Double Your Pleasure

they look great, you don't mind if I use some of these for my mod do you?
 
I just cannot get this damn mod to work. If it's not one thing it's another.

I reinstalled Civ, downloaded all the files again, reinstalled the patch, and It still won't run.

Now when I end my turn 1270bc, the game stops responding. It dosen't crash, but stops responding.

Six hours. Six hours reinstalling everything and I can't get the thing to run.
Why does this have to be such a great game. It's too addicting. I should sue Sid for emotional distress. My wife is pissed, and I missed sleep and it still dosen't work.

Does anyone else have the newest patch, and snoopy's graphics mod running with this Mod? Any problems? Has anyone had a not responding problem? ANyone know how to fix it? Anyone have any ideas? Anyone have a gun?

I'm goin to bed.
(Sorry I had to vent)
 
Civalaholic:

According to this thread at Apolyton the game can hang if the entertainer requires a tech to be build - maybe this is what you're experiencing

Again, feel free to send me a savegame or two - at least that way we can find out whether it's just your installation, or if its the mod.
 
You guys have seen my work. Anyone able to give me some ideas, as I am stuck for a few graphics/buildings? I need for E-bank (not happy with what I have) and Civil Rights. Anyone?
 
Kel-el,

Don't remember which post it was but weren't you asking about what to call The Great Buddha Statue? If so, it is known as Diabutsu or Amitabha. I have a great graphic for it, which would look great in here.
 
Nightstorm, I love the buildings. A few comments...

1.the Constitution looks more like the Ten Commandments. ;) Maybe just a pic of the U.S. Constitution would work or something.

2. the drug store is the teamster's office from Tropico. "Rest in peace muchacho." :D

3. for Civil Rights, you could have something like Sun Tzu's, maybe a black hand shaking a white hand on a pedestal. Lame, I know, but it's hard when the wonders are more ideas than actual buildings.
 
Finally got it working, here's a few prelim suggestions.

Bring the defensive value for the scout back to 0. The barbarians can't even hurt it with it's current value. Maybe give the expansionist Civ's a scout with a defensive value, but it's too much to be available to everyone.

Increase the Barbarian's stats, I think LWC used Swordsman, and Knights. One should have a reason to fear the unknown. With a stronger barbarian, you may think twice before sending conscript warriors out to explore.

Flag a tech as not necessary for age advancement, but have it as a prerequisite later in the game. This would give you the chance to go through the tree faster, but still have to research the same amount of techs. I haven't seen this used in anyone else's Mod, but it's something I'm trying to incorporate in mine.
Specifically in regard to Military techs. A peaceful scientific Civ has no use for military units. Of course they would need to develop the skill of manipulating Iron, but they wouldn't necessarily develop swords. Of course they would need to domesticate animals, but they might not use them to attack other civs. Maybe have swordmaking a nonrequired tech after iron working, have domestication, but then have a nonrequired equestrian tech.

Clockworks- I assume this tech is refering to the development of mechanical timekeeping. Historically speeking, the development of time pieces played a vital role in seafaring. There was a race afoot to develop a way to navigate the oceans, and timekeeping actually beat out astronomy. Maybe put a non-required tech, Miniaturized timekeeping, that allows transverseing the oceans.

Either drop the inability to mine grasslands(I do agree it isn't very realistic, and I like that aspect to this game) or increase the valur of Forests. I broght mine back up to 2 shieldsl. I definately like the ability to mine forests. Good call.

Well that's all I have for now. Any feedback would be appreciated.

Thanks again for this Mod.

Bye the Bye- EVERYONE MUST DOWNLOAD SNOOPY'S GRAPHICS MOD. IT ROCKS.
 
Wasn't on the boards last night so ...

Civalaholic,

Increase the Barbarian's stats, I think LWC used Swordsman, and Knights. One should have a reason to fear the unknown. With a stronger barbarian, you may think twice before sending conscript warriors out to explore.
the barbarian is supposed to use the barbarian warrior, which has better stats, 2/2/1, if I remember correctly,. But I forgot to switch this over in the general settings.

So, everybody, go into you general settings tab in the editor and switch the barbarians from warrior to barbarian warrior. This should make them a bit more of a concern. also swith from horseman to barbarian rider.

Bring the defensive value for the scout back to 0. The barbarians can't even hurt it with it's current value. Maybe give the expansionist Civ's a scout with a defensive value, but it's too much to be available to everyone.
with the switch in barbarians I am hoping that this doesn't need to go back to 0. but what do other pepole think?

Flag a tech as not necessary for age advancement, but have it as a prerequisite later in the game. This would give you the chance to go through the tree faster, but still have to research the same amount of techs. I haven't seen this used in anyone else's Mod,

You haven't seen it because its not possible. You can not flag a tech as a prereq if it is in another era. :(


Either drop the inability to mine grasslands(I do agree it isn't very realistic, and I like that aspect to this game) or increase the valur of Forests. I broght mine back up to 2 shieldsl. I definately like the ability to mine forests. Good call.
I thought I had removed the mining from grasslands:confused:

thanks for the comments and suggestions.

Nightstorm,

I like what you are doing so far, but,

for the constitution, I was thinking take the pedestal from the heroic epic and place the paper icon from the resource.pcx file on it.

I agree with Emperorcoopinius about the civil rights movement, the two hands shaking would be good. take a look at the Social Democracy graphic for two hands shaking. (how do you guys like that social democracy graphic? I am pretty proud of it because I had to make it myself. the symbols of the shafts of wheat represent the socialsim part of it and the two hands coming together represent the democracy part of it, just in case you missed it)

For the Emancipation, is it possible to have an arial view of the outside of the lincoln memorial?

Ideally they would all be from the original game arial view perspective.

thanks for working on these. :D

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

On a separate matter, I was reminded of an question I had for everybody when I was talking about the social democracy pic.

What do people think about changing the symbol for federal republic from the eagle that it is now to the EU's flag of gold stars on the blue background? I would probably change the stars from gold to silver. This symbol closely mirrors the original flag of the US and would thereby be representative of the two largest federal sytems in the world? ( I think they are the two largest)

Also the owl for democracy represents Athena the goddess of wisdom and patron goddess of Athens the city-state most closely associated with classical democracy.
 
You did indeed remove the ability to mine grassland tiles, and I do like this aspect of the game. The point behind my suggestion was that it can be rather difficult to get a city's production to an acceptable level, without the benefit of the resourcefulness of forests.
Also, I had a problem running the program with a prerequisite for specialists (It caused the program to not respond). Aployton says it's a fairly common problem. If others aren't running into it, then keep the prerequisites. I definately like the idea, I just wish it'd work.
 
yeah, the prereqs for the citizens doesn't seem to work. so that's out of there ... for now.

I agree that your early cities might be a bit slow in developing, but that was kind of the point. I wanted to slow down the ancient age a bit to more closely correspond with how things actually played out. Hence, you have to discover the techs for mining, irrigating and building roads. You can't irrigate until crop rotation to represent the dramatic improvement in farming techiques that werew developed during the early middle ages. (I miss the farms of Civ2.)

I didn’t want a bunch of industrial giants, hovering at size 7 pumping out settlers, just waiting around for aqueducts so that they can jump up to size 15 and then wait around for sewers. This also puts a premium on building your early cities near hills and mountains. Places that will provide not only better mining opportunities but also good places for your defenders. What do I have the forests set at now, isn’t 1/2/1 with a bonus of 1 for mining? That’s more productive than the orignal game because you can mine (harvest) it.

Your cities will be very productive later in the game, don't worry.
 
1.the Constitution looks more like the Ten Commandments. Maybe just a pic of the U.S. Constitution would work or something.

{Kal-el}for the constitution, I was thinking take the pedestal from the heroic epic and place the paper icon from the resource.pcx file on it.

That is why I asked for suggestions, cause I thought that looked cheesy, but it was a start. I like to try to insert actual buildings instead of full pictures whenever possible. It makes creating the aerial city view pics easier in the end. I will play around with this and see what I can come up with.

2. the drug store is the teamster's office from Tropico. "Rest in peace muchacho."

Yeah, I know. It is just a temporary fix until I can get the building I'm working on to look right. I just can't get the angles correct. I'm trying for something like a 1950's soda shop look.

3. for Civil Rights, you could have something like Sun Tzu's, maybe a black hand shaking a white hand on a pedestal. Lame, I know, but it's hard when the wonders are more ideas than actual buildings.

{Kal-el} I agree with Emperorcoopinius about the civil rights movement, the two hands shaking would be good. take a look at the Social Democracy graphic for two hands shaking.

That is an idea I will have to play with. I do like the concept though.

For the Emancipation, is it possible to have an arial view of the outside of the lincoln memorial?

Ideally they would all be from the original game arial view perspective.

One step ahead of you friend :D . Check out the picture below.
 

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i havent read every post so this may have been answered, but, is this an install-file (w/ its own installer...) or an unzip, make your own files and such mod?

If it is the latter, i would highly reccomend it having a self-installer w/ all the animations and graphics. Having to sort all of that out would be a HUGE hassle.

But, it sounds very good. Will d/l.
 
Exsanguination:

I also wanted an all-in-one file of this mod, so I made an installer for it. After I rounded up all the unit animations, the exe came to 45MB. I believe this forum has a maximum size of "500000 bytes".

GIDustin
 
Elucidas,

that is true, and I will work on that for the next version.

To all,

do you guys want me to include the original animations if they need to be put into a new unit folder? i.e. do you want me to include the scout animations in the ranger folder?

This will make the downloads that much bigger. but I know some of you are still having problems with it.
 
I agree that your early cities might be a bit slow in developing, but that was kind of the point. I wanted to slow down the ancient age a bit to more closely correspond with how things actually played out. Hence, you have to discover the techs for mining, irrigating and building roads. You can't irrigate until crop rotation to represent the dramatic improvement in farming techiques that werew developed during the early middle ages. (I miss the farms of Civ2.)

I think these aspects to your Mod are fantastic. I too miss the farm, boohoohoo. I suggest you drop the food value for plains and up the value of mining them. I have alot of huge cities with a bunch of extra food. I had to plant forests in half my tiles, to compensate the excess food.

This also puts a premium on building your early cities near hills and mountains. Places that will provide not only better mining opportunities but also good places for your defenders. What do I have the forests set at now, isn’t 1/2/1 with a bonus of 1 for mining? That’s more productive than the orignal game because you can mine (harvest) it

My Mod was set at 2/1/1. With 1 bonus for mining. It was one of the first things I changed. But the need for additional strategy in re: to city placement is also cool, although I usually carefully plan city placement. I think city placement is the most important aspect to the ancient age.

A few new suggestions:

Increase the cultural value of the great wall. After all it is the greatest identified man made object the world has ever seen. It attracts more tourists than everything except maybe Jerusalem. The other benefits aren't particularly fantastic, and I never build it.

The newspaper should increase happiness, decrease corruption, and add culture. Even early newspapers were profounldly influential on societies. Throughought history newspapers have educated, promoted literacy, been a source for propaganda, and quelled mass histeria. Maybe have a propagandic newspaper that reduces corruption & increases science and a liberal paper that produces happiness and culture. I don't know, but the newspaper was the earliest form of mass media and had a profound effect on industrial society and I think it's importance should be reflected.

I also question the use of ideas as wonders of the world. The Emancipation act or the civil rights movement were not great wonders, but a social progression. Laws and ethics are temporary and their importance is relative to a specific time period. Large stone structures last the test of time. The constitution will be nothing more than an outdated quaint way of thinking, discussed in philosophy and history classes in a thousand years. A thousand years from now the Statue of Liberty will not exist, it will have long since corroded away. I think by having so many add on wonders your cheapening the true great works of man.

In the general settings, SS parts 11-25 are not required for building the spaceship. They are flagged 0.

Personally I upped the defensive value of towns to 20(You have 0 def bonus).

I think that's it for now.

Thanks again for the great Mod.
 
do you guys want me to include the original animations if they need to be put into a new unit folder? i.e. do you want me to include the scout animations in the ranger folder?

I say offer both. A file with everything for youbastards with cable, and a smaller one for us poor people who have to scrape change for dial up.
 
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