Double Your Pleasure

Apparently the City that builds the Hoover Dam great wonder requires a river. Only problem with that is there is not one river on the entire map!
I am currently trying a map which is made of only Islands, or small continents I guess, seperated by oceans for the most part.
I have explored the entire map and can see all other Civs. Not one of us has a river on our little pieces of the rock.
How can I then build the Hoover Dam?
Great mod, only way I play now. Many, many thanks for making this game what it should/could have been from the start. The new unit animations are fantastic.
Later ... jb.
 
Originally posted by kingjoshi
Kal-el,

There seems to be a lot of resources in your map. Is that to recreate how it actually is, game issues, mixture? In some ways, it helps recreate the slow growth and then rapid expansion, in some ways there seems to be too many.
Yeah, I know, there are a lot of resources on the map. Due to the increased number of resources in the mod and my desire to place the resources accurately, I found it difficult to not put a resource in each tile. :) As it stands Europe is jam packed with resources to help produce a large population in a small area. Areas with larger cities tend to have more resources around them to help promote a realistic growth pattern. I have tried to limit the numbers of the luxury resources in order to promote trade between regions. e.g. you will find almost all of the wine and olive oil resources in the Mediterranean while most of the silks are in East Asia. Tobacco is found mainly in North America with a few in South America, and Coffee is found in South America. Some luxuries, such as furs are found all over. I would love to see some other versions of the map put together with other peoples thoughts on resource placement. Thats why I posted the clean version along with the other two.

Originally posted by JohnnyBuck9
Apparently the City that builds the Hoover Dam great wonder requires a river. Only problem with that is there is not one river on the entire map!
I am currently trying a map which is made of only Islands, or small continents I guess, seperated by oceans for the most part.
I have explored the entire map and can see all other Civs. Not one of us has a river on our little pieces of the rock.
How can I then build the Hoover Dam?
Great mod, only way I play now. Many, many thanks for making this game what it should/could have been from the start. The new unit animations are fantastic.
Later ... jb.

the hoover dam issue is part of the original game. It only makes sense that you would need a river to build a dam.
 
Is anyone gonna help me?
Why does it crash when i get up to around the mid modern era (around stealth, smart weapons)?
 
I wish I could help curswine, but I rarely get that far into the game. There could be problems with graphics files or something. Did it crash during any wonder or an event (such as city screen opening or finished production of a unit)?
 
these repeated crashes happened to me too, in former versions. its often hard to figure out what caused it (i sent the saves to isak). i think the mod is getting more and more stable, so perhaps it wont crash for you in the next version.

it worth a try, i think.
 
i found the problem it was the penguin missile the unit is name different to the folder and .ini file i'll correct these and please fix it in the next version
 
Ok, so the merchant should be available early in the game, but I don't want the AI making them when they only have 2 cities. Come on!
 
Time to address some issues:
Originally posted by Randy24242424
...Morbius mentioned the word Zeppelin in an earlier post when talking about Air Ships, and that got me to thinking, wouldn't Zeppelin be a better name for the Air Ship? Air Ship just sounds silly.
"An airship is an aircraft that consists of a cigar-shaped gas bag, or envelope, filled with a lighter-than-air gas to provide lift, a propulsion system, a steering mechanism, and a gondola accommodating passengers, crew, and cargo. All extensions, like the fins and the gondola/control car, are attached to the envelope; the propellers are attached to the gondola/control car.

There are three types of airships. In a nonrigid airship, also known as a blimp, the shape of the gas bag is maintained by the internal pressure of the enclosed gas. In a semirigid airship, also known as a keel-airship, internal gas pressure acts in conjunction with a longitudinal keel to maintain the form of the gas bag. In a rigid airship, the form of the gas bag is determined by a rigid framework, usually made of aluminum or a special aluminum alloy called Duraluminium; the framework is formed of longitudinal girders and cross-rings, also made of girders. The whole structure is covered with fabric for aerodynamic purposes. The rigid airship is often called a zeppelin in honor of its inventor, Count Ferdinand von Zeppelin. It is also often referred to as a dirigible, a shortening of dirigible balloon, from the French ballon dirigeable, meaning steerable lighter-than-air craft.

In 1910 the rigid Deutschland became the world's first commercial airship. Between 1910 and the beginning of World War I in 1914, German zeppelins flew 107,208 miles and carried 34,028 passengers and crew entirely without injury. During World War I, the Germans used rigid airships on both the Eastern and Western Fronts as bombers although airships never became effective offensive weapons. Airships did excel as defensive weapons, and the British used nonrigid airships to patrol their coasts and rigid airships for convoy protection. The U.S. navy operated nonrigid aircraft during the war, as did the French and Italian armies and navies. The U.S. navy continued operating nonrigid airships during and after World War II, the only service in the world to do so. In addition to convoy protection, the airships conducted search-and-rescue, photographic, and mine-clearing missions."
--all information from infoplease.com

The Bomber line of airplanes have too much defense. I know the WW2 bombers could defend themselves against fighters to some degree, but people always knew that the bombers didn't have much of a chance of getting back to the airfield without air support from fighters (that is, if there will be enemy fighters/AA guns). Maybe lower the bomber's defense so that they can fight off very obsolete fighters, but also not stand much of a chance against more modern fighters? That would make things better, in my opinion.
My thinking was that the defensive value included a small fighter escort, the defensive value of the regular bomber is unchanged from the original whereas the fighter strength has been increased from 4 to 7 to actually give them a better chance of knocking down the bombers.
Lastly, I mentioned having obsolete units (especially naval units) upgrade into more modern units. I'll put down how I have them upgrading right now, just as a recommendation. :)
This has been already covered by RobO and Isak, but I thought I would add my two cents. We will be utilizing the empty upgrade trick to eliminate much of the wooden navies and also for the horse powered armies. The jetfighter will not upgrade to the advanced fighter, but the F-15 does. This is an advantage of the American's lame UU.
Also, I checked and saw that the Knight and Indian War Elephant got a HP bonus of 3, while the Chinese Rider only got a HP bonus of 2. They all can be built at the same time from the same technology, so I think that's a little unfair for the Chinese Rider.
This will be adjusted. both the Rider and the Samurai will have their HP increased to 3.
Atomic Theory gives you the ability to make High Schools, but I was thinking, wouldn't Public School be a better name for it? It's much more general, and I don't think there are any Preschools, Middle Schools, etc. in this mod... :)
Public Shools is a good name for the improvement.
Originally posted by Higher Game
It would be a good idea to have SOME dead ends on the unit tree! Having a horseman upgrade to a hum-vee (or whatever) is ridiculous.
We are working on this, though it is a low priority right now.
Gold is noticibly easier to get, with grassland having 1 natural gold and additional bank improvements. I mean, theres the toll house, bazaar, marketplace, bank, stock exchange, guild hall, skyscraper, you see a pattern here? Currency is easy to get here, just making the despotic government EVEN WEAKER.
I have some ideas on that. The first is to move the worker job of mining to engineering. what does that have to do with commerce? it would allow for a switch in grassland from 2/0/1 to 2/1/0 the same as plains. the difference between the two would come after you discover crop rotation and engineering when you can start to really exploit the naturally world around you. By removing the trade bonus from grassland that should reduce the surplus gold that you are seeing.
Pop rushing needs a boost, ... I seriously doubt if the editor would allow this. ;) ...
I think I have a pretty good grasp of what the editor will and won't allow, and I am almost positive that we can change the effectiveness of the pop rush through the ages.
DyP is such an immense mod I doubt if we really will finish balancing it. :)
Maybe not, but with everybody's help we can sure give it a good try.
Originally posted by Pirateiam
Just a few quick thoughts. The Secret agent unit cannot be made. I had all requirements but it never showed in the build order.
Hmmmm :confused: not sure why that would be.
Also what the heck does the radar unit do for you??? Only thing you could do with it is airdrop it in enemy territory and watch it be destroyed lol.
Fortunately the XP is going to have these as terrain improvements so we won't have to deal with these units anymore. They were supposed to act as an outpost so you could keep better tabs on you opponents.
Over all it was fun and this MOD has losts of potential but..... It needs major balancing. There are just too many positive (happiness and shield increase) buildings to build. I had cities with constant "King is great" celebrations and I mean 3.7 million pop with everyone happy (soemthing like 16 out of 20 of my cities where constantly celebrating.
We are working on this issue. The end result should bring it back closer to where things were in the original game, though it will still be possible to have very happy cities, they won't be as happy as they are now. Also FedRep and SocDem are having their war weariness increased to help offset the happiness issue.
Originally posted by Dark_Magician
There's a problem with AI (version 0.7.7). Clearly it doesn't know how to develop after middle age. It managed, due to a decent gold harvest get some good techs and buy units at good rate, but cities stayed at size 5, when mine were at reasonable 17. Difficulty was regent though.
This seems to be a common theme. Hopefully we can address this issue.
The idea of having land mines seems to be great idea. Even though a few mines I had were virtually avoided by the enemy, it is good that they spent time avoiding them. I decided not to place more, because was afraid mines are accountable in the army budget (?).
I believe they will count against your budget.
Air transportation (by airport) didn't work.
that is disconcerting. I will have to look into it.
Another good point was increased cost of units.
It is really boring to move some 40 atrillery pieces and 20 tanks at deity in regular civ 3, given absence of advanced interface support. Here some 5 panzers, given their ability to bombard (a controversial issue. It eliminates the need for artillery. Something should be done to make artillery more useful.
Artillary is capable of bombarding a target from further away than any of the other units.
Maybe making subtle distinction between firing at units and sieging cities. Also autodefending against attacks)...
There is no way to distinguish between targets in that manner.
Increased movement rate for air units is controvercial, since it decreases strategic moment, which means no planing of units in advance is necessary. It took a nerve sometimes in a normal situation to decide where to concentrate air units in situation of several fronts, because they could only be used after enemy makes a turn (same whith artillery, except they were changed to lesser degree). This needs to be thought of.
The way air units now work is that your bombers can move freely across the map but if they stop outside of the protection of a city they are extremely vulnerable to land units. Bombers can not board carriers. Fighters are treated in the same way as they were in the original game. This means that you can load up a carrier and stand off shore of an enemy and attack them with the lighter fighters but if you want to bring in the heavy guns of the bombers you need to establish an airbase (city) within stiking distance. Once you get your bombers within range you should use them as yoiu normally would using their operational range to strike your opponents. do not march your bombers right up to the gates of your enemy city. It is possible that the operational range of some of the air units may need to be adjusted.
Maybe changing it by allowing extra movement when moving between airports (or airbases?), which would then serve as infrastructure?
I don't think this is possible.
Originally posted by Higher Game
Ok, so the merchant should be available early in the game, but I don't want the AI making them when they only have 2 cities. Come on!
I wish I could control what the AI builds, really I do. Soren has indicated that he is going to get back to me on the AI governor issue, so maybe he can give me a better understanding of how the AI plans these things.

Thanks everybody for your comments. Keep em coming, its the fastest way to get this thing well balanced.
 
i just played a few more turns and the same thing happened but this time to the PPS-15 radar the name of the folder and .ini file were not the same again.
 
The Sherman was such a piece of garbage. I want the Americans to have the minuteman as their UU, not a pos from WWII. Actually, since the game has only 1 naval UU, America might have a UU carrier. The F-15 just isn't as powerful as it should be compared to a normal jet fighter.
 
Originally posted by Higher Game
The Sherman was such a piece of garbage. I want the Americans to have the minuteman as their UU, ...
Not sure why everybody wants the American UU to be the minuteman. We have had a lot more significant military units since the revolution.
 
Like what? Certainly not a tank! Not cavalry either. I guess a WWI doughboy would be good, but not a modern piece of junk like the Sherman or the F-15. I would like a Navy SEAL UU, but modern era units come so late they are kinda pointless. That is why the minuteman would be a good idea.
 
Maybe the search for what to do with the American UU in terms of a particular unit is misdirected. If one looks at the past 150 years or so, the existence of abundent resources and the ability to marshall resources into production for war may be far more important than a particular unit type. Easy examples: the North in the Civil War; pre and post entry into WWII.

How's this for a UU suggestion. Instead of an actual military unit, the American civ could get a unit that produces the same production effect as say a Golden Age for the purposes of producing military units. This may be all a bit too complicated, but only my 2 cents.
 
Is there not a production queue in CIV3 ?

I am far into this one DYP game and I completed all of the tech and I have the required resources for a Secret AGent. When I go to upgrade a Spy, when I press upgade it says upgrade Spy to Explorer. I press ok and the Spy turns into an Explorer. :(

And can someone save the excel file in HTML for me? I dont have Excel. thnx
 
Here is the v0.77 reference in html format. It's just a basic conversion done by Excel, so it's not very pretty. RobO might be able to create a better looking one.
 
Greeko: You can just right-click on the excel file when you download it, choose 'Open With...' and find your Word processing program in the list of programs. Just select it, and it should open the excel file in your Word processing program's format, and hopefully that will work.
 
Thnx Kingjoshi, for the quick response and for the file.
And thanks for the info Randy24242424
 
No problem. I don't seem to be good at finding bugs (or fixing the ones I do find) so any way I can help I try :)
 
Here are several buildings that could decrease happiness to help make up for the postitive happiness things. A Toll house would make people unhappy (having to stop and pay, definitely annoying) a courthouse (overall small laws that must be obeyed get annoying, and if youare ever made to serve jury duty, further annoyance) Prison (who'd want one near them really, generally not pleasant places to live near) and perhaps Police Stations (police can be annoying at times, at times that is)
 
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