[MOD] Snoopy/Dale PatchMod

Excellent work - does enhance the game.
Small observation. New colonist takes 1200 ! food (seems excessive) yet Colonizopedia - your moded version - states "200"
 
as i can say... the red marked items in mutineers list are working in my games, using aod2 mod and win xp. thanks again for your fantastic work... :)
 
younflancy:
I recommend a text comparing tool, so you can see changes in different files.
 
Billyplod,

The growth stat in the Gamespeedinfo was changed from 300% to 600% on Marathon. It affects alot of things including food. So food goes from 600 to 1200. I changed it back to 300%. I hope it helps. The Growth also effects how long pioneers need to take in order to complete a task.
 
Billyplod,

The growth stat in the Gamespeedinfo was changed from 300% to 600% on Marathon. It affects alot of things including food. So food goes from 600 to 1200. I changed it back to 300%. I hope it helps. The Growth also effects how long pioneers need to take in order to complete a task.

Yeah, this will be reverted for the next version. :)
 
Just wanted to drop by and thank both Dale & Snoopy for their great patch which improves the game significantly making it most enjoyable (specially cutting down the absurd time it took travelling back and forth to the Old World whiuch was a fun killer)

Just two things, if you are at war with an indian tribe and a european power has built a mission on it, on the turn the native covert is spawned the game crashes and you hear the sound of that native indian tribe being destroyed. The second thing is that all the native converts spawned are assigned to me when I in fact haven't created any missions with jesuits, other european powers have. I'm not sure if this has to do with the fact that I wipe out all colonizing competion early on and the AI assigns the converts to me.

Thanks guys. :goodjob:

1.06b fixes the confused converts issue. :) I suspect the crash will be because of the confused converts.
 
hello, many thanks for your good work.
Here is the question: how to make my own mod work with this mod?
For example, I am doing an mod for a new civ:china. How to manage or write my xml files, and other assets, in order to be compatible with this mod?

The best solution in my mind, is that modders write new xml features in new files, not adding them into original files.
For example, if I want to add a new civ, I dont copy and modify CivilizationInfos.xml. Instead, I write CivilizationInfos_china.xml, under the same namespace, and put it into my mod folder.
Could the program correctly load both files?

If it works, then when we want to play our own mod with Dale's mod, we can paste all the things into dale's mod folder. This would not cause conflictions.
Then we can enjoy the new AI and new civ.

What your best solution is talking about, is modular loading. But that won't work in this case as this is already a mod.

Unfortunately, the only way is the long way. Merging your files using a program such as winmerge into the mod and making sure you include all the new xml tags.

This is important, as without the new tags you'll get errors on loading, and also another critical reason why a modular loading system wouldn't work in these instances.
 
1.06b fixes the confused converts issue. :) I suspect the crash will be because of the confused converts.

I can confirm that. Deleting the village about to create a convert with worldbuilder will prevent the crash. I haven't had that problem with 1.06b yet.
 
Dale,

I'm getting a bug, has anyone else encountered this?

After I declare independence no diplomacy shows dialog options. I cannot contact the natives nor the other european powers in the new world because no options show up when at the diplomacy screen.

Here is a screenshot of what I mean

Also, when I installed 1.06b from 1.06 the mod crashed and would not let me load.

Anyone encountering either of these issues? What do you think Dale?
 
You won't be able to load 1.06 saves with 1.06b. I added an extra tag to the 1.06b save files to fix the confused converts bug.

I'll look into the diplo screen thing, thanks for the SS. :)
 
1.06b fixes the confused converts issue. :) I suspect the crash will be because of the confused converts.

Thanks Dale. ;)
 
You won't be able to load 1.06 saves with 1.06b. I added an extra tag to the 1.06b save files to fix the confused converts bug.

I'll look into the diplo screen thing, thanks for the SS. :)

Dale I just installed 1.06b and started a new game... It's doing the same thing with the diplomacy, showing no dialogue when speaking with nations/natives :(

Any idea what could be causing this?
 
I'll look into it as I mentioned previously. :)
 
I'll look into it as I mentioned previously. :)

Sorry if I came across pushy I just love your mod/patch!

I've been trying to troubleshoot this problem and I completely deleted all the folders in my mod directory and unzippped your 1.06b into the mod directory again. Now it appears the diplomacy is working. It seems that extracting the files over one another somehow caused the issue. Not sure if this helps or not.

thanks again for the work
 
First of all thanks Dale and Snoopy for this great mod.

I got a question: In one game I played I noticed the nice feature that my ships coming back from Europe would appear on the nearest Europe zone field to my settlement, no matter on which field the ship was when it left to Europe. I always thought this feature came from your mod, and as it doesn't happen in my current games and I don't see it in your current patch list, I wonder if this feature really came from your mod and if you removed it for some reason.
 
First of all thanks Dale and Snoopy for this great mod.

I got a question: In one game I played I noticed the nice feature that my ships coming back from Europe would appear on the nearest Europe zone field to my settlement, no matter on which field the ship was when it left to Europe. I always thought this feature came from your mod, and as it doesn't happen in my current games and I don't see it in your current patch list, I wonder if this feature really came from your mod and if you removed it for some reason.

Yes, it was implemented but then removed. :) It will only apply when you change sides that the ship sails to (east to west, or vice-versa).
 
Hey Dale. First time poster here. Thank you for the mod, makes the game much more enjoyable. I am sure there are some minor errors i have not noticed yet but this one is annoying. I am playing a friend using Direct IP connect(same game version, same mod version). We have no problems playing or connecting but when I go to the Europe screen, click the purchase button to get some troops/ships, we get an OOS error and I am forced to reconnect. It only happens when i purchase something from Europe(buying materials like ore, guns, etc is ok). Also, when we buy troops, ships, or even resource gatherers or crafters it increases the Kings negative reaction to us 'Draining his MIlitary' by 1 each purchase. In our current game, he is -27 to us for 'Draining his military'. I thought this happened only when asking for military help from him and purchasing what he offered. Let me know if this is a bug and scheduled to be addressed. Thanks
 
Wow that's a new one. And a bad one from the sounds of it. Will have to put it on the list to be addressed.

I'll be uploading a new version today, can you try that one and see if the same problems exist?

Thanks. :)
 
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