Double Your Pleasure

Has it been released yet? I am having trouble accesing the DyP wwbsite.
 
probably having trouble because its been released and everybody and their mother is trying to download it.

It would be nice if there were some DyP mirror sites.
 
nah, this problem started yesterday
 
The newest test version has been released, but no "official version" release yet. The main page of the website has a problem, but it has been reported and I expect Isak to be able to remedy it tomorrow. If you are a tester, the link to the downloads in the tester forum still works though as the website itself is ok, it's just the first page.
 
I've fixed the website - it needs to be reset every time the first page has had more than 32.000 hits due to some internal pagecount. I guess I should find a more permanent solution to that :D Last time we had to reset was January 4th, so it looks like we still have customers.... (or is that you reloading the page continuously, Kal-el ?? :crazyeye: )

Thanks for the heads up, btw :goodjob:
 
I want to ask the realizers( sorry for the terrible English) if you were considering to change the atack and defense points of the units, becouse it is realy stupid( and it was so in all the civ's, I know couse I play it for 12 years!!!) that peakmen or even phalanx are able to destroy units as strong as riflmens or cavalary i mean in the diffensive....)

What I wont to say that tank will never loose a battle against an archer or peakmen and mos of the over units as well...

like if a mushkeeter has 6 atack and 6 difense riflmens must have 20 atack and 20 difense becouse if I am trying to conqer a sity, simple mushketers(2-3) are able to destroy my 8-9 much more advanced units:cry: ...It is impossible that a mushketer that can fire at about 2 or even less times per minute will destroy fust firing units as good as cavalary and riflemens...

Were you considering to change the balance and make it more realistick!?
 
timberwoolf, have you considered the hit point difference? It is much greater in DyP than in the original, and should at least prevent a spearman from winning against a tank.

That said, I haven't really tested how your examples work in DyP - others are much more experienced with this aspect then me. And Kal-el is currently going through the units in order to rescale them.
 
Robo, you are right but the difrence in the hits point is still not enough to become a crusial efect on the fighting.

The were wearness is also to great.
I had a federal government then Russia diclared war om me I made an aliiance with all the over countries exept greece againct the Russians...

I was suposed to invare Greece soon by my self, Russia and greece signed a military alliacne to destroy me....

So i wasn't the agressor...
in some 10 turns all my country that was in good shape before the start of the war and I even enterd into a golden age and had some 400 profits a day and a discovery every 3-4 turns just started to collapse...I lost 300 a day and every sity was starving, all becouse the war efeect...

I think that then you are bieng atacked there is not suposed to be almost no war wearness or even it's afect should be good...Like, you are bieng atacked, that the citezens want from you!??!??!?!:mad:

I don't know if it is possible, but also I think that if you are going into a war and you doe'snt loss to much troops and succsefull the war wearness should be minimal...( England and most European states were always fighting against some primitive how should I call them tribes or countries...but they fighting was sucsesfull so no body cared about it)....

If an enemy destroys your sityes the production must even increase in your sityes...\

I also thought about an option- mobilization...
During a war against strong state you'l be able to "mobilize" troops from your sityes the size will be important...the mobiliazed troops will decrease the population of the sityes but althow they will be as simple troops or maby less expirienced after the end of the conflict they would be able to join their home sities like a worker....

I have to much idieas unfortunatli they are not too much realistick, too bad!
 
War weariness cannot really be edited IIRC - it is a hardcoded "feature". There are, however, a number of improvements and (small) wonders that decrease the effect of war weariness, and you can also change government to lessen the effect. there are several governments to choose from.

Mobilization is already in the game (the original, not just DyP). It is called Drafting or something similar and becomes available with - I think - Nationalism. It allows you to convert citizens to conscript military units (infantry?), but is not available with all governments. Do you have the spreadsheet? It is the most reliable source of info on DyP and will give you the correct government stats. Get it on our website.
 
You can also set your economy on a War Footing in the Domestic Advisor Screen. I believe the effect is that it cuts the costs of building units but you are not able to build improvements. As you can tell I never tried it. I do know that once you switch to a War Time Economy you can't switch back until you have signed peace treaties with everyone you are at war with. If someone could confirm how Mobilization affects the game that would be great. :)

And as RobO said, I am in the process of rescaling the units, though you will not see as drastic a difference as you apparently would like. For gameplay purposes it will still be possible, though unlikely, for a Musketeer to take out a Modern Infantry unit, or even less likely but still possible because the game is random, for a spearman to kill a tank.
 
Oh, thanks Robo< I was wondering what was drafting doing...

About the war time production it is not too much effective...

The Wonders does'nt seem to help to much, I think they effect is only for a short time or only on small amount op the population...

Too say the truth it will be too easy playing with minimal war wearness but in the other hand it is almost impossible or just realy uncomfortble to get into big war conflicts against countries that are having a strong military...It is almost impossible to take them off in a few turns and it is just driving me crazy then there are starvations and disorder in the all sityes...

Yes, I realy think that the war wearness is too much a major problem in civ...They should make it harder to develop the sityes and other things but reduce the war therness!!!
That are puthces for!? I'm shure a patch can repair it! Please Sid-Mire I want the war wearness reduced!!!


Something about the editor as well....
Resourses usually are found in "one" plase in quite big amount and are not spread just randomly, what I want to say that if oil ( and oll the other resources of this tipe)will be in big amounts only in a few plasec on a map it will very much improve the trade...

Opps...
That's not the right place to right these....


To the developers of the DYP- were you considering to add some future tech!? Like 20-30 totallty knew technologies!?
I mean the game is ending at about 2020 or so...Just try to end the game in 2100...
It would be very cool...

Also maybe the speed of the technologik advance should be a little bit slower...
I played Monarch on a huge map and in the 1812 I already had airplaines and tanks...
 
I hate war weariness too, but I can't do much about it. Use the governments more actively - that's the best advice I can give.

And we have no control on how resources are clumped, we can only control the distribution, i.e. how many of each - at least to some extent.

And I think Kal-el has something up his sleeve regarding future tech, but that's for the future ;) - we have way too much to do right now getting this to work properly.
 
Here's This Thread that gets into mobilization. There are also other links to other threads.

Kal-el, I kinda like the stats as they are now. Evens things out. I think that in RL (okay, before the US/Iraqi war) superior units don't automatically win a battle. I've had to modify the way I attack, and I think it works out a bit better. Maybe a HP bonus to each Era? That's probably asking too much. (Newark, huh? I grew up in Fremont. Spent many an hour at Newpark Mall in my youth! Course, different mall today than it was back then.)
 
Turner,

Thanks for the link.

The rescaling will not be too drastic, just some minor tweaking. Things that will see some real change are the Aircraft and Artillery. I am removing the bombard range from all non-supprt units and adding lethal bombardment to a lot of units. I am hoping that the new stats will make the game even more interesting. :)

"Spy" Units are also losing their offensive bombardment to keep them from being used as defenders by the AI. I am also hoping to get a bunch of new unit animations for the Spy series. I am currently working on the concept art for those and will post a unit request soon.

I am relatively new to the Bay Area, originally from Green Bay, Wisconsin. Where do you live now?
 
Moved to Kansas City 10 and a half years ago. Been trying to make a break back to the Bay Area (My parents are in the process of moving to another state) but it doesn't look like it's going to happen.

Didn't like the Spy's bombard ability. Didn't seem right. I much prefer to use them to run around and demolish improvements. Seems more 'in-line' for them.
 
Why the movement on the roads was dicreased from 3 to two?!

Or it was already changed in the PTW!?


Becouse I think that it's pretty bad...
 
Originally posted by timberwoolf
Why the movement on the roads was dicreased from 3 to two?!

Or it was already changed in the PTW!?


Becouse I think that it's pretty bad...

Timberwoolf, the best thing to do if you don't like the settings is to just edit the mod itself. I edit the mod quite extensively myself each time a new version comes out. You can increase the rate of movement in the editor by making it 3 instead of 2.
 
Originally posted by connor
Timberwoolf, the best thing to do if you don't like the settings is to just edit the mod itself. I edit the mod quite extensively myself each time a new version comes out. You can increase the rate of movement in the editor by making it 3 instead of 2.
Sure, you can edit what you don't like, but please think again before you change the road movement rate. The starting ranger would be far too potent, making expansionist civs too powerful, and many modern ships treat all terrain as roads, so their movement rate would be increased as well. There's probably more that I don't remember now.

The same goes to some extent for the food consumption per citizen. The whole mod is balanced around 3 food per citizen - changing it to 2 would throw everything oot of whack.
 
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