[MOD] Age of Discovery II

I do love this mod, there is one thing that makes me wonder and I havent seen the question yet (went trough most of the thread). How come you added this :
"* Converted native can no longer be educated at Indian settlements (can be trained at school as normal)."

Training a native in a village to become an expert farmer isnt that different as training a free colonist I think, only difference is that imo natives should train faster as they already are "handy" with their hands.

Simple. Training an Indian at their village converts them into a "European" profession. This means you can make them a free colonist or arm them or do other "European" things to them, even before they reach one of your colonies.

That's why you can now only train Indians in schools. :)
 
I do love this mod, there is one thing that makes me wonder and I havent seen the question yet (went trough most of the thread). How come you added this :
"* Converted native can no longer be educated at Indian settlements (can be trained at school as normal)."

Training a native in a village to become an expert farmer isnt that different as training a free colonist I think, only difference is that imo natives should train faster as they already are "handy" with their hands.

Indians already had their training by being natives ..
hench the bonus on all field work .. when a colonist train they have their Euro knowledge combined with the indian to make them specialist

so to make a native become a specialist they should train at a school to provided them with euro knowledge .. in other words ..

Dale is completly logical to me ;)
 
For those having "unzipping" issues with 1.02, I'm uploading a new version 1.02b (since a couple small things have changed since 1.02) which unzips correctly without errors for me. This is an interum version.

So give this a try. :)

PS: Wait 30 mins after the time of this post before trying to download, as it's still uploading. ;)

Link: http://rtw.apolyton.net/aod2/AoD2_1.02b.zip
 
This version didn't finish extracting either. I got the following error message:
Problem signature:
Problem Event Name: BEX
Application Name: DllHost.exe
Application Version: 6.0.6000.16386
Application Timestamp: 4549b14e
Fault Module Name: MSVCR80.dll
Fault Module Version: 8.0.50727.1434
Fault Module Timestamp: 4757746d
Exception Offset: 0003c02c
Exception Code: c000000d
Exception Data: 00000000
OS Version: 6.0.6001.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 527f
Additional Information 2: 5613594541c90aeb305482d3936637ea
Additional Information 3: d232
Additional Information 4: ddb8bf107ac9d1a26c0f5124b5589382

When I tried to run the game using the 1.02b mod afterward, I got the following error messages: "Failed loading XML file xml\Events/CIV4AchieveInfos.xml."

and: "Load XML call failed for Events/CIV4AchieveInfos.xml." (I hope I wrote that down correctly.)

Anyway, I hope that helps sort things out. I'm still playing the earlier version of the mod.
 
Started playing the 1.02b
the mod keeps getting better and better!

I know its not a full release.. so, not sure if its a bug or just not finished yet
but on the player achievements I do get the pop ups but instead
of the artwork i get a pink background

and Europe bought ships still apear random on the map the first time

can't wait for the next update.. keep up the great work!! :goodjob:
 
Wierd. I'm using Vista zip to zip them up, and since holymouth is able to extract it I can't see it being the zip file.
 
No probs here unzipping any of the AD versions.

Methinks logic would dictate either corrupted
downloads or a local issue (??)
 
I still got the unit-cycling/non-popup bug, using AoD2 v1.02.

I thought it was strange that the bug was removed because I never doubleclick in Europe screen. So there is another similar bug.
 
if i understand correctly. i just install AOD and i also will have installed the patchmod? correctly?

Is the traderoute overviewer thingie already included or not?

Will play this evening with the mod and hope to have an enjoyable time:)
 
AoD2 1.02+ includes patchmod 1.07 (latest), but only when you play with AoD mod.
Trade Routes Advisor is included in 1.02+.
 
Little bug.
Purchased a Galleon in Europe and sailed it over to the New World. Galleon appears on the other end of the map (way up north, while I settled in the south) in the middle of the fog. Galleon should "follow established routes" and appear near colony.

Do you want a save?

mh
 
Im getting the same issue with ships. But the Native Converts problem is corrected.

Im thinking there is something wrong with the AI becouse thay always settle close to each other. I mean, i played i few games and in all of them they are choosing to settle realy close, ignoring the rest of the MAP. Is that correct?
 
I already said it's inlcuded. But AoD2 changes the way again how treasures are stored. No bug.
 
New issue, I bought a galleon and sent it to the new world. When it finally arrived, it ended up ouside the bottom of S. America.
Anyway to fix this?

I've had this happen a few times - I just send the ship back to Europe, then back to the new world and they arrive at the right location. Quicker than sailing them along the coast line for 10 turns.

Could be a random "storms at sea" thing??
 
I like davecheeney's interpretation. 'Strange things happen at sea. Live with it'. I had a caravel with desperately needed 'stuff' that had to trudge all the way from the South, dodging pirates en route. Very annoying but adds to the flavour for me.
 
The clear specialty bug seems to depend on how I start the game:

If I double-click on an AoD2 save file in order to start the game, "clear specialty" works fine. If I start Civ4 Colonization normally, and then load an AoD2 game (which forces the mod to load), then "clear specialty" consistently crashes the game.

I've attached a save file which exhibits this behavior for me. You can try changing the specialty of on one of the guys in the church in the town "Anand". Do you get the same behavior?

Thanks!

Travis
 

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