Double Your Pleasure

Which version are you using?

Edit: Never mind, you must be using the beta build as we don't have the Death Knight animation in the publically released version :)

I've found the bug, and will release a small fix for it a bit later today. Thanks for spotting it (and how on earth could it go unnoticed for so long :confused: ?? )

Please keep all Beta build bug reports in our testers forum - just to keep my confusion levels at a minimum :D
 
Playing DYP v0.91 looking at Civ Encyclopedia entry for Magellan Voyage wonder. I read a requirement for stragegic resource of Flax for completion of this wonder. I examined the DYP90 spreadsheet and found no info about Flax resource. My assumption is that Flax resource is from a previous DYP version and all that is needed is at restatement in Civ Encyclopedia entry. Please advise if this is not the case.
I am enjoying this mod very much. This is really good work.
 
You are right in your assumption - the Flax resource has been removed, the Civilopedia just wasn't updated. But don't worry, version 1.00 should be released soon, and will fix all (?) civilopedia errors. (and lots of other stuff too, of course :) )
 
Originally posted by sirissacbrock
Downloaded the build and update with no problem thanks. However, during the game twice now it has crashed looking for the file "\art\units\knight\knight death wav". The game will now exit

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Originally posted by Isak
Which version are you using?

Edit: Never mind, you must be using the beta build as we don't have the Death Knight animation in the publically released version :)

That didn't say "Death Knight" it said "knight death" :p

I've found the bug, and will release a small fix for it a bit later today. Thanks for spotting it (and how on earth could it go unnoticed for so long :confused: ?? )

The Death Knight.INI does apparently need to be adjusted to point to the basic knight sound files, but is that the bug that caused that error message? If so, I would expect the error message to be not finding "\art\units\Death Knight\KnightDeath.wav" which is a bit more than a typo's worth of difference from the original post, IMHO.

sirissacbrock: can you confirm the exact text of the error message as well as your exact versions of civ3/ptw and dyp? Also, any other details on when it happened? I want to be sure we are all talking about the same bug.
 
Yeah, maybe I am assuming too much, and I have noticed lately, that I've developed a nasty habit of filling in the missing pieces out of sheer lazyness :)

I guess we should get the version number established first - after that, it's only a matter of going through all the 240 (app.) units to figure out which one uses the Knight's death sound. :D
 
Originally posted by Isak
Yeah, maybe I am assuming too much, and I have noticed lately, that I've developed a nasty habit of filling in the missing pieces out of sheer lazyness :)

You need to take a break and go on Holiday. ;) ;)
 
I could have sworn I just did that ... :confused:

Oh, well, off I go then. Barbados here I come. See you all in 2 weeks.....







Just kidding :crazyeye:
 
Be patient. I played a game where the Ottomans did not get horses, so I couldn,t test knights or any other horsemen.. But I did have to patch Civ III so that was probably the problem. Thank you all for the help.
 
Thank you for making Civ3 so much better than the outa the box version. Like everyone says, this is the way Civ should be!

I haven't signed up to be a tester as I don't get much time to play (or test) but the barbs from barb camps seem a little high power (4 attack vs my 2 defense.) They've got a 4 attack when my best spearman and best attacker is an archer. Is it intended to be so difficult? I've found vanilla barbs to be difficult to handle but these guys seem like super-human giants!

All in all it's a great mod and I'll never play a dull game of civ again. Even after just 6 games of vanilla I was starting to tire of the predictable timeline. Not so with Dyp (which should be renamed to TrYP - Triple your Pleasure!)

It's soo huge that even the AI is having trouble. I'm currently in the late 1700s (half way through the Ind. Age) and the Oracle still hasn't been built! (then again no wonder, computers are still an age away yet :lol: ) I've got some improvements that take longer to build than this "Great Wonder."


One question I have: What is going to happen to development for DyP when Conquests is released? I've got limited funds and don't want to buy PTW if DyP is going to end development for PTW.
 
Hi Dwarven Zerker, glad you like the mod :)

I'm not at home to check, right now, but I believe the cost of the Oracle has been reduced and/or the effect improved in the next version.

Barbs are intended to be very powerful - not sure if they are too powerful, but yes in the beginning of the game, you're not going to stand much of a chance against them. The problem is, that we want them to be dangerous for a longer time than they are in Vanilla Civ3, and the only way to do this, is to increase their stats. :( I wish we could add an extra 'level' of barbarians instead, but for now we'll have to make do with that.

About the PtW version, we don't currently have any plans to stop updating it. As you see, we're still doing the Vanilla version too, though we are actually (currently) planning to stop updating that after the next release, as maintaining 3 versions is going to be a bit too much work for us, I'm afraid.
 
Isak I agree with you but do you have to have the barbarian riders? Every game I play I always choose the Sedentary option because I don't want to have to face them when I still have Spearmen defending my cities
 
Well, the Barbarian Riders are the only ones that would pose a threat in the Middle Ages, so we can't really remove them. Other than that, it's also an integral part of the DYP idea, that we want to limit early growth, and making barbarians this powerful is one part of that scheme, as it forces you to spend more production on defense, and less on churning out settlers.

Not saying that the Barbarians couldn't do with some tweaking, but I'll leave that to Our Fearless Leader, when he returns. What do other players think about this aspect?
 
JUsta quick question about Mills.
I can build mills in all my cities and wind mills in the ones adjacent to rivers, Can I build both of them in one city to get a 50% increase in shield production or is it that you can only build one or the other?
 
You can build both, the effect is cumulative :)
 
The effect is cumulative in that they both apply to the base production value. The second improvement does not increase the effect of the first. This is true for all the +x% improvements, e.g. also tax and science.
 
Originally posted by Isak
Well, the Barbarian Riders are the only ones that would pose a threat in the Middle Ages, so we can't really remove them. Other than that, it's also an integral part of the DYP idea, that we want to limit early growth, and making barbarians this powerful is one part of that scheme, as it forces you to spend more production on defense, and less on churning out settlers.

Not saying that the Barbarians couldn't do with some tweaking, but I'll leave that to Our Fearless Leader, when he returns. What do other players think about this aspect?

True, but nothing is more aggrivating than hearing the "There is a massive barbarian uprising near Boston" and having them all turn out to be riders.
 
@Sir Eric: You're welcome :)

@sebanaj: Which version are you playing with?
 
Originally posted by Isak
Well, the Barbarian Riders are the only ones that would pose a threat in the Middle Ages, so we can't really remove them. Other than that, it's also an integral part of the DYP idea, that we want to limit early growth, and making barbarians this powerful is one part of that scheme, as it forces you to spend more production on defense, and less on churning out settlers.

Not saying that the Barbarians couldn't do with some tweaking, but I'll leave that to Our Fearless Leader, when he returns. What do other players think about this aspect?

My first game was on a huge map of the world. I played as Egypt and the only part of Africa that wasn't settled right away was the middle where all of the jungle is. So later on in my game my southern cities were subject to lots of barbarian raids until the Zulu moved settlers up and colonized that area.

I generally dont like too many barbs in the games that I play but I dont think that they were too powerful or that there were too many of them either. I did like the new naval barbs. Although I did hate it when I tried to circumavigate the globe in a canoe and he got sunk by some sort of pirate ship :cry:
 
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