

This is jolly good, congrats!

Care to elaborate a bit more about the changes, as the changelog is a bit sparse on details?
 
This is jolly good, congrats!

Care to elaborate a bit more about the changes, as the changelog is a bit sparse on details?

Well really, it's just bugfixes as mentioned in the AoD2 forum. :)
 
I downloaded the last patch and it still won't show dialogue in the diplomacy screen and now the eropean screen is completely pink with only the icons of the ships and units showing. Please take me thru this the slow wayplease...

Thank you

Try downloading the full version (about 413 meg) deleting all AoD2 folders and then unzipping again into the Mods folder. Start from a fresh.
 
Well really, it's just bugfixes as mentioned in the AoD2 forum. :)

;)
I can do file compare;)

I see you addressed the yield shortage, my I inquire what you found? Just out of curiosity, it might be beneficial for me to know what can cause CTD on Vista and not on XP.
 
;)
I can do file compare;)

I see you addressed the yield shortage, my I inquire what you found? Just out of curiosity, it might be beneficial for me to know what can cause CTD on Vista and not on XP.

In terms of the yield shortage wierdness, I had just put the formula in wrong. I didn't subtract existing yield in the colony (hence why cost seemed so high as it calculated on the whole yield needed).

As for the whole Vista crash thing, I was never able to reproduce it on either Vista or Windows 7 (I have both systems at home). AoD2 was fully developed on Vista Home Premium 64-bit. So all I can say is "unknown". :(
 
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