thadian
Kami of Awakened Dreamers
great mod, but i still need to find the english version - my install broke twice from my net connect, but i like it a lot. mostly the pace of the game - i no longer feel like i have to rush to end.
Hi Jeff,![]()
I'm glad that you like to play our modification. Perhaps a hint: When the time of waiting will be too long during a party, please go to desktop and start the game again.![]()
Hi thadian! And thank you ...great mod. ... mostly the pace of the game - i no longer feel like i have to rush to end.
Yes, the Vanilla-version of Colonization (and therefore TAC, too) has an important bug: When you are playing Civ4Col for a long time, the program is working more and more slowly. But there is a simple solution - back to desktop and starting the program again.Thanks much for this tip....oddly, the middle of the game had longer turns than nearer then end where I'm at now....
Multiplayer is broken. You will get a lot of OOS-errors. Hotseat should be ok. We want to fix those multiplayer problems in the final release version of TAC.One question, you said MP might be problematic. Is it playable or is it 'broken'?
One question, you said MP might be problematic. Is it playable or is it 'broken'?
Besides PBEM-Modus is playable without any problems. It isn't possible to trade directly with other players, but that is an error of vanilla version.You will get a lot of OOS-errors. Hotseat should be ok. We want to fix those multiplayer problems in the final release version of TAC.![]()
No, sorry. We have this documentation of all changes. It specifies our new features at 18 (of 25) pages. It is only available in German. But we wish to public a second manual which will be a summary, and that manual will be translated then.And is there an English content list?
Hi agaro!Hi guys,
I've been playing this mod for a few weeks. Obviously lots of work has gone into it .. it really is a great leap forward.Spoiler :
Since you are still working on it, and it is being expanded into the R+R mod I thought I would make a few comments. A lot of these comments deal with transport units as this is something I have taken a specific interest in.
Firstly to other initial users be aware it looks like it crashes back to desktop when you load ... but it comes up in about 30 seconds, just hang in there.
There are some significant changes in balance here. One is that cotton has become a strategic resource. You need it to make cloth which is now an input for wagon trains and ships. So no cotton = no transport. The "prairie" squares have either exposed or hidden cotton (I wasn't aware of this before… I had my pioneers walking around for quite a while looking at every square to see if there was cotton under the forest). Be careful to consider this when locating your settlements. You need lots of cloth and I rarely sold any to Europe, only when my warehouses and treks were full.
I think this increases the disadvantage to Nations who happen to first land near the colder parts of the map because there is less cotton there.
As you've noted already in this thread the European AIs are much more competitive. I'm always surprised how quickly they expand and grow. They seem to initiate lots of small settlements and then attack the local native tribe to get them out of the way. They are also much more aggressive towards humans ... even if you are not near them they will decide to declare war on you for not opening your borders or trading maps. Of course you don't find out about it until a large army appears outside your colony 15 turns later. You've been warned ... they don't play nice.
I suggest appeasement is the best policy early in the game i.e. just give them what they want (or being the attacker yourself). I think the balance is even more with the attacker early in the game in this mod. I'm very surprised the AI can put together such a big force early in the game (if they aren't cheating). In Col Vanilla you could defend an early attack against your city with a fort, plus 2 to 4 sentries, plus about 100 horses and 200 guns. In TAC that’s not enough.
Later in the game, city defence is a more realistic option - particularly since all the bombarding % have been reduced a lot in this mod. But defence it is pretty hard early in the game.
Natives also seem more aggressive and better at mobilising more of their braves together to attack rather than just the contents of one or 2 villages. Also be careful of defensive pacts now ... you will automatically be in any war with your allies. You don't get a choice now.
In fact I got so annoyed with being attacked when I was trying to investigate the other economic changes to the mod that I would usually just start a new game. Eventually I had to start a game with the no war box checked.
Wagon trains have some significant differences. You now need cotton + tools + horses to make a wagon whereas previously you just needed wood / hammers. Get used to having a lot less wagons. Apologies for promoting my own work but you should adopt the shuttle strategy when playing this mod. It is the best way to get the most goods moved with less wagons. See this thread:
http://forums.civfanatics.com/showthread.php?t=382590
The excellent route assignment system in this mod makes it simple to set up and modify shuttle wagons routes. It is also one of the few ways you can get a real advantage over the AI and its automated wagon approach.
While there is much more to this mod than the new transport routing system, even if you had just done that the mod would still be a great and useful development.
One thing I didn't like about this mod was the removal of the ability to load empty wagons onto ships - and I know other mods have done this as well. I actually thought it was realistic and useful to be able to ship empty wagons. If you can load 100 horses or a unit of armed dragoons, why is there an issue with putting 1 empty wagon onto a ship? It would be even more useful in this mod to be able to ship wagons because they are now much harder to build on site.
I am OK with horses being required for wagons. Previously it was a bit unrealistic to only need horses for war so you could have one mega ranch and then ship horses with guns to battle sites in wagons as required. Now you need a lot more stables, dotted every 4 or so settlements, just to get your wagons and treks.
However, needing cotton as well seems a bit too hard and unrealistic. Surely settlers would have used uncovered wagons or pack horses to move goods around if their wagon couldn't be covered with cloth. Perhaps a better option might have been to have a lower capacity uncovered transport unit (e.g. 1 cargo, 1 move unit per turn) as an alternative build option.
Moreover this material idea isn't carried though the higher transport levels in this mod. The stagecoach doesn't need any cotton or even extra wood, and the carrier doesn't need any cotton either. It's just the basic wagon that is effected.
I was also a bit surprised to have other nations' wagons running through my closed borders and vice versa. What is the rationale for only having people and ships stopped but not wagons?
In terms of economic / technical development the biggest change is the government palace, and how multiples of 4 of these in 4 settlements release various great buildings. This was a bit tricky to understand without an English manual. It makes it a bit more important picking what to build in which site, as you won’t get another one until you build 4 more palaces in 4 different colonies.
To finish a few random questions:
- I can’t recall capturing ships before, is this new in this mod?
- Are you able to explain the victory conditions? I’ve never understood them even in Vanilla.
- With the Customs House do your lost goods still get taxed?
- Are you supposed to be able to build the Statue of the Governor? It always seems much too many turns. Or am I missing something?
That's all for now ... great job again.
- I can’t recall capturing ships before, is this new in this mod?
Hi guys,
There are some significant changes in balance here. One is that cotton has become a strategic resource. You need it to make cloth which is now an input for wagon trains and ships. So no cotton = no transport. The "prairie" squares have either exposed or hidden cotton (I wasn't aware of this before I had my pioneers walking around for quite a while looking at every square to see if there was cotton under the forest). Be careful to consider this when locating your settlements. You need lots of cloth and I rarely sold any to Europe, only when my warehouses and treks were full.
I think this increases the disadvantage to Nations who happen to first land near the colder parts of the map because there is less cotton there.
I am OK with horses being required for wagons. Previously it was a bit unrealistic to only need horses for war so you could have one mega ranch and then ship horses with guns to battle sites in wagons as required. Now you need a lot more stables, dotted every 4 or so settlements, just to get your wagons and treks.
However, needing cotton as well seems a bit too hard and unrealistic. Surely settlers would have used uncovered wagons or pack horses to move goods around if their wagon couldn't be covered with cloth. Perhaps a better option might have been to have a lower capacity uncovered transport unit (e.g. 1 cargo, 1 move unit per turn) as an alternative build option.
Moreover this material idea isn't carried though the higher transport levels in this mod. The stagecoach doesn't need any cotton or even extra wood, and the carrier doesn't need any cotton either. It's just the basic wagon that is effected.
I was also a bit surprised to have other nations' wagons running through my closed borders and vice versa. What is the rationale for only having people and ships stopped but not wagons?
- Are you supposed to be able to build the Statue of the Governor? It always seems much too many turns. Or am I missing something?
That's all for now ... great job again.
That's a concept taken from CIV BTS. You need a multiple of X numbers of building A to be able to construct building B. In CIV it was e.g. you need two temples to build one cathedral. I hope you like the choices this offers when you get used to itIn terms of economic / technical development the biggest change is the government palace, and how multiples of 4 of these in 4 settlements release various great buildings. This was a bit tricky to understand without an English manual. It makes it a bit more important picking what to build in which site, as you wont get another one until you build 4 more palaces in 4 different colonies.
I guess that this depends on the map-script which you have choiced. FaireWeather needs more time than other scripts to generate the world.Firstly to other initial users be aware it looks like it crashes back to desktop when you load ... but it comes up in about 30 seconds, just hang in there.
Yes, we have spent a lot of time to improve the AI of the other European nations. Now the AI will transport goods and expand faster and bolder. The AI also use cheats. But our focus was to improve the intelligence of the rivals. At vanilla version it was possible to ignore the competitors. Now it is necessary to create a strategic plan for the foreign affairs.I'm always surprised how quickly they expand and grow. They seem to initiate lots of small settlements and then attack the local native tribe to get them out of the way. They are also much more aggressive towards humans ... even if you are not near them they will decide to declare war on you for not opening your borders or trading maps. Of course you don't find out about it until a large army appears outside your colony 15 turns later. You've been warned ... they don't play nice.
Yes, we have reduced the bombarding-rates of the artillery so that it is more senseful to build walls.Later in the game, city defence is a more realistic option - particularly since all the bombarding % have been reduced a lot in this mod.
Ai is always that stupid? Can't someone do something about that?Ronnar said:Wagons can ignore closed borders, as it will mess up automated wagon routes completely if they couldn't. The AI will be helpless if borders are closed and goods cannot be transported.
Yes, it is one of the many new features of TAC.
There are many more new features in TAC:
- Learning By Doing
- Whaling
- Natives Stealing and Equipping Horses and Weapons
- Native Mercenaries
- ...
I once tried to make a complete list of all features and changes in TAC I could recall.
(For Robert, when we started working on Religion and Revolution.)
It was really a lot ...
(I guess the TAC team will explain the most important ones here in the near future.)
Hi agaro,
You are not supposed to ever finish the Statue of the Governor in a normal game. It is a construction project if you have completed all other buildings and do not need any more founding father points. Instead of building many useless units you will now have the option to build the Statue instead. I have done the translation for the pedia some weeks ago, so the statue will have an English explanation in the next version.
Hi agaro,
Wagons can ignore closed borders, as it will mess up automated wagon routes completely if they couldn't. The AI will be helpless if borders are closed and goods cannot be transported. It is for the benefit of the AI (and maybe your benefit as a player as well, if you have an isolated inland city somewhere)
On a similar topic: At one point I heard a hissing sound and saw a message that a Spanish AI city had been upgraded to some form of elite status. How did they achieve this and did they get any benefit?