[MOD] Age of Discovery II

I see it as a negative. Huge empires aren't supposed to be better than smaller, the game is clearly designed to not be this way. Also it just gets boring with too many cities and immigrants.
 
I see it as a negative. Huge empires aren't supposed to be better than smaller, the game is clearly designed to not be this way. Also it just gets boring with too many cities and immigrants.

This is just an observational question, but did you come from a Civ background or a Col background?
 
Just trying out my first venture with AoDII 1.06.
No great problems in the opening stages but as the game progressed (I'm now at turn 168) I have noticed a couple of strange things starting to happen.
1. When a scout is exploring, the native monuments just disappear as the scout approaches. There is no announcement about what the monument might contain or yield.
2. Similarly if my troops attack a treasure train of another nation with which I am at war, it just disappears. No evidence of a fight or a take over.
3. If I reassign a worker in a town, the whole assignment of workers within the town may alter.
4. My hardy pioneers don't work any more. The dig road, farm, mine options are greyed out.

Is thius just me?

Cheers Alan
 
Hi Dale! Thanks for your efforts. Is the problem with scaling on Marathon speed fixed (e.g. tax rate increase)? I didn't see it mentioned in the change log but maybe I just missed it.

As far as I remember, this has been already fixed in PatchMod (which is part of AOD II).
 
Hi everybody!

What else is to say? This mod is just fantastic, it's getting even better!

Despite of it, I've found a bug in version 1.06, I don't know if someone else has noticed it. Sometimes, when I try to send a ship from Europe to the Atlantic, it appears in the Indian.

I think it works normally until you send a ship from Europe to the Indian. Then, the rest or most of the ships go directly to the Indian.

The rest of the mod, right now, is just superb!!

Seee you!
 
Hi everybody!

What else is to say? This mod is just fantastic, it's getting even better!

Despite of it, I've found a bug in version 1.06, I don't know if someone else has noticed it. Sometimes, when I try to send a ship from Europe to the Atlantic, it appears in the Indian.

I think it works normally until you send a ship from Europe to the Indian. Then, the rest or most of the ships go directly to the Indian.

The rest of the mod, right now, is just superb!!

Seee you!

You need the fix from this thread. :)

http://forums.civfanatics.com/showthread.php?t=306131
 
Your mod amazes me. It is excellent. I will update my game the next chance I get.
 
Just trying out my first venture with AoDII 1.06.
No great problems in the opening stages but as the game progressed (I'm now at turn 168) I have noticed a couple of strange things starting to happen.
1. When a scout is exploring, the native monuments just disappear as the scout approaches. There is no announcement about what the monument might contain or yield.
2. Similarly if my troops attack a treasure train of another nation with which I am at war, it just disappears. No evidence of a fight or a take over.
3. If I reassign a worker in a town, the whole assignment of workers within the town may alter.
4. My hardy pioneers don't work any more. The dig road, farm, mine options are greyed out.

Is thius just me?

Cheers Alan

1. This will happen if you have previously found the monument (or got the Reveal FF), and then gone back to get it with a scout later. You were beaten to it by the computer player!
2. I have done this and captured the treasure train. Anybody else experienced this destruction?
3. Think this has something to do with the governor setting if you have him on.
4. Do your Hardy Pioneers still have tools (pioneer profession)? Are there improvements in the tile already? You got enough cash to pay for improvements?
 
1. This will happen if you have previously found the monument (or got the Reveal FF), and then gone back to get it with a scout later. You were beaten to it by the computer player!
2. I have done this and captured the treasure train. Anybody else experienced this destruction?
3. Think this has something to do with the governor setting if you have him on.
4. Do your Hardy Pioneers still have tools (pioneer profession)? Are there improvements in the tile already? You got enough cash to pay for improvements?

With pioneers, make sure you have gold! They use up gold too in their building. :)
 
I have a couple of issues in my current game (1) Drydock does not give any additionakl food (should be +2 relative to dock I think, i.e. 5 total) (2) Cannon bombard does not work (should be 12% per turn). I am at war with a tribe and the cannon is adjacent to the city, but there is no Bombard button, and no reaction to hitting "b" either. The only option is to attack. Is this because there is no infrastructure to bombard or is it a bug?

Otherwise, excellent.
 
I have a couple of issues in my current game (1) Drydock does not give any additionakl food (should be +2 relative to dock I think, i.e. 5 total) (2) Cannon bombard does not work (should be 12% per turn). I am at war with a tribe and the cannon is adjacent to the city, but there is no Bombard button, and no reaction to hitting "b" either. The only option is to attack. Is this because there is no infrastructure to bombard or is it a bug?

Otherwise, excellent.

These might seem like newbie questions but: Does the city have any defenses to bombard? And Drydocks dont give and additional food production over a dock.
 
I have a couple of issues in my current game (1) Drydock does not give any additionakl food (should be +2 relative to dock I think, i.e. 5 total)
You're mistaken. The "+2 food on water tiles" bonuses of dock/drydock/shipyard are NOT cumulative (IIRC they never have been, not in vanilla and not in any of the mods).
 
On the drydock, the description in the civilopedia is unclear. It says that in addition to the ability to build new ships you get an "additional food yield" (this could possibly be understood as food you already have from the dock, but that is ambiguous at best, and I don't really think that was the intention) and in the drydock description it says food +2 in exactly the same place that dock says food +2. To me this sounds like it was intended to be cumulative, but was a bug in vanilla. From a play viewpoint, I think it would improve the game to have it cumulative, also for shipyards. So I recommend that Dale makes this change, also for shipyards.
 
The change can quite easily be made in the XML. However, I would recommend the following instead:

Dock +1, Drydock +2, Shipyard +3 (Figures are not accumulative)

Or, for a challenge:

Dock +2, Drydock +1, Shipyard +0

The reason for the above being, as more facilities are created for ship building, there is less room for the fish to hang around. In fact, a bit of pullution from ship building may even be causing them to die. So...so you want better ability to build ships or easy access to food? You have to make a choice.
 
Great mod Dale, when you finally ship your own game into the Open Market, I'm buying 50 of them to support you! XD
 
If anything there is too much food in this game. Food shortages are sometimes a minor annoyance, but not something that you really need think about much. I would like to see more restrictive food yields - I think it would encourage more, smaller cities.
 
Um... dunno if this happened to anyone else, but all the Glorious Achievement pictures are just pink boxes..... Any way to turn them off?

EDIT: oh yea, and Is there any way to turn off the More-then-one-soldier-in-a-unit-with-soldier-profession feature?
 
Alright now, I'm only posting it in this thread because it only happened AFTER I installed this mod.

Alright, so after I installed this mod, I wanted to play around with my old col mod I made myself, well, here's my problem. Out of game Colpedia says that to change to Soldier profession, it's 50 guns. BUT, when I start the actual game, it goes up to 150 guns, and the date goes to months (from the AoDII mod), anyone have a problem like this?
 
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