[MOD] Snoopy/Dale PatchMod

I read the balance changes and I saw nothing in there about altering how the % of the populace that supports revolution is calculated. It is my opinion and I've read some other threads on it, that it's way to hard to get your population behind you and still have a large army.

Did I miss something or do you guys not consider this a huge balance issue?

thanks
 
I read the balance changes and I saw nothing in there about altering how the % of the populace that supports revolution is calculated. It is my opinion and I've read some other threads on it, that it's way to hard to get your population behind you and still have a large army.

Did I miss something or do you guys not consider this a huge balance issue?

thanks

Me and Snoopy are mulling over ideas. There's much more important things to do first, such as fixing things that don't work before looking at that. :)
 
So Dale are you having no problems winning then when trying to defeat the European army?

That would be correct. Take a look in the general forum, there's a number of threads discussing tactics for the WoI. :)
 
Version 1.06 has been uploaded!

Please see the first post for updated changelogs. :)
 
One balancing issue that could be addressed,

Currently, buying troops from King, by discount, adds virtual bells for increasing REF size.

And numbers are staggering!


First solider bought for 750 gold would add 750 liberty bells for REF increases!!!

And if you, like me in one game before I knew this, bought around 12 troops from king, thinking that being nice too king payed off, you'll effectively add 9000 (!!!) bells to king army.

What is worse, is that in case you don't produce any liberty bells, king will not increase REF but wait till you get your first statesmen and then add ALL those REF increases you accumulated from buying troops one by one for dozen of turns.

Currently, buying troops from king is just one big disadvantage. Penalties are way off. If this feature is in any way supposed to be balanced, then LB increase should either be removed (to award player for being nice to the king), or severely reduced (like to 10% of current value).
 
Thanks for the update :). Dale do you do all the work or is snoopy active? :p

Would be nice to have this feature:
Be able to move cargo/units between ships in ocean.


Here are the list of Reported bugs/issues, that I cant find in your list:

Stuck in europe
Find the bug.

Loading/unloading cargo
Improve the loading.

Indian relations
King can't take over native villages or no angry natives when liberating.

No Food
Find and fix.

Double name
Fix maybe by changing duplicated names.

Cancel sail order
Be able to cancel the order 1st turn.

Hurried cost more
Balance somehow?

Jesuit Missionaries
Default as missionary.

More than allowed storage
First time just fill to max (next time fill more).

Training in native settlements
Add info.
 
Thanks for the update :). Dale do you do all the work or is snoopy active? :p

:lol: Seems that way, but we talk over yahoo a lot and he sends his changes to me. I have the code base and compile it though. :)

Would be nice to have this feature:
Be able to move cargo/units between ships in ocean.

Investigating that one.

Here are the list of Reported bugs/issues, that I cant find in your list:

Stuck in europe
Find the bug.

Fixed by unstacking ships as they leave for Europe.


In to-do list under MISC. :)

Indian relations
King can't take over native villages or no angry natives when liberating.

I've listed it in the to-do under REF, as really the King needs to concentrate on the colonies, not the natives.

No Food
Find and fix.

No bug, it came out recently he dumped food in the colony and went over the threshold. :)

Double name
Fix maybe by changing duplicated names.

Uh..... did you read the change list? :)
NEW * Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation).

Cancel sail order
Be able to cancel the order 1st turn.

Will be difficult. Not sure if we want to go down that route yet. Hence it hasn't been added to the to-do. Basically, in 1600 if a ship left port, there was no way you could recall it.


Again fix list: :)
NEW * Docks hurry costs have a set maximum (currently 2000, will change).

Jesuit Missionaries
Default as missionary.

Not really a bug as they adopt "default profession" which is COLONIST. Spose it'd only take a minute to change their default profession to MISSIONARY. Will do. :)

More than allowed storage
First time just fill to max (next time fill more).

To-do list: * Fix trade routes so that units are not left in excess of warehouse capacity


Again to-do list: :)
* How long to train in Chief speech
* Cancel Indian training
 
Thanks for a fast reply. I do read your list but I missed some I see :).

Investigating that one.
Nice. Would be a welcome feature.

Fixed by unstacking ships as they leave for Europe.

In to-do list under MISC. :)

No bug, it came out recently he dumped food in the colony and went over the threshold. :)
Oki good :).

I've listed it in the to-do under REF, as really the King needs to concentrate on the colonies, not the natives.
Yes. But still with low priority he could take a native willage?

Uh..... did you read the change list? :)
NEW * Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation).
Yes I saw that but thought it was another bug. Didn't read well enough.

Will be difficult. Not sure if we want to go down that route yet. Hence it hasn't been added to the to-do. Basically, in 1600 if a ship left port, there was no way you could recall it.
Good point. But maybe playability before realism in this case :p.

Again fix list: :)
NEW * Docks hurry costs have a set maximum (currently 2000, will change).
Good to hear. Will the needed church points have a maximum?

Not really a bug as they adopt "default profession" which is COLONIST. Spose it'd only take a minute to change their default profession to MISSIONARY. Will do. :)
Nice :). Maybe some other profession should also default different.

To-do list: * Fix trade routes so that units are not left in excess of warehouse capacity
Ups missed that. Or rather I didnt understood what it meant hehe.

Again to-do list: :)
* How long to train in Chief speech
* Cancel Indian training
What if you have more than one in the willage?
 
One balancing issue that could be addressed,

Currently, buying troops from King, by discount, adds virtual bells for increasing REF size.

And numbers are staggering!


First solider bought for 750 gold would add 750 liberty bells for REF increases!!!

And if you, like me in one game before I knew this, bought around 12 troops from king, thinking that being nice too king payed off, you'll effectively add 9000 (!!!) bells to king army.

What is worse, is that in case you don't produce any liberty bells, king will not increase REF but wait till you get your first statesmen and then add ALL those REF increases you accumulated from buying troops one by one for dozen of turns.

Currently, buying troops from king is just one big disadvantage. Penalties are way off. If this feature is in any way supposed to be balanced, then LB increase should either be removed (to award player for being nice to the king), or severely reduced (like to 10% of current value).

This is not the same as buying troops from Europe right?
 
This is not the same as buying troops from Europe right?

Correct; through diplomacy you can request to purchase troops from the King at a discount (50% ? compared to the price to purchase a veteran soldier on the Europe screen). It seems from that post that you end up getting 1 LB for each gold you spend...should be in a config somewhere but I haven't looked for it.
 
Dale,

I just thought of something...

What happens when you are playing on a set scenario and you want to keep the starting locations as is. Will the mod reassign starting locationg and/or redraw the european zone?
 
How do I turn off random start? This annoys me. Some civs do not start in red zone.

Reason:
I modified Ozzie's map so that I could play as Washington and be in the number one position.

But after using the new AoDII, suddenly, the map isn't working right. It is rewritting red zones, civs are starting in normal sea zones. It places England all over the east euro sea zone. it is very annoying. because I want to modify the map further.
 
@Flash1

I posted a map on the Ozzie thread that gives each civ two city starts if you're looking for something a little more historical.
 
davbenbak,

I took a look at it but it was messed up, but whether version AoD II v1.01 has anything to with it or not; that I do not know. There was only one city per civ and New amsterdam was empty. If I used Adams the game crashed.

I did make my own version too. One city each plus ship. I redid the carribean, simply to have more space, but v 1.01 does some funny things with the map.

*note* I placed Washington in the first slot of my version.

I had to start a game that I liked because the mod keeps changing starting locations and changing the red zone and I like to have some control of the immigration dock. then I had to use the Editor. Then save my game and go from there.
 
haven't dl'ed v1.01 yet. For some reason when I edit the map through the text editor like with civ4 nothing seems to work. Something about assigning teams I assume.
 
If you switch the first civ for another before adding in any units then you don't have to worry about team assignment (because the new civ becomes team 0), but you do have to make sure you change the starting position.

after you make the changes then in the world builder you can add anything you want.
 
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