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Pirates !!!

Discussion in 'Civ4Col - Age of Discovery II' started by Arralen, Apr 5, 2009.

  1. Arralen

    Arralen Chieftain

    Joined:
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    Running 1.09b I encountered the following issues (not sure if they're already mentioned somewhere, forum searches usually suck ..):
    • you can build Swashbucklers and Deck Hands in colonies: you can build population ??!!
    • AND you can hurry Deck Hands for 1 gold as a regular price ?!
    • there are tons of Petty Criminals on the docks in Tortuga ..
    • ...which never seem to convert to normal colonists?Ok, on turn 105 one turned into a Deckhand. This is too long, considering the given lenght of a game of Col2 ...
    • Pioneer (Deckhand) uses Soldier (Deckhand) 3D graphics,
      Dragoon 2D graphics when equipped on the dock, and
      Swashbuckler icon in colony.
    • Soldier (Deckhand) is indistinguishable from Swashbuckler
    • pirates can build churches, generate crosses, and hurrying costs are reduced by them,
      but there's no indicator on the Tortuga Screen (at least @ 1280x1024)
    • there's no mouse-over for ships en route on the Tortuga (F2) screen
      (again, @ 1280x1024)
    • mouse-over for the drydock in the colony windows doesn't work, either - at least at times, but this rather looks like a glitch in Col2 than in AoD
    • if you move a Swashbuckler next to a native camp / european settlement,
      it most likely will get attacked: free experience and reduced defense
      without declaration of war ?!
    • Swashbuckler "can attack without declaring war" ... but what?
      Not European settlements, at least ... they can plunder improvements,
      but the amount of gold generated is negligible.
    • Pirate Brig and Pirate Ship are contradicting the *pedia files, and the first one is rather useless (unless the AI needs it to ferry goods to and from Tortuga): The help files state that pirates went long ways to make their ships faster, more agile and better armed than the common merchant vessel. Yet, in AoD, they're pretty much the same, and the brig cannot even attack at all :(
      I would suggest giving them +50% against all merchant ships, if multiple boni are possible. Otherwise, they need to get more strength or start with many more promotions ...
    • Would it be possible to bring back the ability to actually capture the complete vessels, not only their cargo with a Privateer (or Pirate Ship, Brig)?
    I'm not sure if and what of this is working as intended ... is there a special pirates' readme somewhere ??
     
  2. PrinzMyshkin

    PrinzMyshkin Chieftain

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    Do you mean at the port?

    Else I may try to fix some stuff there (resolutions etc).
     
  3. Arralen

    Arralen Chieftain

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    . at port? I'm talking 'bout the F2 screen ...
     
  4. PrinzMyshkin

    PrinzMyshkin Chieftain

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    Yes, do you mean the inbound, outbound or in-port status?
     
  5. Arralen

    Arralen Chieftain

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    In- and outbound.
    Mouseover for docked ships works just fine, as it does for all units.
     
  6. PrinzMyshkin

    PrinzMyshkin Chieftain

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    The bar doesn't work for me at all for none of the ports.

    It's a matter of screen resolution I guess.
     
  7. Arralen

    Arralen Chieftain

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    Works for me in the standard european screen, though !
     
  8. PrinzMyshkin

    PrinzMyshkin Chieftain

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  9. Dale

    Dale Chieftain

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    Pirates aren't supposed to create crosses. The fact they can build churches is obviously a bug. ;)
     
  10. PrinzMyshkin

    PrinzMyshkin Chieftain

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    The pious pirate. :p
     
  11. Arralen

    Arralen Chieftain

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    Is there a "cooldown" to hurring colonists on the docks to compensate for this?
    Because prices went up quite "normally" ?!
     
  12. westamastaflash

    westamastaflash Lord Commander

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    You are a pirate! Sack colonies, take slaves, and get more people into your fleet you bilge rat!
     
  13. Arralen

    Arralen Chieftain

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    Thanks for your constructive, informative and friendly contribution to the discussion, if and what 'bout the AoD mods pirates works as designed and which things might need improvement !

    Btw., most of what you advise does not seem to work out like it should:

    - sack colonies: means either conquering, or destroying them. The 1st isn't really pirate-like, as you'll simply end up with a big empire in no time, the 2nd one will let you end up with an empty map in no time, because the AI only builds 3-5 settlements ...

    - take slaves: how? You can't enslave troops, you can't enslave settlements. Might be possible to enslave pioneers, but there are so few on the map, I never caught one up to now ;)

    - get more people into the fleet: (besides that there is little incentive if you can already burn down all settlements on the map) .. 'twas exactly this I was talking about - hiring units in Tortuga (pirates europe, just in case you didn't know). This hiring seems to work a little bit odd, for pirates, that is, with hiring fees going up and crosses reducing them like for any standard nation in the game ...
     
  14. PrinzMyshkin

    PrinzMyshkin Chieftain

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    Keep in mind, we play colonization. ;)
     
  15. westamastaflash

    westamastaflash Lord Commander

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    Arrr can't we have a little fun :-(
     
  16. PrinzMyshkin

    PrinzMyshkin Chieftain

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    May be hard to implement. :)
     
  17. marc420

    marc420 Chieftain

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    You could think of the churches as writing and publishing stories that make Pirates sound cool, therefore attracting new pirate-wannabees.

    Maybe replace the church with a pirate tavern? Same sort of function, but different building. Build more taverns in your pirate bases, and thus attract more pirates.

    Besides, Pirate towns really should have some entertainment. :)
     

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