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Double Your Pleasure

with conquest you still have a ptw version - so it should run with the ptw exe

btw i only read the changelog on the last aand first page - i must say impressive - i think i should download it and give it a try :)
 
- No DyP 2.01x does not currently run with Conquests.
- Conquests however does come with PTW included so you can play through the civ3ptw.exe
- The DyP team is designing a Conquests mod, called Rise and Rule (RaR)
- No timetable on RaR has been set.

And on a personal note, I am testing a Conquests conversion of DyP 2.01x... It works but I want to make sure there are no bugs :scan:
 
Well, I haven't actually tried sending my Ninja's into enemy territory yet, but I do know the AI is using them. I lost a couple of workers to them. . . but I'll post as soon as I know.
 
I'm glad to get 2.01x! Hurry up! Translate in Japanese!
Fortunately, some Japanese players help me and we began to translate DyP2.01x
in Japanese. Now the translation is attained about 70%, we will release
Japanese-DyP2.01beta by Xmas.;)
But we noticed some problems about Civilopedia.txt and 201x.bix.


:scan: 1.Description about armors in Civilopedia we need Rubbers and Oil to create
Armors, but actually don't need Rubbers, only need Oil.

2.Many missile units cannot bomberdment around square(e.x.musketter,tank,
Infantry, etc...)and can only deffensive-bomberdment, but according to
Civilopedia.txt, they can do it.

3.There are some units which have any description in Civilopedia not at all,
so I added original explanation to Japanese-Civilopedia (ex.colonial marine,
African_Infantry)

Like this, there is some dissociation between Civilopedia.txt and 201x.bix.
So we had some discussion about this problem, and planned the followings;

PlanA:Apply description of Civilopedia.txt and arrange 201x.bix.
PlanB:Apply 201x.bix. and correct description of Civilopedia.txt.
PlanC:Make some revisions both 201x.bix and Civilopedia.txt.

The translation project has already progressed about 70%, so we cannot
abondon the project, so we would like to revise.

Do you think about these probrem?
Please give us a view or an advice.
 
Furthermore, we found some question about some units.:confused: Furthermore, we found some question about some units.

1.Ottoman players cannot create Cuirassier but they must wait for Sipahi
by invention of carvarly tactics. Till then, Ottoman players must put up
with Cavalier.

2.It costs further 20 shields to make Dragoon compared Cuirassier, but
they are not so much as stronger than Cuirassier.At this rate, almost
players won't create Dragoon and choice Cuirassier, which is lower cost
and don't need saltpaper.

3.Cossack and Sipahi are not so much as stronger than Dragoon, especially
Sipahi rather than weak.

4.Armors and Modern Armors cannot 'BLITZ' although they are originally most
suitable for BLITZ operations.

I am afraid that these questionable feature may be bad reputation among
Japanese players and doubt whether these feature are errors or formal.

In Japanese-DyP2.01x, should we change these feature? or not?

If it is nessesary, I'd like to modify some features.
(ex.Attack ratio of Dragoon raise it up 6 to 7).
And I also would like to know your opinions about these feature.

best regards:)
 
What an awesome mod. This looks to easily double my pleasure and at least triple the playing time required to complete one game. Thus, as I am new to playing mods and this is a big one, I have a couple quick questions. . . .

1. I usually play Japan (military and religious). First thing I research is Pottery for the Granary. It seems with the mod it takes me 20+ turns to research farming and then pottery so I can build the granery. Is this right or am I missing something? Seems the game starts off very slowly this way and the time to research settler is also many turns.

2. What is the suggested build order for a civ in this mod? (I used to start with warrior, settler, granary, warrior, settler, setler.......and keep going. Now there are so many wonders and advances I can't decide LOL

3. Finally does the AI have to follow the same science map I do and do they start off as slowly? How can I tell which sciences they will build so I can sell my advances to them?

Thanks for this mod. I look forward to learning how complex it is. Seems I will need to play on a huge map and with extended time. Cheers!
 
One more quick question, after what technology does irrigation come available? I researched farming but still can't get irrigation with my workers.
 
Some comments:

@shirokuma

1) is a bug.

2) don't forget the defensive bombard - to me, that's worth 20s. And the best attacker of that era should always be the 'foot' soldier, not the mounted unit.

3) Sipahi is +1HP and +1 DEF, I'd call that a strong unit (an elite Sipahi has a better defence than a regular Musketman!).
Cossacks seem weak, but the have Blitz and cost no upkeep.

4) looks like a bug, again.


@xraptorx:

1) It will take you 20turns for the 1st Tech, unless you have some kind of commerce bonus, yes.

2) I go with Warrior (or Ranger) - Warrior - (Hardy) Clan. Don't bother with Granaries in Chiefdom at all, by the time the unit is built, the town has easily grown again.

3) Yes. :)
 
@shirokuma

I was reluctant to give a unit that can move 4 times and has the attack ability far exceeding the contemporary defender the blitz ability. Of course armies have blitz, so it would be an excellent idea to put some armor in an army and go out and destroy thine enemies.
 
Finally got the game going. This mod rocks Kal-el. Thanks for making such a great game. It feels like a totally new game.

Glad you can confirm it takes so long to begin the game (as compated to vanilla civ). I think the extended time frames are the only way to go.
 
Originally posted by shirokuma
:scan: 1.Description about armors in Civilopedia we need Rubbers and Oil to create Armors, but actually don't need Rubbers, only need Oil.

The civilopedia is wrong, so you can delete the reference to Rubber.

2.Many missile units cannot bomberdment around square(e.x.musketter,tank, Infantry, etc...)and can only deffensive-bomberdment, but according to Civilopedia.txt, they can do it.

The civilopedia is wrong again. The only units that can bombard into other squares are the Artillery Units (Catapult, Trebuchet, Bombard etc...) and the Ships from Galleass and upwards.

3.There are some units which have any description in Civilopedia not at all, so I added original explanation to Japanese-Civilopedia (ex.colonial marine, African_Infantry)

Great - could you translate them to english and send them to me, then I'll add them to the english version too :D

PlanA:Apply description of Civilopedia.txt and arrange 201x.bix.
PlanB:Apply 201x.bix. and correct description of Civilopedia.txt.
PlanC:Make some revisions both 201x.bix and Civilopedia.txt.

Plan B is usually the one that will give you the correct result, but otherwise just ask and we'll try to help clarify things. Heck, you've even spotted a few bugs for us in the process :)

I'm looking forward to the translation. Please let us know when it's ready for release. If you will allow it we want to put a link (or perhaps host the files) on our website.
 
I've noticed that the civliopedia is not right as well for some items and it seems when I play the dyp mod I in the lower it doesn't show the year, or the treasury or income. Also says 4000 missing passwords until I have about 8 cities.

Is dyp 2.01 still a work in progress/.
 
@xraptorx:

DYP is a work in progress, but besides the Civilopedia errors, the rest of your errors are most likely because you have not updated Play the World to version 1.27f. :)
 
doh you are right there Isak. Time to update.

One more thing I just noticed, but not sure this is related to the version 1.21f I am running. . .

My competing civs, and even myself in a few games, can't ever get enough food to grow to pop 3 to build another settler. So now while I was lucky in my city placement and now have 11 cities on Regent level, the AI still have 1.
 
xraptorx: If you have a savegame from that game, I would like to see it to figure out why the AI isn't building the Hardy Clans instead, as they only require 1 pop.

Just send it to isak_at_privat.dk

replace _at_ with @
 
Originally posted by Kal-el
well, after months of planning here is a beta version of my Double your Pleasure mod.

**************************************************
[dance] Version 0.90 Beta for Vanilla Civ3 is OUT NOW! [dance]

[dance] Version 1.04x for PtW is also available! [dance]

Get it at The Double Your Pleasure Website

It is available as a 1 (that's One) file download.

Have fun :D

**************************************************
I have removed the old readme data as it is no longer applicable. I am working on updating the readme but that may take a while.
does your mod or anyone else's has luxury icons available for c3c?bigger pcx images(buldings large-small)with larger space for adding buildings?because the original ones specially the buildings large dont have at all.and last,how can i change through the editor,the modifications conserning great leaders?in ptw,great leaders,can finish great wonders.in c3c,only science leaders can,why?(stupid).how can anyone change this?
 
Well, the Military Great Leaders had the rush improvement option removed because there tends to be more warmongering with it on. The Science Great Leaders was an attempt to broaden the game so that builders would have as much opportunity to get GLs as warmongers do.

I don't have conquests, but I would expect that you can turn this function back on in the editor.
 
@Doc Tsiolkovski,Kal-el,Isak

Sure! THX for replying!
Your views are considerable, I supporse.
We decided that we would apply original 201x.bix (except extreme bugs) and
correct descriptions of Civilopedia.txt only.
And after this, if we need, create another Japanese-Edition.:)
 
@Isak
Yes sir! There are 3 units which were added japanese explanation, so I'll try to translate them in English, and if it will
be finished ,I send you with Email. (about
Colonial_Marine,Leatherneck,Amphibious_Infantry)
If you put a link to my site from your site, I'll be brimming
with joy.

But I recently found that there were too many units which had
any description not at all!
It's impossible to write all of explanations in English, so please
ask native English speakers for help regarding other units.

I found that the following units were not exist in civilopedia.txt At ALL.
#Micronesian_Raft
#Junk
#Dreadnaught
#Turtle_Ship
#PRTO_Assault_Transport
#PRTO_Super_Carrier
#PRTO_Fokker_Triplane
#PRTO_ME-1101
#PRTO_F86_Saber
#PRTO_MiG_15
#PRTO_Harrier
#PRTO_MiG-29
#PRTO_Inter_Ceptor

And my friend pointed that "Though we need aluminium to create fighters,
but we don't need alminium to create jet fighters. It's odd! "
I also think it is a bug.:eek:
 
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