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Nouveau mod? - Forum Colonization.fr
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  (#1 (permalink)) Vieux
ID: jkl2117
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Par défaut Nouveau mod? - 24/10/2008, 17h10

Je recrée le topic parce que je me perds dans celui d'avant.
Voudriez-vous un nouveau mod pour col2?


Vaincre ne veut pas dire gagner...
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  (#2 (permalink)) Vieux
ID: Dazio
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Par défaut 24/10/2008, 17h26

Excellent projet !!!

En effet, le jeu mérite des améliorations.
J'ai pu voir un mods avec des pirates et ceci ajoute une fantaisie agréable (l'ennemi de tous). Si tu proposes un mod avec des améliorations de ce genre, des batiments nouveaux et dignes d'intérêt, des indiens un peu plus fortunés ou qui créaient des richesses, un roi qui taxe moins (limite lourdingue) .... Il est certain que des évolutions sont souhaitable.
On se demande tous pourquoi les vétérans, qui ont d'ailleurs une couleur différente, ne sont pas plus fort que les soldats de base ... mais aussi pourquoi pas ne fabriquer un nouveau batiment "Caserne" qui permettrait de former des soldats vétérans dignent de ce noms !?
J'ai hâte de découvrir ton projet .... Bon job !
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  (#3 (permalink)) Vieux
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Par défaut 24/10/2008, 17h40

Je te remet ici ce que j'ai proposé sur l'autre topic :

- Permettre l'espionnage des colonies adversaire ou village/ville indiennes.

- Donner un but à la zone d'influence qui vient de civilisation : chaque fois qu'elle grandit d'un cran, toutes les prods de la colonie augmente de 1. Ca permettrai rp parlant d'associé de rendement en hausse a l'extension du territoire de la colonie.

- Augmenter les distances de navigation pour les x premiers tours (10 à 20) afin de ne pas être trop pénaliser en temps perdu à chercher un coin ou s'installer (j'ai le vieux reflexe de faire le tour du continent pour m'installer coté pacifique, a coté des incas et des azteques... ).
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  (#4 (permalink)) Vieux
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Par défaut 24/10/2008, 17h58

Citation:
Envoyé par Pedro Alvares Cabral Voir le message
Je te remet ici ce que j'ai proposé sur l'autre topic :

- Permettre l'espionnage des colonies adversaire ou village/ville indiennes.

- Donner un but à la zone d'influence qui vient de civilisation : chaque fois qu'elle grandit d'un cran, toutes les prods de la colonie augmente de 1. Ca permettrai rp parlant d'associé de rendement en hausse a l'extension du territoire de la colonie.

- Augmenter les distances de navigation pour les x premiers tours (10 à 20) afin de ne pas être trop pénaliser en temps perdu à chercher un coin ou s'installer (j'ai le vieux reflexe de faire le tour du continent pour m'installer coté pacifique, a coté des incas et des azteques... ).
-Plus dans mon domaine

-Plus dans mon domaine

-L'éditeur de monde est ton ami


Vaincre ne veut pas dire gagner...
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  (#5 (permalink)) Vieux
ID: Pas de multijoueur
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Par défaut 27/10/2008, 10h18

Tu entends quoi par "plus dans mon domaine" ? Trop complexe pour tes compétences ?

Sinon ça aussi :

- Augmenter les butins lors des destruction de ville indienne (actuellement 100 à peu pres). Juste pour qu'une économie de guerre soit viable.
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  (#6 (permalink)) Vieux
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Par défaut 28/10/2008, 22h25

Citation:
- Donner un but à la zone d'influence qui vient de civilisation : chaque fois qu'elle grandit d'un cran, toutes les prods de la colonie augmente de 1. Ca permettrai rp parlant d'associé de rendement en hausse a l'extension du territoire de la colonie.
Ca serait vraiment bien pour un mod. Après si c'est trop complexe à faire c'est une autre histoire.
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  (#7 (permalink)) Vieux
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Par défaut 21/12/2008, 10h32

Salut à tous,
Je remets mon projet d'actualité,
J'ai bien regardé sur le forum et je compte sur vous pour me dire ce qui serait bien dans cette liste:
1.Indiens BEAUCOUP plus fortuné
2.Plus d'unités , de bâtiments de civilization voir même de possibilités(?)
3.J'ai vérifié et je pense que je peux créer une caserne pour créer des vétérans(des idées?)
4.Soldats vétérans plus forts.
5.Baisser un peu le corps expéditionnaire SI POSSIBLE
6.Je vais essayer de trouver des maps PLUS GRANDES!
7.Je vais essayer d'augmenter le butin des villes indiennes
8.ESSAYER de ne plus créer de limites de temps


Vaincre ne veut pas dire gagner...
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  (#8 (permalink)) Vieux
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Par défaut 22/12/2008, 13h03

Salut,

Bon résumé.
Par contre concernant les indiens plus fortunés, je dirai que c'est pas exactement ça. Ils sont assez fortuné car lorsqu'on commerce avec eux, on voit qu'ils ont bien souvent 25k ou 30k d'or. Le truc ce serait de permettre de récupérer leur fortune quand on leur détruit des villages (25k d'or pour 5 village, ça fait du 5000 or par village plus par exemple un petit bonus de 1000 a 2000 po pour avoir rasé un village), voir avec un bonus une fois la tribu anéantit.

Parce que j'ai essayé plusieurs fois de faire une économie de guerre avec les espagnol et ce n'est pas du tout vivable. Un apport financier motivant les combat rendrai la chose possible
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  (#9 (permalink)) Vieux
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Par défaut 22/12/2008, 14h55

Oui c'est un peu ce que je voulais dire dans le fond!


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  (#10 (permalink)) Vieux
ID: Chris-Daniels
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Par défaut 26/12/2008, 18h01

Et bien si on reprend les mods existant (ex: modular units) en y ajoutant tes propositions :

1. que les indiens soient fortunés ou non ca n'a jamais été un soucis, compte tenu du mod en vigueur qui corrige déjà ca...

2. et 4. Indispensable d'avoir + d'unités différentes à pied comme à cheval... reprendre un peu le principe des cuirassiers et des dragons pour la cavalerie. Pour l'infanterie : des sapeurs (contre les fortifications permettant de ne pas avoir à tenir un siège de canons au cas ou), des fantassins réguliers, des grenadiers (anti fantassins), infirmiers pour healer les troupes.

3. Des nouveaux bâtiments (exemple poste de douane le rendre plus accessible que celui de phoenix), d'autres bâtiments inspirés de mods existants... permettant d'aboutir à un travail des produits finis, car quand on prend les produits finis, il est trop simpliste de se dire : j'ai du coton donc du tissus, etc, on pourrait inclure plus de sous produits dérivés des matières premières afin de développer l'aspect unique de ce jeu qu'est le "commerce"

5. la croissance du corps expéditionnaire dépendant des cloches, à voir comment arranger cela, car au début en fonction du mod Mod Units, les troupes sont équivalentes au notre qui est bien, mais trouver l'idée que le corps expéditionnaire soit croissant en fonction du refus de payer des impôts ou d'embrasser la chevalière, car en soit, refuser d'embrasser la chevalière ou l'accepter est une fonction inutile actuellement si ce n'est qu'à nous empêcher de faire fin de tour à gogo et être vigilant afin de refuser de claquer de l'argent en baisant la chevalière... donc, là y a du potentiel.

6. patchmod Huge est grande, mais si tu peux trouver une map digne de civ4 en giant, ce serait vraiment le pied avec plus d'intervenants (nations)

7. faire sauter la limite de temps est tout à fait intéressant


BONUS :
si on pourrait créer un système de "technologies" en se basant sur l'achat de troupes issues d'Europe permettant de former de nouvelles unités styles grenadiers, sapeurs etc... là, ce serait encore plus intéressant et cela permettrait de se servir du principe de formation école ou académie militaire afin de bénéficier de nouvelles unités militaires que l'on ne peut acquérir que par l'achat sur les docks.
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