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Old May 05, 2002, 05:19 PM   #541
Kal-el
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Re: Re: other discreps

Quote:
Originally posted by bernskov

You can upgrade from truck to humvee
Truck can carry 4, and humvee just 2?
Humvee cant move to jungle or mountain unless there is road?
Good points. Eventually I will add the Jeep Unit which will upgrade to the Humvee. The truck will no longer upgrade to Humvee and the HumVee will not be flagged as Wheeled. I am waiting on the animation from Womoks before I add the new unit.

Quote:
Humvee and Freight share graphics unitwise.
waiting on animations for both. Dark Sheer is working on the HumVee, nobody is currently working on he Freight.

Quote:
Neither Truck nor Humvee can be loaded onto transport (but that is somewhat logical given the 'capacity'; 8 trucks carrying 4 units each gives a scary load in 1 transport)
Transport Units can not be transported. This is fixed in the game.

Quote:
SuperMarket and ModernFarm does not give any change?
this really sucks. I was hoping that they would be able to double the city growth in the same way that granaries do, too bad. I will either come up with something new for the imporvements, the techs or remove them all together.
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Last edited by Kal-el; May 05, 2002 at 05:22 PM.
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Old May 05, 2002, 07:19 PM   #542
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Content suggestions for V3.3

Again you guys kick ass, yada yada yada- @$$ kiss, @ss kiss.

I'll let the tile's sleeping dog lie.

give landmine, naval mine, and airbase re-base ability. This will allow you to move your units to the front effectively. (They don't load on ground or air transports.)

I suggest upping the value of the helo to a transport capacity of 3. This may allow it to play a better role in the game. It rarely comes into play otherwise.

Drop the transport capacity value of the truck to 3.

Quote:
Eventually I will add the Jeep Unit which will upgrade to the Humvee. The truck will no longer upgrade to Humvee and the HumVee will not be flagged as Wheeled
Make the jeep a fast recon unit with 1 trasport capacity. This is more realistic, for that's what they were made for.

Give the HumVee a trasport capacity of 2 and make it a good attack/def value. Maybe the same #'s as armor, but less then mechinfantry.

Give air transport a capacity of 4 with it's "foot units only" flag removed. Hell, there isn't much our modern army dosen't drop out of airplanes.

Following "Our Fearless Leader's" example of making resources avail well before they are required, make aluminum avail w/ steel.
(Kale-El, hope you don't mind, I'm gunna shorten that to "OFL" from now on).

Oh, I had a fatal error when I built energy grid. Mine was missing a wondersplash, but that's probably my error.

Think that's It
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Old May 05, 2002, 07:28 PM   #543
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Quote:
This is mainly so others can see that they've installed the game correctly and they have not '****ed up' anything.
FINE I'll deal with it! For the benefit of newbies and old people everywhere. But this lack of customer service better not continue much longer, or I'll bust the whip out on your @$$.

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Old May 05, 2002, 08:42 PM   #544
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Re: Content suggestions for V3.3

Quote:
Originally posted by Civalaholic
give landmine, naval mine, and airbase re-base ability. This will allow you to move your units to the front effectively. (They don't load on ground or air transports.)
They weren’t previously flagged as foot units which prevented them from loading on most transport units. By adding this flag they will now be able to be transported. Hopefully. J The re-base idea is a good one though, let me think about it for a couple of days. J

Quote:
I suggest upping the value of the helo to a transport capacity of 3. This may allow it to play a better role in the game. It rarely comes into play otherwise.
maybe just raise it to 2 from the current 1. 1 is basically useless, but 3 seems like a lot.

Quote:
Drop the transport capacity value of the truck to 3.
Good idea. 4 is a bit excessive.

Quote:
Make the jeep a fast recon unit with 1 transport capacity. This is more realistic, for that's what they were made for.
This is definitely in line with my thinking on this unit. Like I said before, I am going to wait for Womoks animation before I add the unit. I hate getting the complaints that units are sharing the same animations. this way all those complaints will be avoided. Believe me people, I wish as much as you do that there were separate animations for all the units!

Quote:
Give the HumVee a transport capacity of 2 and make it a good attack/def value. Maybe the same #'s as armor, but less then mechinfantry.
I will probably keep the HumVee stats as they are. Transport 2, 14/14/5

Quote:
Give air transport a capacity of 4 with it's "foot units only" flag removed. Hell, there isn't much our modern army doesn't drop out of airplanes.
I agree that it shouldn’t have the foot unit limitation, but maybe 4 is a bit too much, just like the truck.

Quote:
Following "Our Fearless Leader's" example of making resources avail well before they are required, make aluminum avail w/ steel.
This is probably the best place for it.

Quote:
(Kale-El, hope you don't mind, I'm gunna shorten that to "OFL" from now on).
if you must.

Quote:
Oh, I had a fatal error when I built energy grid. Mine was missing a wondersplash, but that's probably my error.
I hope so.

Quote:
Think that's It
keep the comments coming. The next update should be out by the middle of this week.
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Old May 05, 2002, 11:43 PM   #545
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luxery trade

When dealing with other civs you are just able to select the first 6 luxs.
Even if you have access to more.
This limits some of the trades you can make.
I fear this is a Firaxis limit.

I never have more than +50 in interest
I fear this is a Firaxis limit to.

Last edited by bernskov; May 05, 2002 at 11:45 PM.
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Old May 06, 2002, 12:08 AM   #546
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Quote:
Originally posted by Isak

About your tests. I may be extremely thick-headed here, but what's the result? - Will several improvements with the "Increases resistance to propaganda" flag built in the same city have any effect - or is it just the first one that works.
I tried to state how many times out of 50 that the city made a revolt and joined our course
This was done in 3 different turns with 4 different setups:
With nespaper ~8 ((11+9+5)/3) out of 50 times I was able to make a revolt.
The 11, 9,5 is the result form the 3 different rounds each with 50 tries.
All with a "load - try - note result"
With the Eiffel tower it is allmost impossible to make the city revolt.
With no inhibiter sometimes possible
And with the city in 'civil disorder' allmost everytime.


Did this clear it up?

Last edited by bernskov; May 06, 2002 at 12:41 AM.
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Old May 06, 2002, 07:09 AM   #547
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New Bug - Canoe Unit

Not sure what is going on, but I can't load any units into any of the canoe's that I've tried to build. The civilopedia says they can carry one and the .bic file has transport capacity marked at 1 so I'm not quite sure what is going on.

EDIT: Hmmm...I can load settlers onto the canoe's...but I can't load a scout...strange...the .bic file doesn't show anything that would make scout not able to be transported...well, I do see that scout doesn't have anything like "foot solider" or "all terrain as roads" selected in the .bic file

Last edited by NightStorm; May 06, 2002 at 07:27 AM.
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Old May 06, 2002, 07:26 AM   #548
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Quote:
Originally posted by NightStorm
Found a new bug...but I think this one is a Firaxis bug...but, whenever Port and Shipyard become available, I choose a coastal city that I wish to build them in...I then select them...usually port with shipyard in the queue...

Here is the bug...whenever I choose another coastal city to build them, their icons are gone from the build queue...all through the rest of the game too...
Well, I didn't choose any cities to build them in this game, and they disappeared anyway!
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Old May 06, 2002, 08:39 AM   #549
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Re: New Bug - Canoe Unit

Quote:
Originally posted by NightStorm
Not sure what is going on, but I can't load any units into any of the canoe's that I've tried to build. The civilopedia says they can carry one and the .bic file has transport capacity marked at 1 so I'm not quite sure what is going on.

EDIT: Hmmm...I can load settlers onto the canoe's...but I can't load a scout...strange...the .bic file doesn't show anything that would make scout not able to be transported...well, I do see that scout doesn't have anything like "foot solider" or "all terrain as roads" selected in the .bic file
there were some units that were not flagged as foot units and therefore could not be transported. this was an oversight and is being corrected for the next release.
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Old May 06, 2002, 11:29 AM   #550
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Re: luxery trade

Quote:
Originally posted by bernskov
I never have more than +50 in interest
I fear this is a Firaxis limit to.
Yep, I think it's in the civilopedia entry for wall street. Easy to remember: more than 1000 gold does not get you more interest.
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Old May 06, 2002, 12:57 PM   #551
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Can't keep science below 40%

I have an extremely annoying problem. When I set the science rate below 40% the game resets it to 40% at the start of the next turn. Fortunately it applies my rate before resetting, but it is very bad having to reset it every turn.

I don't think this has to do with this mod, and I would like to know if anybody else is having this problem?
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Old May 06, 2002, 02:01 PM   #552
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Re: Can't keep science below 40%

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Originally posted by RobO
I have an extremely annoying problem. When I set the science rate below 40% the game resets it to 40% at the start of the next turn. Fortunately it applies my rate before resetting, but it is very bad having to reset it every turn.

I don't think this has to do with this mod, and I would like to know if anybody else is having this problem?
I have tried setting it to 60% to catch up with the AI, and the computer always resets me to 50%...
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Old May 06, 2002, 04:18 PM   #553
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And now for something completely different

The DyP mod Patch version 0.40 is out.

Get it on our terrific Double Your Pleasure website

No extra files in this one - it's only a bic and nothing else - but boy does it have a lot of changes.

Yes! The Terrain values have been fixed......this time it's true...

But take a look at the news section of the DyP website for all the changes.

Or alternatively, just download the patch ..... you're not really playing Double Your Pleasure, if you're not using v.0.40
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Old May 06, 2002, 06:41 PM   #554
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Unhappy broken links

hi

Both of the links on the DYP website for the ver 0.4 update come back with a page not found error
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Old May 06, 2002, 07:24 PM   #555
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Re: And now for something completely different

Quote:
Originally posted by Isak
The DyP mod Patch version 0.40 is out.

No extra files in this one - it's only a bic and nothing else - but boy does it have a lot of changes.
What about the corrected buildings-small and buildings-large files I emailed to you...and what about the corrected PPS-15 and Freight large and small files I emailed to you??
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Old May 06, 2002, 07:28 PM   #556
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Re: broken links

Quote:
Originally posted by nzrock
hi

Both of the links on the DYP website for the ver 0.4 update come back with a page not found error
Unfortunately, that is because there is some kind of error in the ASP scripting or some other web site error.

Click the link. When it comes back invalid, look at the address in the address bar of your browser. If you notice, there is a / missing between the director dyp.files and the file name.

Until the problem is fixed, here is the work around: just go to your address bar, insert a / between dyp.files and the file name and hit enter. The download should then begin.
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Old May 06, 2002, 10:57 PM   #557
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Weird Bug!

I found this weird bug. While I am building the The Great Light house, the game thinks that it is already completed. It show up on the Wonder screen as built and mine, yet it is not yet completed. Even the Ships gain the advantage of not sinking at sea.

Did could any one else confirm this bug?
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Old May 06, 2002, 11:16 PM   #558
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Re: And now for something completely different

Quote:
Originally posted by Isak
The DyP mod Patch version 0.40 is out.
I'm afraid the patch will have to be patched.

Nothing serious - the resource.pcx just needs updating. So it doesn't require you to restart a game. Tropical fruit was substituted with rice and that does, If I'm not mistaken, involve two different resource graphics (fruit and tropical fruit).

I'll try to fulfil my function better next time.

I'm sure that our dilligent release manager will get this fixed shortly.
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Old May 06, 2002, 11:30 PM   #559
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Re: broken links

Quote:
Originally posted by nzrock
hi

Both of the links on the DYP website for the ver 0.4 update come back with a page not found error
The links work fine ..

I suspect that someone has fixed it (isak?)
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Old May 07, 2002, 01:12 AM   #560
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Re: Re: broken links

Quote:
Originally posted by bernskov


The links work fine ..

I suspect that someone has fixed it (isak?)
Nope, I was asleep while you had the problem - The Internet Worm, must have fixed it

Anyway, I'll release patch 0.4.5 in a few hours - it will include the resources.pcx

[EDIT: Changed patch name from 0.4.1 to 0.4.5 - why? - because I can, that's why.. ]
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Last edited by Isak; May 07, 2002 at 05:29 AM.
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