[Testers Required] Age of Discovery Update!

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,849
Hi all,

I'm currently doing an update to my Age of Discovery scenario and require some testers to sign up. :) So if you liked the original AoD, then this update will blow you out of the water. ;) Among other fixes such as slowing native growth (no settlers), new unit graphics to make each type unique in appearance and other minor fixes (AI/texts/etc) there is a brand new concept.

Please indicate your interest to test this update by posting in this thread. :)

EDIT: New test version! http://s23.quicksharing.com/d/8444279/1162928007/AoD1.12.zip

Introducing: Pirates & Traders!

This brand new concept on the Civ4 scene will bring a new perspective and strategy to the Age of Discovery scenario.

Players can now build pirates (caravels/galleons/frigates) to sail the High Seas plundering at will. Pirates have their nationality hidden so you do not know who owns them.

In the same line as Colonization, whenever you hook up a resource in the New World traders will begin to transport it back to Europe. Traders will automatically leave the New World and sail back to Europe (caravels/galleons/indiamen).

Pirates are able to raid these traders to steal gold from the trader's owner. No declaration of war required! Players with military ships (caravel/galleon/frigate/SotL/ironclad) can attack these pirate ships, discovering who owns them. This will result in war!

So strap yourself in for the wildest ride on the Spanish Main, with pirating, traders and increased wars!

Dale
 
Sounds like a good excuse to add more Pirates! screenies to the AAR. :mischief: though I suppose I'd have to start a new game :(

I'd be happy to test it. :)
 
tester here:D
but when is it coming out
 
StrategyOnly:

The scenario is only for Civ4 + 1.61. No warlords version in planning.

s.c.dude:

I should hopefully have a working version in the next couple of days. I've already implemented the pirates and traders concepts and fixed up the minor updates to the core. I'm just fixing up some bugs in the new content and then we're ready to test. :)

Dale
 
im down i got some time on my hands
 
Dale said:
StrategyOnly:

The scenario is only for Civ4 + 1.61. No warlords version in planning.

s.c.dude:

I should hopefully have a working version in the next couple of days. I've already implemented the pirates and traders concepts and fixed up the minor updates to the core. I'm just fixing up some bugs in the new content and then we're ready to test. :)

Dale
i really dont have a life so im free whenever:crazyeye: :sad:
 
Sounds fantastic. AoD was amazing and sounds like it's getting a major boost in fun. Nice.
 
Okay, the update is ready to test. Please give it the full works. :)

See first post

Pirates & Traders!

Once you start getting a presence in the New World, private traders will begin to travel from the New World to Europe under your flag. For flying your flag they receive some insurance against pirating, and also you receive taxes when they reach Europe. If a trader is pirated, you will have to pay the owner the insurance (between 1-10 gold). If they reach Europe you receive taxes (between 1-10 gold). You cannot build traders, and they are not able to be controlled. They will travel on existing sea lanes, so open up as much of the Atlantic as possible to speed their journey. There are three levels of trader: caravel, galleon and indiaman which are available at the relevant techs.

Pirates can now be built by civs. Pirates carry no flag, so you do not know who owns pirates. Pirates are always under the owning civs control, so you can give them orders. Pirates come with a new mission "Raid". By clicking on the raid mission (pirate flag) you can raid adjacent traders (yes, be in the tile next to the trader, and you can only pirate traders). Click the raid icon, then click on the trader to pirate. You will receive an amount of gold for piracy. Watch out for other civ's military ships as they can capture your pirates.

You normal ships also have a new mission, "Capture". If you are in the tile next to a pirate click on the hangman's noose icon to capture the pirate. You will recover some bounty from the pirate as the Pirate Hunter. To capture a pirate, be in the tile next to them, click on the noose icon and then click on the pirate.

Please comment on these new concepts. As well as these new concepts I have fixed other bugs as raised in the Poly and CFC threads.

Have fun and let me know. :)

Dale
 
SO:

Were the traders moving or stationary?

As for the screens, easy:
Main Menu: \assets\art\Interface\Main Menu\
Loading: \assets\art\Interface\screens\loading\

Dale
 
You know i dont think so, cause they are in a one spot water location, but i do think some moved out after about twenty turns or so, didnt really pay attention to them to much, just looking at a ship/vessel with no place to go, cause there was no water to move around to?
 
I've noticed several things:

A) About twenty turns into it, I had to start manually going to the next turn by literally clicking on the button (which never changed from green to red when I'd exhausted all my moves).

B) The trading vessels would come into my capital and then sit there... and they started to really pile up, and I'd imagine they did the same for the other civilizations. This might be the reason for the first problem.
 
Sounds like a very interesting mod! Unfortunately, I don't have time to playtest it, but I urge you to continue working on it! :)
 
Dom Pedro II said:
I've noticed several things:

A) About twenty turns into it, I had to start manually going to the next turn by literally clicking on the button (which never changed from green to red when I'd exhausted all my moves).

B) The trading vessels would come into my capital and then sit there... and they started to really pile up, and I'd imagine they did the same for the other civilizations. This might be the reason for the first problem.

Both these bugs are my fault. I had a "== 100" instead of "<= 100" for trader distance to capital. :rolleyes: Sorry about that.

SO:

I'm pretty sure that's to do with the fact that traders only head for the capital of the nation. I'm changing that so it chooses from any Europe coastal city. :)

Dale
 
New test version posted! Please have a go. :)
 
Actually, reading your first post again, I realized another issue: the trading ships started coming even before I'd hooked up a resource... I'd only built a city, but there was no road or improvement connecting the nearby resource (Bananas).
 
Dom Pedro II said:
Actually, reading your first post again, I realized another issue: the trading ships started coming even before I'd hooked up a resource... I'd only built a city, but there was no road or improvement connecting the nearby resource (Bananas).

Thats exactly what happend to me, i just started the game and had three trade units already.:confused:
 
Back
Top Bottom