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Dale
10-01-2008, 12:24 AM
Snoopy and I have been working on a PatchMod to resolve the bugs in the game, rebalance certain parts, and make the game the 5/5 it deserves. :)

This is separate to the unofficial patch which addresses bug-fixes only.

Current version 1.07
Please download the latest version from here (http://rtw.apolyton.net/aod2/patch.html).

Installation:
1. Download the patch.
2. Open the actual game folder (default is C:\Program Files\Sid Meiers Colonization\) not the "My Games" folder.
3. Create a folder called "Mods".
4. Open the Mods folder (C:\Program Files\Sid Meiers Colonization\Mods).
5. Unzip the PatchMods to there (it should create a new folder in there called PatchMod: \Mods\PatchMod\).
6. Open the new PatchMod folder and you will see an Assets, PublicMaps and CvGameCoreDLL folder, and the ini file.
7. Start Civ4 Col and load the mod by selecting ADVANCED --> LOAD A MOD and selecting PatchMod.
8. C4C will restart, and you'll know you're in the patch as top-right will indicate the mod's name.

List of changes:


PatchMod 1.07:

Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.
* King no longer increases taxes after WoI.
* King no longer increases REF after WoI.
* King no longer requests gold after WoI.
* Tax rises less often in Marathon and Epic games.
* King's navy cannot enter native settlements.
* Only coastal cities with specified good mentioned in party text.
* Can no longer bring up domestic advisor during diplomacy.

AI:
* AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon
* AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever).
* AI now arms units in Europe and transports them to become standing defenders of the colonies.
* AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army).
* AI is now capable of winning Indian wars and the War of Independance
NEW * AI has more cash for everything.
NEW * AI now capable of having more than 2 transport ships (now max 5).

EDUCATION:
* Reduced education threshold increase from 20% to 10%.
* Multiple colonists can graduate each turn.

MAPS:
* AI start locs no longer in order from top to bottom of map (randomised).
* Humans no longer start in the same start loc.
* Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast
* Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration).
* Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()).
* Can now sail to the east or west coast (if known) from Europe.
* AI will settle correctly in user-made custom scenarios.

UNITS:
* Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary.
* Can now set profession after moving (like clear profession).
* Converted native can no longer be educated at Indian settlements (can be trained at school as normal).
* Converted natives can no longer become missionaries.
* Units cannot be made a soldier/dragoon and attack the same turn (eliminates an exploit).
* Terrain double movement from promotions now works fully (eg: Swamp Fox II wasn't applying to marsh even though it was set to).
* Units unstack when entering native training (eliminates screwy behaviour).
* Units unstack when going to/from Europe (eliminates screwy behaviour).
* Easier to get Great Generals in Marathon and Epic games.
* Units on the way to, or in Europe get intercepted by the King when you declare independance.
* Defensive bonus for armed natives fixed to match unarmed natives (mounted/unmounted reversed).
* Docks hurry costs have a set maximum (currently 2000, will change).
NEW * That bloody unit cycling bug has been found, squashed and celebrated!
NEW * Automation (and AI) will no longer remove features from a plot when that plot is being worked and it has an improvement (eg: lodge on forest will NOT be removed under automation).

TRADE:
* European horses tripled in price.
* Blockaded goods no longer counted against tax rise threshold.
* King's blockades now clear after WoI.
* Warehouse expansion sales now count towards total traded amounts (not previously counted).
* Natives only change desired good when supplied with that good (previously was any good would reset desired good).
* Buttons on trade route screen corrected.
NEW * Prices in Europe are checked after each trade instead of only once per turn.
NEW * Production now calculated before resource yield calculation, fixes depletion bug.

INTERFACE:
* Warnings: Out of raw good for processing warning.
* Warnings: Almost out of space warning.

PEDIA:
* GG concept entry no longer talks about free upgrades and retaining full experience when doing so.
* FF's and Traits boosting native relations now correctly mentions auto-peace with natives.
* Renamed to Colonizopedia as it was in Col1.
* setBasicUnitHelp bug shows correct transport unit when changed from default.

MISC:
* Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml via tag iBerthSize. (EG: Treasure now fills 6 berths of a ship)
* Can't declare war against another European Civ for the first 20 turns.
* Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation).
* Exploration points now correctly scale for gamespeed.
* Pilgrim king gives you a free ship if you lose your final ship (regardless of gold remaining).
* Establishing missions now have an increasing failure chance based on success missions and difficulty.
NEW * Failed missions will have a negative impact on the Natives.
* Immigration threshold increase reduced to 20% (was 25%).
NEW * End of game now extended after first DoI (like Col1) based on GameSpeed: 75/100/150/300 turns. So now 300 turns to DoI, +100 turns to win from that point (on Normal speed).
NEW * Start location (re-spawn location) is now randomised each time you lose your last ship.
NEW * Text when Indians "give" you their city changed for clarity.

Dale
10-01-2008, 12:29 AM
We have a list of bugs which have already been reported to us, but if you find any please let us know via this thread. :)

We will be trying to get a new version out every week, and to start are concentrating on the biggest and most annoying bugs, and will work our way through the list to the end. :)

Hope you enjoy this patch.

-Archangel-
10-01-2008, 06:29 AM
Can you also try to fix the problem with the revolutionary sentiment (the total one - not the one in individual cities) not going up as you (the player) start building up your army to battle the King.

Dale
10-01-2008, 06:39 AM
I agree with the point of not including all the units outside of colonies in sentiment, but an idea I have is to allow statesmen convert garrisoned units in the colony up to a max of half the total pop of the colony. So if the colony has 10 pop, the statesmen can convert 5 fortified units on the city square.

This should help to speed up the preparation and allow for a standing army.

Dale
10-03-2008, 12:34 AM
v1.04 posted, please see first post for details.

It may seem like a small one, but some of the AI changes took time, and my time was a bit more limited this week.

Next week I hope to get a bigger update out. :)

Name101
10-04-2008, 02:02 AM
Your a Champion :D
~Regards
Name101

TheGreatWall
10-04-2008, 02:06 AM
so dale if i put the patch in can it be removed easy or how does that work

Dale
10-04-2008, 07:21 AM
If you install it as a mod, it retains the retail version. You need to go into ADVANCED --> LOAD MOD and select PatchMod to play with the patch. :)

I wouldn't suggest overwriting the retail files with this patch until much later when it's more stable and more complete.

-Archangel-
10-07-2008, 02:03 AM
Why did you change that converted natives cannot learn skills in native villages?

Also I noticed why player position is fixed. I like to play scenario maps and the New world one is advantageous to player by putting you nearest to europe. There is always one other AI next to you and 2 others are far away (and far away from europe). So if you change the positioning to random, you can potentially make players start far away from Europe zone.

Dale
10-07-2008, 05:32 AM
Why did you change that converted natives cannot learn skills in native villages?

Also I noticed why player position is fixed. I like to play scenario maps and the New world one is advantageous to player by putting you nearest to europe. There is always one other AI next to you and 2 others are far away (and far away from europe). So if you change the positioning to random, you can potentially make players start far away from Europe zone.

No, because of the europe sea zone change. It now extends inwards a lot further. :)

I changed CN from learning from villages, because there was this whole massive exploit of training them, then arming or clearing them to become free colonists. I've also changed it for the next version so they can't be missionaries either.

-Archangel-
10-07-2008, 06:42 AM
No, because of the europe sea zone change. It now extends inwards a lot further. :)

I changed CN from learning from villages, because there was this whole massive exploit of training them, then arming or clearing them to become free colonists. I've also changed it for the next version so they can't be missionaries either.
Uff this change puts me off from using your patch. I did not know about the exploit and I will not use it now that I know, but these goes against how I play the game. I send missionaries to native villages all around and then when I get converted natives I train them at their villages to get Experts for my cities.
With you change I would either not be able to send missionaries or need to sent two of my colonist for each village to get a mission and a specialty. It is just not worth it.

Dale
10-07-2008, 07:28 AM
You can still train converts in schools, just not in indian settlements. And natives being missionaries was a pure bug.

Dale
10-07-2008, 07:39 AM
v1.05 is posted. Please see the first post for details, download, instructions and changes. :)

shurdus
10-07-2008, 11:37 AM
Hey Dale!

I only played the game yesterday but it was obvious already that the game needed a fix bad.

Well, I am going to give this a go. thnx man!

Dale
10-26-2008, 09:02 PM
PatchMod v1.07 has been released!

Please update from the first post. :)

Oso
11-08-2008, 10:24 AM
Hello Dale

I applied the PatchMod 1.07 and load it, but there's somthing that is wrong yet.

How can the Veteran Soldiers teach his profession, like 1993 colonitzation?

It must be impossible to win the independece without this possibility and i think that this is a bug.

Sorry for my little english, and thanks for your nice work

Dale
11-08-2008, 04:57 PM
Hello Dale

I applied the PatchMod 1.07 and load it, but there's somthing that is wrong yet.

How can the Veteran Soldiers teach his profession, like 1993 colonitzation?

It must be impossible to win the independece without this possibility and i think that this is a bug.

Sorry for my little english, and thanks for your nice work

As in the un-modded game, veterans are not trainable in schools. They can only appear/be bought in Europe. This won't be changed.

basily
11-19-2008, 12:30 AM
Looks good, I will download it and give it a try.

How about forts firing at adjacent enemy and privateer ships, doesn't anyone else miss that?

basily
11-19-2008, 04:16 PM
Other Bug: When out of funds, pioneers under the build road to command, will keep moving along the road but don't build any roads. When funds are low, the pioneer's order should be canceled.

Thanks for the patch.

kaibayashi
11-25-2008, 02:07 PM
You can still train converts in schools, just not in indian settlements. And natives being missionaries was a pure bug.

I agree with this even if it was nice being able to train them there, perhaps they could be tagged to prevent clearing later on??

Also settlements should refuse to train criminals ala original.

Imo armed units outside of settlements should be counted at colonies rate or not included in calculation (basically the same thing).

kaibayashi
12-04-2008, 01:56 AM
Found a bug: Playing on a carribean style map as the dutch i bought a galleon from the europe screen and when i sent it to the new world it appeared right at the top of the map, miles away from where i originally appeared on the map and all my other ships entered the map.

Also, get strange patches of ocean/return to europe in the middle of the map where there are no islands.

piklener
12-21-2008, 09:44 PM
Hi,

just to help out click here for Civilization 4: Colonization patch

http://rtw.apolyton.net/aod2/patch.html

Thanks.

gen_maczek
01-08-2009, 11:27 AM
Hi,

1. silver deposits - looks like mechanics of appearing silver on maps come from civilization 4 becouse almost always silver depists appear on hills in tundra like tiles.
I propose to change it in mechanics so we can find silver in the middle of jungle (hills and mountains anywhere).

2. tools used by pioneers - like in good old colonization tools were used to do improvements. This solutions brings up more tools usage which makes game more diffcoult and harder (everybody likes such obstacles, don`t we ? :) ).
My hint is if it is not possiby to substract tools from "hands" of pioneer in game mechanics maybe you should aim to see how substration of gold works when you do improvemnts and implent it in substraction of tools in settlemnt once improvement is being build.