[MOD] Age of Discovery II

Dale,

Nope, I don't have a second Age of discovery folder.

I already tried to delete the entire folder and extract directly to there.
And I just did it again.

Didn't work...

I'm going to try to install the game and mod on another PC tomorrow, see if I can get it to work there.

And I deleted all of the older files I downloaded.
 
Hi Dale

I have some problems with your mod.

1) Everytime there is a messages saying anything about resources (eg. jamestown is running out of lumber)
it just turns up symbols like Ï.

And in front of nearly all the text in the game there is a Ë

2)On the main screen there is no city names


I also had the same problem as Ekmek (http://forums.civfanatics.com/showthread.php?t=299143)about the achievement screens being pink, but solved that the same way as he did by removing part of the folder name.

But otherwise thanks for a great mod!
 
What folder is the mod in? It should be where you installed the game (usually Program Files), rather than in the My Documents or Documents folders.
 
Version 1.07 released!

See first post for details. :)

Changelog for 1.07:

Code:
[i]NEW:[/i]
- Added some new songs
- Uneducated units can learn professions "on the job"

[i]CHANGES:[/i]
- General balance changes:
	* Stable produces 3 horse per colonist, ranch 6 horse per colonist
	* Small score cheat for AI for new victories to make it fairer on the AI (based on difficulty level)
- Promotion / Trait changes:
	* Disciplined trait also gives -50% equipment needed for dragoons.
	* Co-operative trait now gives -50% equipment needed for pioneers.
	* Canister Shot I, II & III gives +10%, +15% & +25% versus gunpowder units
	* Minuteman III gives +30% settlement defense, +10% vs Melee units & +10% vs Gunpowder units
- Education changes:
	* Education threshold does not increase.  Static education costs throughout game.
	* Education gold cost more static.  Defined by education level.
	* Multiple colonists can graduate each turn.
	* Education buildings now define city's education level (schoolhouse level 1, college level 2, university level 3).
	* Professions now have a minimum education level to learn.  For example stateman requires level 3 building.
	* Can only train specialists that exist in that city, and have the correct education level building.
	* Profession chosen and paid for at start of education.
	* Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.
- Unit changes:
	* Indentured Servant can no longer be a scout, dragoon or missionary.
	* Petty Criminal can no longer be a dragoon or missionary.
	* Indentured Servant and Petty Criminal become Free Colonists after 20 turns (gain their freedom).
	* Frigate now starts with Navigation I.
	* Free Colonist available in Europe for 750 gold
	* Privateers, Pirate brig, and Pirate Ship start with Skirmisher I
- Founding Father changes:
	* Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
	* Washington Irving moved forwards to be the 3rd father in the Political FF tree
	* Washington Irving gives +25% education in all settlements
	* Sor Juana switched positions with Thomas Hooker in the Religion FF tree
	* Sor Juana gives +1 cross per Town Hall, +2 crosses per church, +4 crosses per Cathedral
	* Ethan Allen gives +2 Cannons and Mountaineer I & Ranger I for gunpowerder units
	* William Penn gives +1 cross per Town Hall, free church all settlements
	* Alexander von Humboldt gives +50% production of schools, colleges & universities
	* Peter Minuit gives -50% price of Indian lands
	* Pocahontas gives +2 Indian relations and 1 convert
	* Chief Powhatan gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
	* Hernando de Soto gives +100% production of Stables and Ranch, +1 Rancher
	* Ben Franklin gives +4 soldiers, +4 cannons, +1 Frigate & +1 ship of the line
	* William Brewster gives +25% production of churches and cathedrals, and -10% crosses required for immigration 
- REF changes:
	* MoWs no longer carry cargo
	* All MoWs deploy to New World on DoI
	* MoWs will not return to Europe
	* The King receives free galleons to transport the REF
	* Only need to kill all land units to win WoI

[i]FIXES:[/i]
- Total Pirate Plunder wasn't calculating correctly for victories
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Pirate Soldier graphics fixed (thanks BioHazard).
 
Hi Dale,

thanks for the update, but I still have the same problem on my own computer. I tried installing it on a different PC, no problems.

What I do find curious is that my ageofdiscoveryII.ini is dated on 2-8-2008, is this correct?
 
The ini file will be updated each time you load the mod. It sounds like the mod is not loading correctly for you.
 
Hi Dale,

thanks for the update, but I still have the same problem on my own computer. I tried installing it on a different PC, no problems.

What I do find curious is that my ageofdiscoveryII.ini is dated on 2-8-2008, is this correct?

Try loading the vanilla version and then loading the mod from there. If there is a problem with your .ini file that should circumvent it whilst you replace the file shouldn't it?
 
Just a question, I have all these problems on my PC which has Vista Home Premium.

On the other PC Windows XP is installed, could that be the source of my problems?
 
Just a question, I have all these problems on my PC which has Vista Home Premium.

On the other PC Windows XP is installed, could that be the source of my problems?

Sorry, I make the mod on Vista Home Premium. :)
 
Would you know why when I try upgrading a unit on the dock the game crashes.

Known issue. Only affects free colonists. Please don't upgrade FC's on the docks. Wait till you get to New World. Fix will be in 1.08.
 
Found an exploit you might want to look at and close off. Here is how it works. Upgrade petty criminals and indentured servants on the docks in Europe to jobs you denied them (ie dragoon) by spending gold. This effectively hides total gold from the king and the amount he will ask for. Then when you want to get the gold back reverse the change and get your refund.
 
Master Fur Trader is available. Did you mean Trapper? The trapper and sugar planter (and tobacce and cotton planters) are not available in Europe as they are New World occupations only.

Indian Converts were changed so they couldn't learn a trade at their own villages for a couple of points:
a - They would already know what the tribe can teach
b - By being trained they became a European unit, but in fact had never been Europeacised
c - There was an exploit of training a convert at the village it popped at, clearing the speciality so it became a free colonist then arming it.

So converts must be trained in a school+ to learn European ways as well as their trade before becomming a European unit.

Thanks Dale. I finally figured out that the Sugar Planter and the
Trapper were New World occupations. Should have had a V8. But I sometimes do get the option of a Coat Maker after schooling a colonist ot indian convert. I use the Fur Trader to make coats, yes. Just haven't figured out how to make the Coat Maker option come up more often.
 
FINALLY!!!! I got it too work.

The problem was that the game loaded the MOD from

C:\Users\.....\Documents\My Games\Sid Meier's Civilization IV Colonization\Mods\Ageofdiscovery

I figured this out, because after I deleted the the AoD folder from where the game was really installed (C:\program files\.....), I could still load the Mod in the game...

So the game didn't look in the installed folder, but in the My Games folder. And there was still the 1.01 version installed. After I deleted the Mod from the My Games folder. And re-extracted the Mod to the Program Files folder, the Mod launched properly.

At last I can play this great Mod.

Dale thanks for your great work in making a good game even better! Keep it up :)
 
Whle I like the idea of a ship being able to have first communication with a native colony, I think it would be better to only allow the ability with a particular founding father.

Is there already an FF that makes scouts function as experts? If not, one could be included which also then gives the best result for contact from a ship.

BTW, are we ever going to see a population required variable for buildings please? I looked at the code and it's a bit beyond me at the moment.
 
Whle I like the idea of a ship being able to have first communication with a native colony, I think it would be better to only allow the ability with a particular founding father.

Is there already an FF that makes scouts function as experts? If not, one could be included which also then gives the best result for contact from a ship.

BTW, are we ever going to see a population required variable for buildings please? I looked at the code and it's a bit beyond me at the moment.

I really like the idea of population requirements for the construction of buildings.
 
I'm not too sure on that. What would be the benefits of implementing such a system into AoD2?
 
It hasn't been that long since I played Col1, but I'm pretty certain there was no pop restricted buildings in the game. Which buildings, what specific pop?

I'm probably remembering Col1 wrongly, so don't take it the wrong way. :)

Also, just because it was in Col1 doesn't mean it should be in Col2.
 
I still have my handy placard from the original.

These all had 3 as the pop requirement
Lumber Mill, Stockade, Fur Trading Post, Church

4
Blacksmith Shop, Fort, Tobacconist's Shop, Weaver's Shop, Rum Distillery, Schoolhouse, Newspaper (Printing Press was 1)

6
Fur Factory, Drydock

8
Iron Works, Fortress, Cigar Factory, Textile Mill, Rum Factory, Magazine, Arsenal, Shipyard, College, Cathedral

10
University

Custom House was 0, but required Peter Stuyvesant. All others were 1.
 
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