New Colonization/DaoNE v5.00

M07

Prince
Joined
Mar 29, 2009
Messages
514
Location
Canada
Hello everyone,

As promise, I present you the new version of DoaNE!

In this version, we have specially work on the AI but we have added also very nice features.



See the changelog below for the most curious of you. :)
Spoiler :
CHANGELOG DoaNE - V5.00 - May 2016
AI:
# AI thinks to do a third colony if necessary for his goals.
# AI thinks to redo a third colony if one of them has been captured.
# AI sets up one or several merchant fleet in order to sell all his goods production.
# Damaged ships go to be repaired in a drydock in Europe before get back to the ocean.
# A better land millitary defence of colonies (depends on the game difficulty chosen by the player).

AI - Peace and War:
# No units can attack during the war declaration turn.
# AI use different tactics to attack colonies :
- Plants destruction,
- Roads destruction,
- Kill most valuable units,
- Capture colonies,
- Do maritime blockades to colonies,
- Attacks fleets.

AI - Natives:
# Natives don't declare anymore wars against an european if he is not close to him.
# Natives cannot anymore destroy colonies that has more than one unit inside.
# Fights against natifs are not always lethal

AI - Pirates:
# Pirates come ealier in the game.
# Pirates hunt now closer of our coasts.
# Pirates can attack during our turn if the player meet a pirate.

AI - Sea:
# AI is looking for milittary fleets of players that attacks their colony or trade ships.
# Naval forces of AI attack players colonies in order to disturb trade routes.
# AI is looking for our merchant ships to rob or destroy them.
# AI sets up a naval force to stop a blocus on their colonies.

Victoires :
# Allow team victory systemwith areas

Statistics :
# Adding statistics for the player.
# Adding immigration statistics for players at the end of the game.

Colonies :
# In the TOP, picto is hidden "Influence mangement" on the first era.
# picto are hidden "Armory management" " Hospital management" as soon as this building are not built.


UNITS - FEATURES

# Agronomist can build forest on hills.
# An military ship can protect effectively 2 merchant ships. Beyond, pirates or ennemies can more easily attack merchantships in the fleet.
# Once a native contract is over, the name of the previous european colony is highlighted.
# Trade is more lucrative and natives give more differents goods during trades.

Help of the king:
# The naval escort given by the king comes earlier.
# The king can give us more warships if the pirates number is higher.
# Crews given by the king have better promotions.

Europe :
# It is now possible to load builder pack on a ship from Europe (you have to pay materials required).
# Automatic fleets don't go back directly after they arrive in Europe.
- With this break, ships sell et buy the programed goods,
- With this break, the player can load empty slots in the fleet,
- Despite this break, the fleet can arrive in the new worlf the following turn.
# Automatic fleets load european immigrants by respecting the arrival order on the dock.
# the recruit system is enabled once we have created our first colony.
# Creation of "immigration points" in Europe/Immigration that allows to force an immigrant to come from Europe.

Adding units - Natifs :
# Adding of 14 natives nations (Mayas, Tehuelche, Shuar, Huron, Zapotec, Guarani, Carib, Navajo, Algonquian, Machiparo, Mixtec, Muisca, Comanche, Toromona)



I hope you will enjoy this version.

Have a good game ;).
 

Nexus1980

Chieftain
Joined
Mar 28, 2009
Messages
50
Wow M07, many of the changelog in the new versions are things i thought would be great but never dare to ask. for example agronimist can build forrest on hills. i'm very excited to test it out ;-)

thanks again!!!
 

M07

Prince
Joined
Mar 29, 2009
Messages
514
Location
Canada
Is it intentional that the leaders no longer have specific traits?
Yes, it is. Like that, we don't choose Europeans from their "powers" :)

I hope will like this version. Don't hesitate to give your feed back. Just for your information, we would like to do the version 5.1 in July.
 

Willi_Tell

praefectus praetorio
Joined
Feb 8, 2008
Messages
260
Location
City of the Bears, Switzerland
Great work, M07! Thank you very much for the new release! :) :worship:

And I highly appreciate that you have shared the source code with the community - that's very cool! :hammer:
 

M07

Prince
Joined
Mar 29, 2009
Messages
514
Location
Canada
I am still working on the next version (5.10)
I have seen a lot of issues on the 5.00 and I can asure you that the new version will be really more complex and interesting than the current version.
AI will be stronger :p

The release date should be the begin of July.
 

Abracadabra

Chieftain
Joined
Sep 27, 2015
Messages
2
Hi M07. I've got a question. Is it possible to play in single player in DaoNE v5? Beacause i try and i'm afraid that AI doesn't use Agronomists? Is that right? BTW nice job :)
 

faremoutgames

Chieftain
Joined
Oct 20, 2014
Messages
59
Location
Montpellier, France
Hello,
I have downloaded your mod but I cannot play with it, (last patch of Colonization is installed):
I can begin a game without problem, but when I decide to send a boat after a few turns of game in a square which permits to go to Europe, the game crashes immediately when the boat reach this type of square, and so I cannot play .. What is going wrong ?
 

M07

Prince
Joined
Mar 29, 2009
Messages
514
Location
Canada
Salut faremoutgames,
I have may be fixed your issue.
Bellow you will find the download link for the Alfa version of DoaNE 5.20.
https://we.tl/SJoiiX6Q7l
Would you tell me if it is working with this version?
Unfortunately, you will not be able to load your previous game.
I hope you will be able to play. ;)
 
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