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#541 | ||||
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Deity
Join Date: Nov 2001
Location: Washington DC
Posts: 4,827
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Re: Re: other discreps
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Designer of the Double Your Pleasure Mod and Rise and Rule, Check them out the latest version at Rise and Rule for C3C and DocT's 1.04 pre-Beta Last edited by Kal-el; May 05, 2002 at 05:22 PM. |
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#542 | |
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Chieftain
Join Date: Mar 2002
Location: Chicago, IL
Posts: 21
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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:
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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#543 | |
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Chieftain
Join Date: Mar 2002
Location: Chicago, IL
Posts: 21
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#544 | ||||||||||
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Deity
Join Date: Nov 2001
Location: Washington DC
Posts: 4,827
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Re: Content suggestions for V3.3
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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:
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Designer of the Double Your Pleasure Mod and Rise and Rule, Check them out the latest version at Rise and Rule for C3C and DocT's 1.04 pre-Beta |
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#545 |
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DyP Webmaster
Join Date: Apr 2002
Location: Denmark,Stenlose
Posts: 66
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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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#546 | |
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DyP Webmaster
Join Date: Apr 2002
Location: Denmark,Stenlose
Posts: 66
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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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#547 |
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Creator of God Dwellings
Join Date: Mar 2002
Location: Maryland, USA
Posts: 173
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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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#548 | |
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Creator of God Dwellings
Join Date: Mar 2002
Location: Maryland, USA
Posts: 173
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#549 | |
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Deity
Join Date: Nov 2001
Location: Washington DC
Posts: 4,827
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Re: New Bug - Canoe Unit
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__________________
Designer of the Double Your Pleasure Mod and Rise and Rule, Check them out the latest version at Rise and Rule for C3C and DocT's 1.04 pre-Beta |
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#550 | |
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Chieftain
Join Date: Apr 2002
Location: Paris, France
Posts: 5
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Re: luxery trade
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#551 |
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King
Join Date: Jan 2001
Location: Ramløse, Denmark
Posts: 832
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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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Enjoy, Robert |
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#552 | |
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Creator of God Dwellings
Join Date: Mar 2002
Location: Maryland, USA
Posts: 173
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Re: Can't keep science below 40%
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#553 |
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Civ4 Scenario Designer
Join Date: Mar 2002
Location: Airhose, Denmark
Posts: 1,384
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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. 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
__________________
Civ4: RAR4CIV - well, some things just never happen. ![]() Civ3/PtW: Kal-El's Double Your Pleasure Mod | Rise and Rule for C3C |
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#554 |
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Chieftain
Join Date: Nov 2001
Location: New Zealand
Posts: 24
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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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#555 | |
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Creator of God Dwellings
Join Date: Mar 2002
Location: Maryland, USA
Posts: 173
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Re: And now for something completely different
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#556 | |
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Creator of God Dwellings
Join Date: Mar 2002
Location: Maryland, USA
Posts: 173
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Re: broken links
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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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#557 |
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Warlord
Join Date: Apr 2002
Location: O.C. California
Posts: 102
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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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#558 | |
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King
Join Date: Jan 2001
Location: Ramløse, Denmark
Posts: 832
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Re: And now for something completely different
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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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Enjoy, Robert |
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#559 | |
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DyP Webmaster
Join Date: Apr 2002
Location: Denmark,Stenlose
Posts: 66
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Re: broken links
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I suspect that someone has fixed it (isak?) |
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#560 | |
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Civ4 Scenario Designer
Join Date: Mar 2002
Location: Airhose, Denmark
Posts: 1,384
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Re: Re: broken links
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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.. ]
__________________
Civ4: RAR4CIV - well, some things just never happen. ![]() Civ3/PtW: Kal-El's Double Your Pleasure Mod | Rise and Rule for C3C Last edited by Isak; May 07, 2002 at 05:29 AM. |
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