[MOD] Age of Discovery II

v1.11b Released!

See first post for details. :)
 
gah, will there be some patch from the WPC one? =X

As far as the WPC version goes:

This might be because I was playing on Conquistador and not the hardest difficulty but the battles seemed way too easy, especially against the REF where freshly armed Free Colonists had a 70% chance of taking on Red Coats while their Dragoon counterparts had a cushy 90%+.

v1.11b is a patch on the WPC 1.11. The above has been re-adjusted too. :)

Also, I'm pretty sure I'm getting the fountain of youth event even when one of the AI finds it.

Yes, everyone gets the FoY. That is the biggest change from Col1's FoY.
 
Hey Dale,

I don't mean to sound lazy or anything but whats the difference between 1.11 and 1.11b? Also is the WPC 1.11b the latest version (I couldn't find the download link for the latest version in this thread).

Cheers
 
There are a couple final bug fixes between 1.11 and 1.11b which are required (one is quite noticable actually but minor). The WPC 1.11b is where everyone is pointed to. There is only one upload location with all sites pointing there. Makes it simple for me to update files. :)
 
Clear Specialty doesn't seem to be working for specialists on the docks in Europe

I'm fairly sure you never could. Though admittedly I haven't played vanilla since about October last year. :p
 
I am getting a crash upon initialization of the program. I believe I have followed instructions perfectly, namely (1) Installed the 1.01f patch (2) deleted a previous version of AodII ( I reinstalled evferything after the first failure) (3) downloaded the full 1.11b and extracted to mods folder. ( Incidently this file was about 405,000 bytes while it was described as being 394,000 on the download site, if this means anything) My first suspicion was the absence of any of the new leaders (Russia , China, etc.) in the custom game setup, even though the new leader profiles were present in the XML files. I tried to start up anyway and crashed.

I checked the "about this version" option and noted it was 1.00 in the first line. Is this correct, or should it be 1.11b (referring to the mod) or 1.01 (referring to the patched vanilla version)?

Any suggestions as to what could have gone wrong?
 
Hey Rusty Nail. :)

Did you patch from the in-game updater? There is a known problem where it only works sometimes. With version of 1.00 I suspect it didn't work. Grab the patch from the downloads section here and manually install. The version number must be 1.01 or AoD2 will crash on initialisation.

Also when loading the mod at the title screen check if the top-right of screen says "AgeOfDiscoveryII" or "AoD2_1.11b". If the later then the mod has unzipped into an extra folder. Go to ../Mods/AoD2_1.11b/ and move the "AgeOfDiscoveryII" folder to the Mods folder.
 
hey: i know this sounds sad: but can i borrow the opening menu soundtrack for AODII for my website assignment?: of course ill put ur name down in the credits etc...: hope ull say yes :D:lol:
 
hey: i know this sounds sad: but can i borrow the opening menu soundtrack for AODII for my website assignment?: of course ill put ur name down in the credits etc...: hope ull say yes :D:lol:

Sure (link)
 
I'm trying your mod after having given up on Colonization shortly after having bought it. You have definitely succeeded making this game into what it should have been from the get-go.

I do have one issue, however. I don't understand the reasoning behind not allowing Indentured Servants/Petty Criminals to have education, military service, or do missionary work. As far as missionary work is concerned, that may be a tiny bit of an exploit I suppose, but as for education or the military- these are the two main ways in the original Colonization of turning units from Indentured Servants/Petty Criminals into Free Colonists.

They also have real world analogs in that people throughout history have often joined the military or learned a trade to repay their debts. As it stands it seems the only way for this units to advance in the game is just through time alone.

If you disagree with my points then could you point me to where I could change this in the code, if possible.

Thanks and great job!
 
I do have one issue, however. I don't understand the reasoning behind not allowing Indentured Servants/Petty Criminals to have education, military service, or do missionary work. As far as missionary work is concerned, that may be a tiny bit of an exploit I suppose, but as for education or the military- these are the two main ways in the original Colonization of turning units from Indentured Servants/Petty Criminals into Free Colonists.

I argued this point when it was first instituted. The general rationale is that indentured servants and petty criminals have to "work off their debt" before they can really become useful members of society - including using them as soldiers, or allowing them into educational institutions.
That means you basically have two choices: allocate them to work in a colony, despite their substandard yields, or else equip them with tools and have them build roads, clear fields, etc.

IMHO, it's only a minor inconvenience, but it does encourage founding an increasing number of colonies, so that the "main" colonies aren't encumbered by these substandard workers.

Cheers, --- Wheldrake
 
I like your work Dale. However. Is there any way of removing the new nations like australia, russia and china? I did not like them much. Or do I have to manually put in all nations that should play every time?
 
I am still having the same problem. No Pirates. No new countries. No Faireweather. No special goody huts. I downloaded 1.11b full version. Removed all the old 1.10. I have the patch. Open 1.11b in my mods folder. Nothing new. Help!
 
If you could only release a version without china, australia, russia and pirates. that would be great.

or do anyone know how to remove them from being playble or selectable at all?

Edit: Nevermind, I removed them myself. Got another issue though. The video starting when you first discover the new world is weird looking. It tries to fill the entire screen. Is it possible to have it play in a window???
 
If you could only release a version without china, australia, russia and pirates. that would be great.

or do anyone know how to remove them from being playble or selectable at all?

In Civ4CivilizationInfos.xml just change Playable and AIPlayable tags to 0 (zero).

Edit: Nevermind, I removed them myself. Got another issue though. The video starting when you first discover the new world is weird looking. It tries to fill the entire screen. Is it possible to have it play in a window???

Do you mean the intro video after turn 1? Or the achievement discovered the new world popup?
 
I am still having the same problem. No Pirates. No new countries. No Faireweather. No special goody huts. I downloaded 1.11b full version. Removed all the old 1.10. I have the patch. Open 1.11b in my mods folder. Nothing new. Help!

Make sure your directory structure is as below. If you have a "AoD2_1.11b" folder then move the "AgeOfDiscoveryII" folder down one level into the Mods folder.
 
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