[MOD]Dawn of a New Era

Hi,


Alternative Link for DoaNE version 1.32]

Download DoaNE v1.32 here

Modifications : Dawn of a New Era 1.32

Spoiler :
DAWN OF A NEW ERA VERSION 1.32 English
Autors : M07 (Concept & mod)
Dazio (Concept & graphics)



1.Changes

a/ Conceptual Change :
Integration of era in the game inducing changes in the weapons and the power of military units .

a/Add professions :

Soldiers scalable - 4 new units,

- Foot soldier with sword,
- Foot soldier with musket (first generation),
- Dragoon with sword,
- Dragoon with musket (first generation).

The other units stay the same.

b/Changes units :

- Now, the cannons cannot kill, they bomb the enemy units. But beware, if the difficulty level is high enough you will have to resupply your cannons so that they can again fight.

-The Agronomist: It can now be afforested, and the graphics of its plantations have been modified.


c/ Add promotions :

Specifics promotions for the cannons added.
A promotion "Bombardment Naval" is allowed for the cannons and permit to bombard the vessels near the coast..


Thanks for the help of Aymerick on adding of units and the conquistadors units of Deliverator too.


Friendly, Dazio
 
I tried this out, and my first attempt was garbage as I was figuring out the changed mechanics.

I'm having a problem with the scout. I trained a free colonist as a scout at a village, and I was unable to change his profession when I got him back to town (the button to do so was not even present). I also could not join him to the town. So basically I could do nothing with him. He could not attack or anything because he was stuck in the colonist profession.

Edit: I just though I'd add some other comments. Your readme could use some work. Even after looking over all three I don't feel like I have a complete understanding of all the changes. All changes should be listed in one place so we know what's going on. For instance, I have no idea what the agronomist does other than it works faster than before (courtesy the 1.3 readme) and that it can now aforrest? Does that mean it can create forest?

Overall, I think your adding some interesting gameplay elements. For instance, only being able to build settlements with the settlement wagon makes your starting location that much more critical. And the idea of picking off workers and wagons with scouts is kind of fun, though I think the AI will be more or less defenseless against it.

Update: Ok, I figured out the problem with the scout. It appears that once a scout is made, it's only profession options are colonist and marauder. It cannot ever rejoin a town or clear it's scout specialty. I'm also unclear on the scouts ability. Does it only work if it's profession is marauder? Because I typically send my colonists on horseback (making them explorers) to get trained, so when I make scouts, they come out as scout/explorers (a combination that is not normally allowed, and is actually better than a marauder because of the +1ST, the -1MV can be negated by one of the FF's).

Not knowing the exact mechanics you are using with the scout; I would suggest that instead of limiting the scout unit's profession choices, that you create a new scout profession to compliment it. It could be something like 15 tools for an innate -1 terrain movement penalty. It would compliment the marauder and as a bonus give a fairly cheap way to explore rough terrain (as until explorers get some promotions, they are no better than a colonist in hilly or forested areas).
 
Hi,
Agronomists can plant corn, tobacco, sugar, cotton (2 rounds) and can now plant forests (5 turns in Light Forest or 10 turns in Grassland or plain).

The scout is not completed yet and must be corrected. His work will be to accompany the military units to have a vision bigger of the ground, without showing.

But to form a marauder, you must be able to supply him muskets.

Thanks for your remarks
 
All changes should be listed in one place so we know what's going on
If I list all my changes in the same file, nobody will see my news changes. So, I don't if i should to list it one place.
For instance, I have no idea what the agronomist does other than it works faster than before (courtesy the 1.3 readme) and that it can now aforrest? Does that mean it can create forest?
Before, when the agronomist sowed bonuses, the graphism of this bonus was ugly. So, I changed that. Then, it can be create forest. (aforrest is a google translate :( ).
I figured out the problem with the scout
I think that I will solve the problem.

Thank you for writing about this mod. I hope you will continue!!
 
After playing through a full game here are some more thoughts.

I'll start with some slightly buggy things I noticed.

If you move the congress building (by building a second one somewhere) and you had 4 statesmen where the old one was. They will remain even though the building is gone.

The revolution adviser screen miscalculates cannon/artillery. In my game, it showed that I had 17 artillery even though I only had 3 cannon. It also showed the RAF had 130+ artillery, which was way off.

When a scout unit moves into a town that you don't have open borders with, it will get stuck until the next turn when it get ejected.

Towns do not receive the base food from the tile they are founded on. This is probably a side effect of the ability to abandon town, though I don't know if it's intentional.

Here are some things that I didn't see in the change lists, so I'm not sure if they are intended or not.

You cannot train veteran soldiers at the university.

Converted natives can be made into patriots. With the Powhatan +50% bonus, that makes them very very strong (though in practice they seemed to drop as easily as any other soldier).

Patriots cannot attack. At least the ones I had, which were all converted natives.

Trading with natives is strange. They will stop buying from you after 3 or 4 wagon loads, even though they have lots of money.

And here are some more of my game play comments.

The agronomist is extremely powerful. You may want to consider giving it an increasing cost like the veteran soldier.

I love picking on the defenseless AI with scouts... but it's hardly fair.

I don't understand how the hospital works. It needs better documentation. It appears to create new colonists, but I don't know how adjusting the cloth stores/usage effects it.

When you build the congress, it says you can now build military units. But the only thing it seems to enable is building cannon. Is that correct?

I look forward to trying the next version. Good work.
 
If you move the congress building (by building a second one somewhere) and you had 4 statesmen where the old one was. They will remain even though the building is gone.
Well-judged, I never saw this problem!!

The revolution adviser screen miscalculates cannon/artillery. In my game, it showed that I had 17 artillery even though I only had 3 cannon. It also showed the RAF had 130+ artillery, which was way off.
I knew this pb, it seems it some units who are considerated like cannon.

When a scout unit moves into a town that you don't have open borders with, it will get stuck until the next turn when it get ejected.
This pb will be corrected in the next vesion. :p

Towns do not receive the base food from the tile they are founded on. This is probably a side effect of the ability to abandon town, though I don't know if it's intentional.
It's intentional. Indeed, when you build a town, the settlement wagon is the unit that consume the base food.

Converted natives can be made into patriots.
I forgot to forbid it this profession.

Trading with natives is strange
I don't know what is the problem, I will try to understand why they are so nasty! :D

The agronomist is extremely powerful. You may want to consider giving it an increasing cost like the veteran soldier.
Indeed, Dazio and I wondered if we should do what you said. I know it's powerful but the king is it too :).

I love picking on the defenseless AI with scouts... but it's hardly fair.
Later, I will try to update IA!! I must admit it is very stupid :mischief:!!

I don't understand how the hospital works. It needs better documentation. It appears to create new colonists, but I don't know how adjusting the cloth stores/usage effects it.
I attached a screenshot in this post. When your hospital was built, you can click on the hospital's button. A popup was launched and you will manage all hospitals you built, more hospitals will consume cloth more hospitals will heal your soldiers and will increase the food kept.

When you build the congress, it says you can now build military units. But the only thing it seems to enable is building cannon. Is that correct?
When you build the congress, you can have the patriot profession.

I hope I answered well your questions, and you want to know some news about future changes, you can see it in my website.
Thank you again for your interest!
 

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It is ready!!!!!:eek:
I present you Dawn of a New Era v1.33.
You will discover the new sailor profession and a new process to give the 20 experience points with the great general. The others changes were mentioned in the spoiler below.
Good Games!! And give me your impressions!!

Ps: you can dowload it here too if you have some pb.
Spoiler :

DAWN OF A NEW ERA ALL VERSION
Auteurs : M07 (Concept & mod)
Dazio (Concept & graphics)


1. Changes :

A/ Conceptual changes :


-Ships and Crew:

Ships was built in your dry-dock or shipyards must have a crew, without which they can not navigate.

A ship's crew is a settler who must take the sailor profession. It can be embarked on the ship of your choice (caravel, privateer, frigate, galleon etc. ..) as crew. It can be loaded in a ship too.

When you will get promotions after naval battles, this is not the ship that will get them but the crew. If the crew is embarked, the icon of promotion will appear by selecting the ship, but it's the sailor who will be promote.

You can disembark when you want and embark on another ship. You can swap two crews when you will select two vessels. However, a ship with a new crew doesn't be able to move in the same turn.

The ships purchased in Europe are always provided of crews.


- Great General and Experience Points:

When you allocate the "Great General" Now you can distribute experience points to your liking through a pop-up that give you the choice of your units. When all points are distributed, you can choose the unit that will benefit from the allocation of the Great General.


- Abandoned Colony:

An icon is now present to activate the abandonment of your colony. During this operation, all the settlers are expelled automatically.



B/ Add Units :

- Experienced Sailor: This is an elite unit when it is integrated on a ship as a crew.

C/ Add professions :

- Sailor : A Free Colonist, an criminal or an experienced sailor can receive the sailor profession and then to be integrate on a ship as a crew.



D/ Changes units :

- The converted Indians don't be able to become Patriots.

- You can still equip soldiers with swords, in the era II, as you have one available.

- soldiers with promotions don't become patriotic automatically.

- Agronomists: Now, the agronomist has a price evolution in Europe.

- Explorer Aguerri: Explorers don't appear in the Europe docks. However you can buy a first for 80 ducats however it price will increase.

- Builder wagon: Now Builder wagon provides 25 units of food in the colony founded. This food is a bonus and not taken from the stock of original colony . Moreover, when you found a city, you will obtain a wagon train. However, the 15 tools in the colony stock is no longer provided.



E/ Add Promotions :
x promotions for Ship Crew:

- Veteran naval: 1 to 6,
- Naval Strategy: 1 to 3.



F/ changes of buildings :

- Cigars, Rums and coats buildings are no longer present when you found a colony,

You can only build two different structures (+ their upgrades) per colony.
The cloth factory will always be present in each of your colony.
However you need to choose between one of the other remaining (Cigars, Rum, or coats factory). Whatever the type that you will choose, the factory position on the screen of the colony will be the same.



Correction:
The mod has been reviewed and corrected to avoid bugs in multiplayer. The passages eras 2 and 3 as the abandonment of settlements no longer cause desync.

The color of the military doctor was wrong (as blue as the surgeon rather than tan).

In Encyclopedia:
In the folder "concept of the game,I added explanations of eras (conditions for reaching the age 2 or 3) and explanations of Ships.
 
I show you a little part of my job of the next version :p,
I present you the armory management, you can manage the muskets production and I included two new ressources( ammunition, cannon) that you can manage in the popup too. Now you must have 40 cannons to make an artillery man, 80 cannons to arm a "Ship of the Line" etc and you must resupply your military ships only if you are in the harder mode.
You can see two screenshots in the spoiler ;)
Spoiler :
armory0000.JPG

armory%2020000.JPG
 
Hi,
Ammunitions will be necessary for all the military units (land or naval).

Ammunitions will be consumed after every fight (offensive or defensive). We shall have to resupply each of your units to allow them to continue the fight.

Every unit will have a storage capacity. The convoies of ammunitions will be very important in a military campaign.

Warships will have to return in one of your colonies to resupply its stock.

A unit without ammunitions won't be able to defend itself and to attack your ennemies.
 
Hi,
A unit without ammunitions won't be able to defend itself and to attack your ennemies.
Great! Does it mean that such unit without ammunition could be captured? I suppose "to be captured" is much more interesting for the attacker than "just to kill".

Je crois que la capture d'une telle unité est beaucoup plus intéressant pour l'attaquant que de tuer.
 
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