[MOD] Snoopy/Dale PatchMod

Yes, I wanted to do the same with servants and criminals too.

Yeah, "trained in Europe" i meant european colonies. :)

I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)

Well, there are education buildings in the game, even though a free colonist already has the skills a European has, right? ;)
 
Thank you very much, Dale & Niidel, for the excellent advice. The above did indeed prove to be true; for some reason, the game starts up with the bare map automatically turned on when the Mod file for beta patch 1.02 or 1.03 is loaded.

You're welcome :) For me, though, the game always seems to start with yield display on, but resource display off... weird. It's not a big thing, but annoying. Btw - has anyone figured out why they changed the keyboard shortcuts? In Civ4, the "show resources" was Ctrl + R, now it's Alt + R - but "show yield" is Ctrl + Y...

Beengalas said:
I just won the game with one military unit, the soldier I start with. I attack the natives instantly with him and playing Jose, he get's very powerful really fast. Even with your patch to help the AI getting better troop, they cannot do anything against my soldier, and when REF comes, I just let them take a city and retaliate with this soldiers until they all are dead. This soldier, had over 220 experience.

It's not a bug that you can win the game that way - it's just that the veteran soldier you happened to get was Chuck Norris...
 
I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)

Enh, yes, it would sound stupid BUT, even beyond abstractions made for the game, if he came from the Master Cotton Planting village there is no reason to believe he would also know the ways of the Master Fisherman tribe far away over the mountain from his home. Since I doubt you could do something where a Native Convert is only blocked from learning a skill from his village of origin, I'd think your disabling their ability to pop into a Free Colonist is more than enough. Also recall that since the learning inflation is MUCH WORSE with the Native Settlements than the European Settlements, if I decide to have him relearn the ways of his village it will only make it harder for my other colonists to learn from that tribe later (and therefore not a freebie).

I mean you can't say, oh that Free Colonist is Dutch so he must already know the ways of a Master Tobacconist, can you?
 
It's not a bug that you can win the game that way - it's just that the veteran soldier you happened to get was Chuck Norris...

Yes! A revisionist history where it was only Chuck Norris declaring independence from the British, kicking the REF's collective ass, and only then convincing Thomas Jefferson and the gang the point of being independent by whipping up a document we now know as the Constitution.
 
Okay for the next version, I am only going to limit Natives from learning in native settlements. They'll still be able to go to school as normal.

No other changes as really they aren't bugs as such and I should really keep to the mould of this patchmod. :)
 
Yes, I wanted to do the same with servants and criminals too.

Yeah, "trained in Europe" i meant european colonies. :)

I figure that there is nothing more that a native is going to be able to teach a native, as they've already got the skills a native has. ;)

But an Expert Tabacco Planter doesn't have the normal skills of a native. He is exceptionally good in this one field. I don't think, it's that illogical that a native could train with a specialist and learn some things he didn't know before.

Only because I have my own garden and work in it, doesn't mean I have the same skill as a professional gardener or landscaper.
 
Yes, I don't see a need to remove that...

also
UNITS:
* Can now join cities after moving (like founding cities).

Is very abusable, i.e attacking with different soldiers but only one set of 50 horses, constantly recycled as Dragoon A attack, then goes back into soldier state, thus freeing the horses for another soldier to switch to Dragoon, etc. Same for muskets, if you allow even units with exhausted move to enter the city, it frees immediately their musket.
 
Am playing on 4th difficulty setting and still I see that AI (european countries) is still not capable of building army. In my game English was doomed in 3 turns by indians.
 
May I suggest something, so that cannons are not useless in Colony Defense? Make them benefits from the terrain. Emplaced guns were terrific in defense, behind walls, and the game really don't do justice to that: if you have a fortress, unless your opponent take the time to change it to rumble, guns behind should really be hard to crack.

Sure, it makes them also benefits from hill/jungle bonus in the open, but this is a necessary evil to me, and as they have the same strength than a soldier, while being much more precious, this is not a big deal.
 
Is very abusable, i.e attacking with different soldiers but only one set of 50 horses, constantly recycled as Dragoon A attack, then goes back into soldier state, thus freeing the horses for another soldier to switch to Dragoon, etc. Same for muskets, if you allow even units with exhausted move to enter the city, it frees immediately their musket.

Is this true, Dale, or do you have some clever way to stop this? I think I'd much rather leave it as it is IF this kind of abuse would be possible.
 
I also would like native converts to be able to train as before and galleons to carry more than 1 treasure. You guys are doing some great work on the REF and AI, but the more small changes like this that is not strictly necessary to balance the game that you make, the less accessible the mod becomes to "the masses". What if you change 10 small things like this? 20?
Of course it's your mod so you can do whatever you want with it but perhaps you would consider releasing a "bare bones" mod with only the essential fixes? (AI, REF, bugs)?
 
I also would like native converts to be able to train as before and galleons to carry more than 1 treasure. You guys are doing some great work on the REF and AI, but the more small changes like this that is not strictly necessary to balance the game that you make, the less accessible the mod becomes to "the masses". What if you change 10 small things like this? 20?
Of course it's your mod so you can do whatever you want with it but perhaps you would consider releasing a "bare bones" mod with only the essential fixes? (AI, REF, bugs)?

The Galleons only carrying 1 treasure is a major bugfix, IMHO. If Treasures only took 1 hull space why would you need a Galleon to carry them?
 
Is there a chance that we could possibly recruit or at least train our converted natives into "Armed Braves"? I would like to see my indians allies in my army (more of a historical flavor). Just a thought.

I can't wait to get home and try this out now that I have the mechanics of the game down somewhat.
 
v1.04 posted, please see first post for details.

It may seem like a small one, but some of the AI changes took time, and my time was a bit more limited this week.

Next week I hope to get a bigger update out. :)
 
Thanks very much.

While I don't agree with all of your design decisions, it is terrific the work you have done to improve the playability of this game.

Cheers
 
Just remember that what Snoopy and I are doing is to fix bugs, eliminate obvious exploits, and a few re-balances.

If you don't agree with something then it can be modded later. :) For instance, for those disagreeing with the treasure berth change, just remember that the actual bug was that the code ignored what was set in the UnitInfos.xml file. I relinked it as it should have been. So now to affect how big a treasure (or ANY unit) is just change the xml file. No code changes necessary, as you would have to have done without our bugfix. :)

I'm sure you will all agree that eliminating the bug is good and opening up the value to modding an xml file better. :)
 
Is very abusable, i.e attacking with different soldiers but only one set of 50 horses, constantly recycled as Dragoon A attack, then goes back into soldier state, thus freeing the horses for another soldier to switch to Dragoon, etc. Same for muskets, if you allow even units with exhausted move to enter the city, it frees immediately their musket.

Is this exploit somehow dealt with then with the latest v1.04 tweak?
 
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