Double Your Pleasure

29MB for the file download. It'll be 3 hours online downloading the file, maybe more...
 
There's a new patch for the PtW version out now. It's called 1.03x and among many other things, it fixes the Land Mine bug (by removing the Land Mine - sad but unavoidable :( )

There is also a new one-file download available containing all patches from 1.01x to 1.03x - that's another 29 mb download so you poor dial-up users might want to try out the slightly smaller patch first - thats only 3.8 mb. :)

As always, get the files from the DyP Website
 
This is still the best mod out there!

Just to make sure I am on the right track, I am using Double Your Pleasure with GFX, and not Double your Pleasure any more, correct?

Some small things I have noticed on the new 1.03 patch.
My buildings are still messed up in the city view. (Not that that really matters, I dont use it) But the wrong buildings show when you go to the city view.

Also, the Americans King unit is the Princess i.s.o. Abe.
The Princess cant move.

Was Natives removed?
The Natural resource "Natives" is missing but slave market and the civlopedia still says Pyramids needs Natives.

Copper also seems to be missing.


Keep up the good work :king:
 
Hi Vvw, and welcome back - long time, no see. Glad you're still around. :D

You are correct about using the '..with GFX.BIX' rather than the one just called Double Your Pleasure. The reason is that the Firaxis patches will overwrite the Double Your Pleasure.BIX, reverting the mod to Low-Graphics mode, so to avoid that we decided to use a new name for it (well, I decided technically, but none of the other team members have objected so far :) )

The City View will probably never be fixed - Robo has explained it in our forums here

Natives and Copper have been removed - not because we didn't like them, but because the total amount of resources in a game is limited. We had to remove a few to make sure that all resources showed up in each game (or at least to make sure that the important ones did).

I'll check out the King unit when I get back home today - I have a feeling I know what happened, and it might not just be the American King that is messed up.

And I'll correct the Civilopedia entries too - thanks for the info. :goodjob:
 
This is a truly impressive mod. I haven't played much but the amount of work you've put in it speaks for itself. I read some posts in this thread and a few on the CDG forum as well, but obviously I couldn't read everything as there are many thousand posts related to this mod already. So I appologies if the following questions have been answered somewhere earlier:

- Is there a 'user guide' that describes all the changes? Even if it is not realistic to ask for a single document to do this, I think highlighting some basics that might bite you early on if you are used to standard civ might be useful. Examples are the changes in the meaning of civ treats, lack of mining and road-building capabilities of workers, and the fact that you can't build cities on certain tiles (I hit these in the first 10 turns -- I am sure there are more in the next 100).

- Am I correct in thinking that the industrious workers don't work twice as fast any more? If so, isn't this a bit unbalancing (by making the industrious civs weaker)? I realize that the serf doesn't need support but it does cost a population point which is a much more serious bottleneck (especially since 1 pop needs 3 food in this mod) than the support would be. Or at least so it seems to me. On a slightly related note: why do industrious civs start with a worker instead of a serf?

- Did you think about giving submarines lethal sea bombard capability? I was thinking about 5/1/4 (strength/range/rate) as bombard parameters to emulate torpedoes. I think this way they could sink unescorted cargo ships but sinking transports escorted by battleships would be a bit of a challenge (still could be done with enough submarines). I noticed that you increased the strength of submarines a lot (and other sea units quite a bit, too), so I am just wondering if you consciously chose this path over the bombardment (and if yes, why?) or you haven't though of that solution at all.

- Is there a better place to ask these questions? I was thinking about posting in the CDG forum, but first I would need to sign up (yet another forum...) and second it doesn't seem as lively as CivFanatics. So I chose CivFanatics for this post. :)
 
Originally posted by delmar
This is a truly impressive mod. I haven't played much but the amount of work you've put in it speaks for itself. I read some posts in this thread and a few on the CDG forum as well, but obviously I couldn't read everything as there are many thousand posts related to this mod already. So I appologies if the following questions have been answered somewhere earlier:
Hello, gald you like what you have seen so far. Take her for a test drive and let us know what you think. :)
- Is there a 'user guide' that describes all the changes? Even if it is not realistic to ask for a single document to do this, I think highlighting some basics that might bite you early on if you are used to standard civ might be useful. Examples are the changes in the meaning of civ treats, lack of mining and road-building capabilities of workers, and the fact that you can't build cities on certain tiles (I hit these in the first 10 turns -- I am sure there are more in the next 100).
The most comprehensive document at this point is the Spread Sheet that can be downloaded from the website. civ3.bernskov.com I will eventually update the readme, but that will wait until everything is "finalized".
- Am I correct in thinking that the industrious workers don't work twice as fast any more? If so, isn't this a bit unbalancing (by making the industrious civs weaker)? I realize that the serf doesn't need support but it does cost a population point which is a much more serious bottleneck (especially since 1 pop needs 3 food in this mod) than the support would be. Or at least so it seems to me. On a slightly related note: why do industrious civs start with a worker instead of a serf?
The Industrious workers should still work twice as fast. That is something that is hardcoded into the Industrious trait, and there is nothing that I am aware of that we could have done that would change that. I certainly didn't mean to. So the serf should be a much better unit than the standard worker. He works twice as hard and doesn't cost support. The Industrious civ starts out with a worker because its not possible to determine beginning units for each individual civ without creating a scenario.
- Did you think about giving submarines lethal sea bombard capability? I was thinking about 5/1/4 (strength/range/rate) as bombard parameters to emulate torpedoes. I think this way they could sink unescorted cargo ships but sinking transports escorted by battleships would be a bit of a challenge (still could be done with enough submarines). I noticed that you increased the strength of submarines a lot (and other sea units quite a bit, too), so I am just wondering if you consciously chose this path over the bombardment (and if yes, why?) or you haven't though of that solution at all.
That is a good idea. I think it may have been brought up before, but I would have to go through the discussion to see if there was a reason I decided against it.
- Is there a better place to ask these questions? I was thinking about posting in the CDG forum, but first I would need to sign up (yet another forum...) and second it doesn't seem as lively as CivFanatics. So I chose CivFanatics for this post. :)
The CDG forums might be a better place to chat. But as you can see you will get a response here as well.
 
hey THANKYOU!!!!!! one little thing really small---Americans king unit is a prinsess so had to change this to Lincon----but big deal---------Love the MOD!!!!! opps READ FIRST -POST next ill remember this next time...
 
Yeah, there is a bug with the King Units (all of them in fact, but the Americans have gotten the worst deal with the immobile Princess unit, as VictorVanWavere also reported).

There'll probably be a minor patch out in a few days (if not sooner) to fix this - I just want to make sure there are no other critical bugs in 1.03x.
 
If we could, I'd be unemployed soon, wouldn't I :D
 
Does all the new buildings show up in the city screen? And if so would you post a screenshot of it, i would like to see how that looked. And sorry i have not read all posts.
 
Nope, sorry - that part of the game is still hard-coded. Check out my answer to VictorVanWavere's post a bit further up the thread.
 
Well, here it is then, patch 1.04x which will fix the bugs with the King Units and also reduce the basic minimum time needed to research techs (this value was set incorrectly in 1.03x so it's not really a design issue).

Only time (and you, our trusted players) will tell what new bugs I have snuck in to keep myself in the team :D

...oh, the patch - it's available from the DyP website .. as always.

Merry X-Mas and a Happy New Year to all of you.

(And special congratulations to Thunderfall on accumulating 25.000 members.. now those rumours that he is just signing up his family to boost the member record, must finally be put to shame ;) )
 
This mod is TERRIFIC! ;) I've only just started... so many choices... mind exploding! :lol: Your enormous tech tree and enlarged unit bank means different civilizations can really diversify now, instead of just researching different branches at different times. :goodjob: a much more accurate representation of civilization than Civ3 Vanilla.

I have a few questions. Aside from civ traits, TSU's and UU's, are there any other differences between civs? For example are some techs and/or units unavailable to certain civs? Or are techs like, say Elephant Training, available to all civs [even civs like the English, Aztecs, etc].

Also, how do I start a Huge Earth game [with your Earth Map] with correct starting positions??? The only .bic files in my Scenario folder are the original Firaxis Earth maps...
 
glad your intitial impression was a good one. :D

At this point there are no other differences between the civs. As you can see from some of my more recent posts I am trying to get the artists around here to diversify a bit more so that we can at least have each culture group with their own set of units. This is probably a long way off though. I am still waiting to get some of the standard units done, but I have to say I have been fairly succesful in getting units done for this mod.

As for starting on my huge map earth map there are a couple of ways of going at that. 1) Wait for me to put all the resources in place. I am hoping to get some serious work done on that within the next two days, now that I have a vanilla version of my map with resources on it completed. 2) Open up the 180x180 resource bix version of the map in the editor import the DyP rules, redistribute the resources, save as a new scenario.
 
Originally posted by Kal-el
Hello, gald you like what you have seen so far. Take her for a test drive and let us know what you think. :)
Heh, it requires multiple days of study just to get started. :rolleyes:

;)

Is there an up-to-date bug list somewhere so that I don't bother you with things that you know don't work?

The Industrious workers should still work twice as fast.
They do. I just didn't realize that it takes 6 turns now to build a road, so I thought the 3 turns that my industrious worker spent on it was the "normal" case.

The Industrious civ starts out with a worker because its not possible to determine beginning units for each individual civ without creating a scenario.
Good point. On the other hand, what do you guys do with the worker at the very beginning? It seems it can't do anything useful until you research The Wheel. So maybe there shouldn't be a worker to start with at all.

That is a good idea. I think it may have been brought up before, but I would have to go through the discussion to see if there was a reason I decided against it.
Well, I would be interested in any such reason (as to why high attack value for submarines is a better idea than high rate, lethal sea bombaredment) so if you happen to come across any, please let me know.
 
I have scanned through the BIC file, copying stats into a Clarisworks file so I can have a cheat sheet instead of having to hunt through the civpedia. I really like how all the foot unit chains [archer, warrior, spearman, marine] merge together so no unit ever has a dead end. I think I found some errors in the file however [I'm only up to Carrier, haven't looked at air units yet]:

1. The French Musketeer. Is it a replacement for the Arquebusier or for the Musketman??

2. All units after Arquebusier are amphibious - and so are Marine and Specops, which merge with the Spearman chain - but not Grunt and MobInf??

3. Galleons and all units after them treat all terrain as roads. But the Ironclad and the Nuclear Submarine do not have this ability??
 
Originally posted by The Troquelet
I have scanned through the BIC file, copying stats into a Clarisworks file so I can have a cheat sheet instead of having to hunt through the civpedia. I really like how all the foot unit chains [archer, warrior, spearman, marine] merge together so no unit ever has a dead end. I think I found some errors in the file however [I'm only up to Carrier, haven't looked at air units yet]:
There is a spreadsheet already made for that very purpose. You can find it at the DyP website.
1. The French Musketeer. Is it a replacement for the Arquebusier or for the Musketman??
The Musketeer Upgrade Chain was broken, it will be fixed in the next release. The musketeer is supposed to become available at the same time as the Arquebusier and upgrade to the Grenadier. The Arquebusier is supposed to upgrade to the Musketman.
2. All units after Arquebusier are amphibious - and so are Marine and Specops, which merge with the Spearman chain - but not Grunt and MobInf??
The Mobile Infantry is Amphibious.

The Musketman, Grenadier, and Rifleman shouldn't be amphibious. That is an error. I may add in in some Amphibious foot soldiers to the mod, but those three should not be amphibious.

3. Galleons and all units after them treat all terrain as roads. But the Ironclad and the Nuclear Submarine do not have this ability??
The Ironclad is meant to not have ATAR to help restrict it to coastal tiles.

The Nuclear Sub on the other hand should have ATAR

Thanks for catching those errors. :)
 
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