[MOD] Age of Discovery II

The maps are the same, but the allocation of goods and goody huts is randomised nowl. :)
 
Here's the beginnings of the Tortuga screen (Europe screen).
:D
I'll give you the advice to delay work on this a little bit. I plan a new release of Europe Screen for weekend and there will be a lot of changes.

Btw, it looks like you forgot to mention the Europe screen in changelog. ;)
 
I'm happy to report that version 1.04b runs fine on my PC. The only problem I had was that it quit extracting files before they were all unpacked, however I was successful the second attempt.

Great job, Dale. I love the original Colonization graphics. But I was a bit surprised when the screen went on about Sir Walter Raleigh of the English leaving for the New World in 1492 (I was playing Martim de Sousa of the Dutch.) :)
 
I agree, the elements imported from Col1 are GREAT!!! What nostalgia!

The gameplay seems good too. I noticed that you beefed the cost to buy native land back up, which although frustrating is probably a good thing. Gives some value back to those founding fathers who grant a reduction.

So far, so good. I still prefer the French, just because I hate it when the natives go aggro and stomp my weak, undefended cities. Investing in soldiers early on pûts such a cramp in my industrial playstyle. Can't wait to see if some of the new victory conditions kick in.

Cheers, --- Wheldrake
 
Hey Dale, found, tested, and confirmed a bug last night in MP.

Any time a building of mine finished and it did not have enough tools/guns/horses (I tested all 3) and I clicked on the button to purchase the needed extras, it would immediately give us an OOS error.

I'm still on version 1.3 (1.4 wasn't released yet when we started playing)
If you need more info, just let me know.

Also.. has anyone written a program that will monitor for new mod releases and install them at the click of a button?

Tested with version 1.4 and still see this bug. It's easily repeatable. (my partner threatened to kill me if I didn't start moving tools to my settlements)
 
Tested with version 1.4 and still see this bug. It's easily repeatable. (my partner threatened to kill me if I didn't start moving tools to my settlements)

That's odd, because I've used that button many times, with no ill effects. Is it possible you retained some files from older versions of AoD2?

Cheers, --- Wheldrake
 
Unlikely, because 1.3 was the first version I ever installed.

The only other Mod I've installed is the music pack, which isn't really a mod per se.

When I played on single player, it was no problem, only happens in multiplayer.
 
CuervoGold:

Thanks for the report. I didn't make any changes for 1.4 as it was too late when you first reported it. :)

Wheldrake:

It's good to hear that different nations are being favoured equally now. :) Myself, I favour the Portuguese for their early colonist rush and tax benefits. ;)

Greybriar:

Thanks mate. :) As for Walter, I had to pick someone for the vid and the English are first (default). :p

Jenks:

Tortuga screen, not Europe. ;)

koma:

What changes have you planned? And note this new screen of mine has different functionality (or will when complete) as it's only for the Pirates, not the colonies. :)
 
Hi Dale,

Great Mod!!

But I'm getting Pink screens instead of the art for the Achievements.

I've unpacked the Mod to the MODS directory

C:\Users\username\Documents\My Games\Sid Meier's Civilization IV Colonization\MODS

It doesn't matter if I create a shortcut that lods the mod or choose the mod from the regular shortcut.

also, I've tried copying the Achievements and Cutscreens folders to the Custom Assets and even the main Art folder in the install directory.

Any advice or help?



T
 
Don't put in "MyGames" location, put in "Program Files" location. :)
 
I was playing the MOD tonight (and seriously, this is an incredible addition to the vanilla game) and I had a thought. Ya know when your borders take over an Indian settlement, what if instead of just getting the land, you also got like a converted unit or two braves or something along those lines? Otherwise, there really isn't that big of an advantage to taking over Indian settlements (especially later in the game).
 
I was playing the MOD tonight (and seriously, this is an incredible addition to the vanilla game) and I had a thought. Ya know when your borders take over an Indian settlement, what if instead of just getting the land, you also got like a converted unit or two braves or something along those lines? Otherwise, there really isn't that big of an advantage to taking over Indian settlements (especially later in the game).

I am dying to be able to inhabit indian reservations when you capture/be offered them, like in civ! Otherwise it is purely for the land you gain, and thats not really that big a plus :(
 
Hey Dale, great mod! About to complete my second game, now with the Spanish. First was with the Portuguese.

I also have some feedback for you:

I'm with slackerpride and kaiabayashi on this one. When the Indians offer you their settlement, it shouldn't just disappear without you gaining anything. You should get the same benifits you receive when you take an Indian settlement. So, a converted native or two plus some money in the form of a treasure. That's my opinion.

Regarding the pirates, I have numerous issues with them, though I do think they're a nice addition! I'll keep those to myself though as you're still working on them. I'm liking the look of the Tortuga screen though. Looks sweet. ;)
One thing I will say though...is there a way for the pirates to appear later in the game? This would be more realistic and solve the problem that some people have complained about regarding the pirates hogging their ships and basically making some games unplayable.


As it is now, building a navy is pretty much pointless. No matter how many ships you build, you can't contend one bit with the King's navy because their man-o-wars have a strength of 15. I think, if they keep their strength of 15, ships of the line should be raised to at least 12 or 13. Ideally, I'd make it like this:

Caravel: 3
Merchantman: 4
Galleon and Privateer: 6
Frigate: 8
Ship-of-the-Line: 10
Man-O-War: 12

:)



The next question I'd like to ask is, why do peaks only give a defensive bonus of 25%? Shouldn't they be the best defensive position in the game? :/


Next, do you think it's accurate or correct that cannons are fairly useless aside from for attacking towns? Just kind of weird to me. I could see where you don't want to mess with the balance too much though.


And lastly, wouldn't it be cool if the other Europeans came around to you with wagon trains and/or ships and offered to sell you some of their goods? That would be pretty amazing. Not sure if you can change this though.


Anyways, great mod, hope you take some of my suggestions to heart!
 
I'll look into the thing with Indians. It can go on the list for a later update. As all knows, my goal this update is to make the Pirates playable. :)

One thing to help with nations starting with the Pirates near them, is that they won't have an attacking ship to begin with. It'll be a caravel like everyone else and they'll get Pirate ships later. :)

The navy I want to see how the recent changes I made play out. A SoL with sentiment can still compete easily with a MoW. So we'll see what happens.

I gave cannons the ability to fire on enemy ships inside a fortress. :)

AI trade would be fantastic, eh? Something I want to work on later.
 
I hate to be the bearer of bad news, but found a couple more bugs over the weekend. Both with multiplayer.

Let me preface this by saying that I upgraded my partners PC from 1.03 to 1.04, and I cannot be positive that I got rid of all the 1.03 files when I did the upgrade. I will be going in and completely removing the mod and reinstalling it this eveninig to see if the issues are resolved.

1. I was playing as player 1 and hosting the game. Any time I stripped off a specialty from inside the village screen by double clicking the colonist, the other player would get a windows error and their game would crash to the desktop. She (other player) is running Vista. Stripping the specialty from the map screen by selecting the colonist and using their action button did not cause any adverse affects - so for now that's my workaround.

2. This one took some time to figure out... Once both players had discovered the Pacific and had the option to sail either east or west, then we would sometimes get an OOS error when she dragged and dropped colonists into her boat on the Europe screen. We were not able to reproduce this 100%. We did note that using the "load from dock" button did not cause an error, it was strictly dragging and dropping. It is possible that it is related to a specific kind of ship, but we didn't get that far in the testing. We'll be testing this bug further tonight, so if I can isolate it a bit more, I'll let you know.
 
I've uploaded a compilation modpack: AODII 1.04 (with LooF Founding Fathers, changes and traits)

AODII 1.04 - Land of our Fathers

Base of Mod: v1.04 of Age of Discovery II
Added the below changes (from LooF v1.4)

Spoiler :
Changed all Founding Fathers values and free units, in line with LooF 1.4
Changed all traits in game, for civilizations, Fathers and leaders
Took off 1 cargo from Carrack (LooF Portuguese trait enables this anyway)
decreased native converts (increased initial missionary points convert threshold by +100%, from 1000 to 2000)
increased gold from capturing enemy colonies (up to 20 gold, +20 gold per population (was +10gold per pop) - effects noticeable when capturing large colonies)
increased growth of native villages (reduced threshold for growth by 20%, from 100 to 80)
Upped Looter from +50% to +100% gold from pillaging
Added +1 horse to stables, +2 horse to ranch, upped costs
Attack crossing river modifier now -20% (was -10%, is -10% in vanilla)
Attack from ship modifier now -40% (was -25%, is -20% in vanilla, attempt to fix a single and multiplayer exploit of loading loads of cannons on a ship and attacking without chance of counter attack)
Amended text "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only]
changed text "2x as likely chance to get Treasure from Ancient ruins" (bad English!)
Added new text keys



Upload links are :

AODII v1.04 LooF Compilation 66Mb - on 2shared.com (click the 'click here' link bottom right part of screen)
AODII v1.04 LooF Compilation 66Mb - on Sendspace
 
Sorry for the dumb question, but: is there any change to cannons? I looked through the changes but didnt find anything. So is the cannon exploit still possible (that is, buy many cannons, declare WoI, get out of your cities, then reconquer them)?
 
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