[MOD]Dawn of a New Era

Ok. It is a shame. What is so hard? Seems you already got the AI working great. What is the big issues that is hard?

Also found a couple of things.

- In custom game when u select Italy in the drop down box it says Italy and not New Italy as the other nations.

- In the Captaincy the border of the window that contains the ship isnt big enough. Ship is inside it but cargo is below it outside the border. Maybe a resolution problem? I am running 1920x1080 resolution.

- How can you add horses to explorers? Or do they already have them? Unit icon looks like a normal scout without horse. Why not use the scout with horse unit icon?

- Name "Convoys of military" could maybe be "Military Convoy" or maybe better "Military Wagon Train"?

- The access management buttons on the top of Europe Captaincy screen is very very small? Resolution problem?
 
Maybe a resolution problem? I am running 1920x1080 resolution.
Yes, it is! I don't have this resolution. I can't test it!
How can you add horses to explorers?
In Europe, you must have a warehouse! This warehouse will be gave if you pass a contract with native.
With your warehouse you can store some horses, that permit you to have the explorer profession.
But your king will give you an explorer, so you can wait :).
Unit icon looks like a normal scout without horse. Why not use the scout with horse unit icon?
You can say that to Sid Meir's! It's not me who implement it.
Name "Convoys of military" could maybe be "Military Convoy" or maybe better "Military Wagon Train"?
I will change it.
The access management buttons on the top of Europe Captaincy screen is very very small? Resolution problem?
Yes again! I use the 1024*768 resolution !
 
Ok.

Nice work by the way. The game is atlast playable. Shame MP is not coming. It would sooooo make my day.

I got really confused with the way you have done "the settlement" ect. And with inland cities. But I love it!
 
In MPlog.txt, there are lines like that
Code:
Rand = -1446288487 on 50 (random  Process)
That's means, the value of my rand is -1446288487. But there are hundreds of line like that ...
So, it is normal the game crashed.
However, I don't know why you have this problem (maybe the version ultimate of windows).
Can you test it with an other computer?
1-3 turns in I crash. I have Windows 7 Home edition.
 
Try running game in Administrator mode or run xp compability. Worked for me as I had the same issue with end of first turn CTD.
 
It's a very nice job. I'm getting use to multiple Homeland tabs.

I have 2 questions and some suggestions.

1. What's wrong with the "Explore" button? It's supposed to make your unit to scout around, but it just stays there.

2. Why there's only "Normal" speed? I'm used to play Marathon.

3. Indigo, cocoa and coffee beans could be processed into dye, chocolate and coffee at boiler, powderer and toaster building and specialist... respectively.

4. Gold should appear in the list of possible trades with the natives, so there's a chance to buy them something so then they can buy at least your trade goods. Barter it's fine, but there's almost nothing to trade at the begginning.

5. Almost i forgot... agronomists are great adition, but as a forest engineering myself, i guess a forester is a more appropiate specialist to grow a forester. Agronomists are related to crops only.
5. As others point out, some features (like extra buildings and founding fathers) from Age of Discovery 2 in your mod and it'll be awesome.

Keep up your good work. Congratulations!
 
1. What's wrong with the "Explore" button? It's supposed to make your unit to scout around, but it just stays there.
I never had this problem, except when the map was totally discovered.
Why there's only "Normal" speed? I'm used to play Marathon.
We thought it would be better to have only one good speed, rather than several bad.
3. Indigo, cocoa and coffee beans could be processed into dye, chocolate and coffee at boiler, powderer and toaster building and specialist... respectively.
It seems to me that new world colonies only export raw resources (when it was possible). That's why, in Europe the cloth prices was similar with cotton prices in this mod.
I even wonder if I shouldn't decrease again all end products.
Gold should appear in the list of possible trades with the natives, so there's a chance to buy them something so then they can buy at least your trade goods.
Gold was considered, for Native, like common stones. So, we don't want to change this system.
Barter it's fine, but there's almost nothing to trade at the beginning.
I agree with you!
Almost i forgot... agronomists are great adition, but as a forest engineering myself, i guess a forester is a more appropiate specialist to grow a forester. Agronomists are related to crops only.
It is a good idea! I think i will add it, I should talk about it to Dazio.
As others point out, some features (like extra buildings and founding fathers) from Age of Discovery 2 in your mod and it'll be awesome.
Those two points will be upgraded.
Keep up your good work. Congratulations!
Thank you for the encouragement ;)!
 
It works (I think) I hadn't set admin privilege last time but it seems to have done the job, at least it got to turn two hehe
Good news! I hope you will like this mod! Just be careful to pirates :p !

Wow what I have found so far is great :)
Do not hesitate to ask for help if you have a problem. It is not easy the first time... except for Dazio and me :lol:.

I keep getting annoyed about not being quick enough to pick up my new colonists and they leave grrr!! hehe
Too slow! He he he! Next time, you will make more careful.

If there are translation mistakes, don't forget to notice them!
Good Game!
 
Oh I noticed a problem with certain pricing texts. You probably already know and are working on it, but i will mention it just incase :)

It happens with the king's text when he offers a galleon at a loan price there is no number just some symbols, this also happens when the colonists respond to your adverts, there starting price is a random number like 68970043300 ridiculously long, if you can get them to agree to a renegotiation then you get a more normal price but....

Anyway great job so far I am loving the completely different style, only played the early game so far. :-D

When I have played and understood the game a little more I will go through your text files for you and polish them up a bit to native english :)
 
I never had this problem, except when the map was totally discovered.

I don't know what happened, but i restarted the game and [Explore] button started working again.

We thought it would be better to have only one good speed, rather than several bad.
Well, neither you, other players nor i will know if the other speeds are bad. Having the options and warning about the inconveniences of choosing them is better than just reducing options... specially to just one.

It seems to me that new world colonies only export raw resources (when it was possible). That's why, in Europe the cloth prices was similar with cotton prices in this mod.
I even wonder if I shouldn't decrease again all end products.
Well, historically new world colonies exported raw resources mostly... but as the year passed a small local industry appeard and started to produced manufactured commoditites. That was the main reason for European powers to decree monopoly and tax raises, which in turn lead to revolution.
So, it's local industry who finally forces local governments to fight for independence in order to have control of their own economies.
Also having a variety of raw materials and manufactured commodities is a great way to represent diversification. It'll be very hard that all prices go down simultaneously, so if my colonies have a lot of different resources it's more likely the economy will be more healthy.

Gold was considered, for Native, like common stones. So, we don't want to change this system.
I'm not expecting to change the system... without a good argument, so read on.

Some native cultures where ready to hand over those worthless bright yellow stones to europeans in exchange for worthless trade goods they offered.
Gold was, culturally, of great value to europeans... just as trade goods were, culturally, of great value to natives. So commerce started that way, as a bartering... but as natives started to find trade goods useless and gold valuable for europeans, it became a currency.

Further more, this is well reflected as natives even hand you gold without asking anything in return... possibly just good will. When visiting villages, it's possible to get a certain ammount of gold for free... so if that's possible (getting gold for free) as part of the system how come it won't be possible to give something in return for the gold of the natives?

I agree with you!
Was then intended to have nothing to trade with natives in the beginning?
This might be linked with the variety of manufactured commodities as natives will likely be interested in cigars more than they should be in tobacco.

It is a good idea! I think i will add it, I should talk about it to Dazio.
Thank you for considering the forester unit as a complement for agronomist.

Those two points will be upgraded.
Awesome!


Thank you for the encouragement ;)!
I'm not lightly to give praise, even though i'm a teacher... so encouragement is well deserved. :king:

I have a couple more questions.

Is it a but or is intended (i didn't pay attention at the beggining, but later noticed it) to have a 15% tax raise just a few turns from start?

I've read you plan to have woods to produce logs that should be converted to planks by carpenters. So planks will replace happers as the unit of "working power"?

Related to this is the point that wood not only served to construct building, but furniture as well... which is a manufactured commodity that might be added. This is despite your desire to reduce variety of products, as i already pointed out that's nice to have a lot of options to choose from... as it gives variety and replayability.

But just as blacksmith manages to turn ore into tools that, in turn, allow gunsmith to produce muskets. Maybe plankers manages to turn logs into planks that, in turn, allow both carpenters and constructors to make furnitures and buildings respectively.

So far.
Boiler: turns indigo in to dye. Powderer: turns cocoa into chocolate. Toaster: turns coffee beans into coffee. Lumberjack: now produces logs from forests. Planker: turns logs into planks. Carpenter: turns planks into furniture. Constructor: turns planks into buildings. Clay gatherer: produces clay from wetlands. Potter maker: turns clay into pottery.

Of course, all these requires the prices of manufatured commodities be much higher than raw materials. This will encourage the market to prefer former than latter, which i think is intended by the game. Tobacco gives me quick but few gold, while cigars gives me slower but greater gold... it's a tough choice depending on the availability of cigar makers.
Also i can refuse a tax raise on tobacco when i'm a producer... because i could still sell cigars.

Well, maybe i'm writting to much... sorry. :crazyeye:

Congratulations again! :goodjob:
 
I won't keep losing my settlers on the dock if I blink first
Don't worry, we fixed this problem long time ago. They can leave docks but you have height turns approximatively to bring them down in the new world.
Just a little hint. Watch out for pirates! ;)
 
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