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Thema: [Mod] Dawn of a New Era - Für Colonization !

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    [MOD] Dawn of a New Era v1.34 - Für Colonization !

    Guten Tag.


    Wir stellen Ihnen den mod vor " Dawn of New Era " v1.34.


    Enttäuscht durch Col2008 ?
    Neue Begriffe, neue Einheiten.
    DoaNE ist dabei, Sie zu beeindrucken!

    Fernladen DoaNE: DoaNE v1.34 auf unserer Website
    DoaNE v1.34 auf AtomicGamers

    Changelog v1.34

    Achtung Spoiler:
    DAWN OF A NEW ERA VERSION 1.34 English :
     
    Autors : M07 (Concept & mod)
    Dazio (Concept & graphics)
    thanks to Robert Surcouf, Invock (Main Menu), Aymerick, Deliverator.
     
    1. Changes

    To begin the colonization
    You have a ship with 3 units on board
    . a convoy builder
    . a pioneer
    · an arquebusier
    This soldier has muskets and 100 ammunitions .

    Successive versions of DoaNE had weakened the military capabilities of nations IA. Corrections were made to increase the number of military units and make the nations managed by the AI more aggressive during a war.





    A / Conceptual Change:


    Integration phase which will straddle two eras.
    For version v1.34, two phases are present, through diplomacy with King:
    Phase 1: The reign of privateers,
    Phase 2: The end of the reign of privateers.


    The statesmen will have three distinct roles:
    · Labor Organization (up to 50%): Statesmen have a primary mission to organize the work in the colonies. More you have a good organization, more your level of production increases. This is totally independent of the rate independence.
    · Development rate of Independence: As before, the statesmen generate development rate of Independence, yet every colonist individually grow and maintain its level even if it is moved to another colony. In addition, units outside the settlements would penalize the most
    independence rate (Troops military, explorers, pioneers).
    · Development of the influence of territory (no change).


    Arming of military units on land and sea.
    All military units must be equipped to fight.

    The soldiers and dragons should bring muskets and ammunition.
    Artillery units and ships of war should bring muskets and ammunition.
    These munitions were consumed during each fight.
    You will absolutely provide convoys during your military campaigns land to supply the artillery units such as soldiers and dragons. Ships will return to a colony to recharge its reserves.
    Ships:

    The warships will require more than muskets for their manufacture. They are built by the work of carpenters and input tools.
    However, warships are mere empty shells devoid of a military potential. To acquire this potential fight, you will be armed with cannons
    and ammunition in addition to the crew previously required.

    Warships bought in Europe are however fully equipped for battle.


    Sale of vessels:

    You can now sell the vessels are no longer of interest to you. They can be sold either in Europe or in one of your coastal settlements.

    The sale price is 50% of the purchase price for merchant ships.
    The selling price of warships is also 50% but is based on its equipment in guns.




    Travel Europe / New World:

    You can choose the direction of destination leaving from Europe.
    In the New Continent:
    You must first define a "Seaway", in placing you with a ship in a plot "ocean" of your choice and clicking on the "Sextant"
    located in the bottom of the screen. You can remove this "Seaway" by going on the same plot and clicking on the "Sextant" with red cross.
    The boxes "Seaways" are symbolized by circles with black boxes "ocean" and are only visible by you or your team.
    You can have 10 "Seaways" different and change at will in Europe across.

    In Europe:
    When you go to Europe for the new continent, you can always choose to start from where you came from, or click on the "Sextant" and start
    a window where you can find these Seaways to target a course through pre Seaways.

    You can name these Seaways as you see fit.


    Prices and access to goods:

    Access muskets: The muskets are now available from the beginning of the game but the price is very high.





    B / Additions units:

    - Naval Escort:
    Vessels "Naval Escort, the equivalent force of privateers to fight against possible attacks throughout the latter part of
    Thurs
    You can change the use of these vessels by requesting a letter of marque to conduct operations filibustering. An icon "flag exchange"
    (represented by a black veil) command to change this status. The same icon, represented by a beige veil, makes a return to the status of "Escort
    Naval.
    Armaments Naval Escort: 20 cannons/200 ammunition


    - Experienced ArtilleryMan: This unit can be an artillery unit with the same bonus unit "Experienced Soldier". ArtilleryMan Experienced
    must be equipped with 40 cannons and ammunition to be functional and takes the form of an artillery unit.



    C / Additions to Professional:

    - ArtilleryMan: The ArtilleryMan is equipped with cannons. There are two artillery units in the game
    Artillery unit artilleryman with experienced (Blue Uniform)
    Artillery unit with basic colon (brown uniform)



    D / Modifications units:

    Measures concerning reloading ammunition are active only from the level "Conquitador. Before this level, the ammunition is not available in Europe and
    your military units (soldiers, artillery and ships) are functional without their use.


    Ships of War (Naval Escort / Frigate / Ship of the line):
    These vessels are now empty shells in their construction in your dry-dock and shipyard.
    When one of these vessels will be built, you will need to equip cannons and ammunition to enable him to fight.

    Armament required for Naval Escort / Capri: 20 cannons/200 ammunition. 20 ammunition consumed per volley.
    Frigate armament required for 50 cannons/500 ammunition. 50 ammunition consumed per volley.
    Armament required for Ship of the line: 80 cannons/1000 ammunition. 80 ammunition consumed per volley.

    Warships consume ammunitionn in attack and defense.
    Each cannon board consumes 1 unit of ammunition for combat.


    privateer:
    You can have privateer if you transform a naval escort with the "flag exchange" icon (represented by a black veil). This
    operation will take place in one of your colonies and immobilize your ship for the turn.
    Patch: Privateers can no longer contact the opposing powers and Indian nor be responsible for a declaration of war.
    Privateers can not go in the colonies or in opposing the Indian villages for repair.


    Artillery:
    Armament required Artillery: 40 canons/200 ammunition. 40 ammunition consumed per volley.

    Soldiers:
    Armament required for soldier 50mousquets/100 ammunition. 10 ammunition consumed per volley.

    - You can now arming soldiers swords (tools) all through the game without any constraint.

    The soldiers are now the following names:
    1st generation: Swordman
    2nd generation: Arquebusier,
    3rd generation: Musketman,


    In the case of lack of ammunitions, your unit will lose its offensive and defensive potential in terms of what he will.

    Ammunition is an important resource to ensure the potential of a military unit. You must ensure that they never run out on pain of seeing your
    unit reduce or lose its defensive and offensive potential.

    For example:
    A soldier who still 5 ammunition (usually 10 ammunition for a round) has a potential cut in half, or 16 / 2 = 8 real power plus the
    percentage of promotions.


    Marauder:

    The Marauder has 2 modes now.

    · Stealth:
    Allows movement without having to fight: In stealth mode, the Marauder can move safely to engage in combat unwanted. Must
    however, always careful not to get caught by an explorer or a seasoned scout and marauding enemy on enemy territory.
    Allows espionage: The marauders are automatically in stealth mode when they enter a colony opponent you can, by double-clicking
    on it, view the buildings, products, goods stored.
    This ability is active even in wartime.

    · Hostile:
    The activation mode Hostile up your Marauder in clean, aggressive position to capture the pioneers, treasures, famous generals and sabotage
    adverse improvements.
    In all cases, the Marauders can no longer trigger war by crossing into enemy territory.


    Patch: Marauders can not contact the opposing powers and Indian nor be responsible for a declaration of war.



    E / Additions to buildings:

    Tavern:
    The tavern can be built in a coastal colony. Subject to bring rum, it can attract criminals in the colony where it is
    present.
    These units are perfect for train crews of ships or enlist as soldiers or artillerymen.

    Rapid recruitment depends rum allocated per turn and the number of tavern you have.



    F / Modifications to Buildings:

    Armory: From now on buildings of weapons can make muskets, cannons and ammunition.
    The armory allows the manufacture of ammunition and muskets,
    The following upgrades can start making the resource "Cannon"
    A window management controls the manufacture of these products according to your needs.



    G / Adds resources:

    Two new resources are present.
    Canons: Production possible from the presence of a store, allow guns to arm the ships and artillery units.
    Ammunition: Essential Resources to allow your military units to fight, they can be manufactured in mass from the presence of a gun in a
    colony.
    Random storage warehouse: 1000 units
    Storage and warehouse: 2500unités,
    Storage warehouse with expansion: 5000 units.



    H / Feature Additions:

    For Marauder: Hostile Mode and Stealth Mode.
    For weapons: Management of the arsenal,
    Warships: arms management,
    For Escorts Naval / Privateer: New Flag "Naval Escort / Privateer",
    To the Tavern: Management of the allocated quantities of rum.
    For sea crossings: Management, creation / deletion of Seaways.


    Achtung Spoiler:
    DAWN OF A NEW ERA VERSION

    Auteurs : M07 (Concept & mod)
    Dazio (Concept & graphics)




    a/ Changes :


    x Eras :

    Integration of eras in the game changes weapons and military power of your units.
    Military units will automatically change their profession for the third era.



    x Colonial Foundation: The settlers and other units can not found cities. Only the "convoy builder" has that option (see below).



    x Ships and Crew:

    Ships was built in your dry-dock or shipyards must have a crew, without which they can not navigate.

    A ship's crew is a settler who must take the sailor profession. It can be embarked on the ship of your choice (caravel, privateer, frigate, galleon etc. ..) as crew. It can be loaded in a ship too.

    When you will get promotions after naval battles, this is not the ship that will get them but the crew. If the crew is embarked, the icon of promotion will appear by selecting the ship, but it's the sailor who will be promote.

    You can disembark when you want and embark on another ship. You can swap two crews when you will select two vessels. However, a ship with a new crew doesn't be able to move in the same turn.

    The ships purchased in Europe are always provided of crews.


    x Great General and Experience Points:

    When you allocate the "Great General" Now you can distribute experience points to your liking through a pop-up that give you the choice of your units. When all points are distributed, you can choose the unit that will benefit from the allocation of the Great General.


    x Abandoned Colony:

    An icon is now present to activate the abandonment of your colony. During this operation, all the settlers are expelled automatically.


    b/Add Units :

    x The "Builder Wagon" is the alone unit that will be able to found a colony.

    x Military surgeon : it heals your military units. This unit is only avaible in Europe when there are at least one hospital in your colonies.

    x Experienced Sailor: This is an elite unit when it is integrated on a ship as a crew.

    x Agronomist : He can sow all vegetable bonuses in the game (corn, tobacco, cotton, sugar). Condition : Condition: the soil must be appropriate to receive the bonus that was chosen. It is now available in Europe from if there are a college in one of your colonies.
    In addition, it can reforest (it can sow trees).
    Time to work : 2 turns to sow corn, tobacco, cotton or sugar. 5 turns to reforest if there is a light Forest otherwise 10 turns.

    x Military wagon train : it can transport units and general merchandise too. You will load them anywhere even outside of your colonies.

    x Scout : The "scout" is formed by the Indian tributes and it permit you to walk in enemy territories undetected except by his alter-ego or the Explorers. Can have the "Marauder"Profession.



    c/Add professions :

    x Military doctor : usefull to heal your military units. This profession is only avaible if you have a Medical office in one of your colonies. Only colonist units and military surgeon units will be able to choose this profession.


    Soldiers scalable - 4 new units,

    - Foot soldier with cutting weapon,
    - Foot soldier with musket,
    - Dragoon with cutting weapon,
    - Dragoon with musket.
    (classic units will appear in the third era)

    x Patriot : Available when the Palace of Congress was made. It will obtain directly some promotions.

    x Marauder: Only scout can have "marauder" profession, it needs 10 weapons. It will permit us to steal and to loot your ennemies without to declare war.

    x Sailor : A Free Colonist, an criminal or an experienced sailor can receive the sailor profession and then to be integrate on a ship as a crew.


    e/Changes units :

    x Engaged : Removed unit

    x The colonist or other units didn’t be able to found.

    x Criminal are cheaper in Europe,

    x Seasoned Explorer : it replaces scout (this is the same graphism). The explorers has their original price.

    x Now, the cannons cannot kill, they bomb the enemy units. But beware, if the difficulty level is high enough you will have to resupply your cannons so that they can again fight.
    In attack, directing the cannon toward the enemy, it will bombard ennemies without moving, and will reduce the power of units.

    x The converted Indians don't be able to become Patriots.




    f. Alteration of buildings:


    - Congress Palace : The foundation of this building will make many improvements for your civilization.

    - Medical Office : This building permitted to heal your military units in your colonies. It unlocks the Military doctor" profession too.

    - Hospital : This building unlocks the "Military Surgeon" unit to heal the military units. In addition, the more you will have some hospitals in yours cities, th more their ability to heal yours units will increase.

    - Industrial Sawmill : Sawmill evolution, faster 50%.

    - Fortification: 4 evolutions (Chevaux-de-frise, Palisades, Fort, Forteresse)



    g/changes of buildings:

    x Hospital: Opening a window that enables care management and growth of each city.

    x The dry-dock allows the reduction of 50% of travel time for going to Europe.

    x The units prices in Europe decreases when the crosses increased
    it will increase of 1% every 20 crosses, up to 30%.it will not be able to decreas more 10%

    x Warehouse: Storage capacity is increased
    Storage Base: 100
    Warehouse: 250 instead of 200,
    Extension of warehouse: 500 instead of 300.


    x Cigars, Rums and coats buildings are no longer present when you found a colony,

    You can only build two different structures (+ their upgrades) per colony.
    The cloth factory will always be present in each of your colony.
    However you need to choose between one of the other remaining (Cigars, Rum, or coats factory). Whatever the type that you will choose, the factory position on the screen of the colony will be the same.



    h/Add and modification of Promotions:
    - Change of promotions "Surgeon":
    . the military units can reach only promotion "1st Aids",
    . promotion "Surgeon II" become "Surgeon" is accessible only for the "Military Doctor",
    . promotion Chirurgien III become "Expert Surgeon" is accessible only for the " Military Surgeon",
    - "Minuteman" Change of promotions:
    . "Minuteman" name is now a specific and single promotion,
    . The old promotion is called "Garrison",

    - Specifics promotions for the cannons added.
    . A promotion "Bombardment Naval" is allowed for the cannons and permit to bombard the vessels near the coast..

    x promotions for Ship Crew:

    - Veteran naval: 1 to 6,
    - Naval Strategy: 1 to 3.



    i / Change Founding Fathers:

    - All free promotions, except "looter" are no longer given by the Founding Fathers.

    - The Founding Fathers provide some different rewards.

    - Pedro Alvarez Cabral doesn't permit the trip to -50% but it grants a caravel;

    - Founding Father Peter Minuit doesn't permit the 25% discount on purchases of units in Europe. It granted 25% discount on Indian lands.


    e/ Combats :

    - The result of the fighting is not visible on the power bar. No one knows the outcome of the battle at the end.



    f/Add Countries :

    - Portugal (tiré de Dales mod - Ages of Discovery)

    - Italy (Amerigo Vespucci, Christofo Colombo)




    Placement of departure is random and not defined by your position registration.

    Correction and amendment of the balance of power between all naval units.
    The ships of King again become more powerful.
    Speed merchant ships increased.

    The Europe access is farther from the coast. It is the Privateers dream!!

    Then some modifications,

    - Modification of the report of force between all the units in order to restore a certain coherence in the defeats and the victories of our soldiers.

    - the speed of all the ships is modified,

    - The Indians win money every turn, so trade is more interesting,

    - The number of turns to form a settler in schools is slightly higher but not increasing over time,





    Thanks for the help of Aymerick on adding of units and the conquistadors units of Deliverator too


    Wir suchen jemanden, um auf deutscher Sprache die Texte von Mod DaoNE zu übersetzen (colonization 2008).

    Wir sind betrübt aber wir sprechen über die deutsche Sprache und die Übersetzung ist pafois zweifelhaft mit Google (und ander!).

    Danke für Ihre Hilfe. Dazio
    Geändert von Dazio (06. Januar 2010 um 18:37 Uhr)

  2. #2
    Talking Bull Avatar von Writing Bull
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    Bonjour Dazio - bienvenue ici au forum allemand!

    J'ai déplacé le texte. Ici, c'est notre part du forum pour discuter des mods ...

  3. #3
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    Zitat Zitat von Writing Bull Beitrag anzeigen
    Bonjour Dazio - bienvenue ici au forum allemand!

    J'ai déplacé le texte. Ici, c'est notre part du forum pour discuter des mods ...
    Cool !

  4. #4
    Registrierter Benutzer Avatar von Bjørn
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    Das Spiel läd die Mod bei mir nicht.
    Ist sie nur für die gepatchte Version?

  5. #5
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    Das Spiel läd die Mod bei mir nicht.
    Ist sie nur für die gepatchte Version?
    Ja, du brauchst den Patch 1.01.

  6. #6
    Talking Bull Avatar von Writing Bull
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    Hier ist übrigens der Entwicklerthread für diese Mod bei den Fanatics.

  7. #7
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    Hallo!
    Ja, der mod benutzt den patch 1.01f.
    Betrübt habe ich vergessen, es zu präzisieren.

  8. #8
    Talking Bull Avatar von Writing Bull
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    Zitat Zitat von Dazio Beitrag anzeigen
    Hallo!
    Ja, der mod benutzt den patch 1.01f.
    Malheureusement, ca peut être une difficulté pour ton desir.

    Ici, au Civforum, il y a quelques joueurs actifs de Colonization. Mais la pluspart de nous sont engagé pour notre projet TAC. C'est une modification en langue allemande, une traduction anglaise (ou francaise) n'éxiste pas. Et TAC n'est pas compatible avec le patch officiel. Alors, c'est un problème pour tous les joueurs qui s'interessent a ton projet - ils sont obligé d'installer le patch seulement pour cette utilisation ...

    Quand même: bonne chance, Dazio! Peut-être il y a un joueur qui s'interesse. Une proposition: Des screenshots sont secourables ...

  9. #9
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    Bonsoir Writting Bull,

    Je suis stupéfait par le MOD TAC, Il semble merveilleux !!
    Je regrette de ne pouvoir y jouer. J'ai très envie de réinstaller le jeu pour le découvrir.

    C'est un vrai plaisir de voir votre communauté en aussi bonne santé. Et votre projet TAC est une excellente nouvelle pour moi. Je suis malgré tout surpris de ne l'avoir jamais vu.

    Le patch est un vrai problème, nous avons eu un problème de compatibilité à cause de lui.

    Nous avons des downloads d'Allemagne. C'est pour cette raison que j'ai souhaité présenter le Mod DaoNE ici, sur votre forum. Je ne pensais pas que Colonization soit aussi bien représenté au pays de Goethe.

    ------------------------------------

    Guten Abend Writting Bull,
    Ich bin vom MOD T.A.C . verblüfft, Er scheint wunderbar zu sein!!
    Ich bedauere, es nicht spielen zu können. Ich habe sehr Lust, das Spiel wieder zu installieren, um ihn zu entdecken.

    Das ist ein wahres Vergnügen, Ihre Gemeinschaft in der auch guten Gesundheit zu sehen. Und Ihr Projekt T.a.C. ist eine ausgezeichnete Nachricht für mich. Ich bin dennoch davon überrascht, ihn niemals gesehen zu haben.

    Der patch ist ein wahres Problem, wir haben ein Vereinbarkeitsproblem wegen seiner gehabt.

    Wir haben downloads von Deutschland. Aus aus diesem Grund habe ich gewünscht, Mod DaoNE hier, auf Ihrem Forum vorzustellen. Ich dachte nicht, daß Colonization ebensogut im Land von Goehte dargestellt ist.

    (Übersetzung von Google!!)

  10. #10
    Talking Bull Avatar von Writing Bull
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    Zitat Zitat von Dazio Beitrag anzeigen
    Bonsoir Writting Bull,

    Je suis stupéfait par le MOD TAC, Il semble merveilleux !!
    Je regrette de ne pouvoir y jouer. J'ai très envie de réinstaller le jeu pour le découvrir.
    Merci Dazio!

    Nous avons discuté de faire une traduction anglaise pour CivFanatics. Pas bientôt, mais (peut-être) l'année prochaine. Mais c'est un peu difficile. Parce que la développement n'est pas finie. Et parce que un part du charme de TAC, ce sont les textes. Nous avons ecrit plus de 100 textes pour les dialogues diplomatiques et plus de 50 petites histoires que sont presenté avec des images. Et c'est difficile de les traduire bien.

  11. #11
    Registrierter Benutzer
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    Hallo,
    Ist Hier die letzte Version " der Dämmerung dessen hat Neue Ära " v1.34.

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