Double Your Pleasure

In my last few games while playing I get this Civ3x.exe error and the game crashes. It happens at the exact same point no matter what I do differently and regardless of how many times I restart the game. Can anyone help or have an idea? Thanks.

There is an attachment showing the actual error at this location:
http://forums.civfanatics.com/showthread.php?t=99408
 
If you're running 1.27f, that's the final patch. No other patch is necessary.

From what I understand, there were small, slight problems with the Single-Disc US Civ3:Gold release. If that's the one you have, that might be the problem. But you're already fully patched, no reason to apply another patch.

Delete you DyP directory in the PTW\Scenario folder, and try reinstalling it. If you're on broadband, or don't mind a 80mb d/l, re-d/l it and try again. That's about the only thing I can say.

If you're trying to run DyP that came with PTW, than that's your problem. They (Atari) had to take a bunch of stuff out from the mods because of some copyright issue. D/Ling and reinstalling the mod will correct it.
 
Hi everyone,

I'm pretty new to this, first time at this website - but i've been an avid player of Civ since I was a kid.

What you guys are doing is great - I've had a look at your website and read up on the Mod. I'm worried about downloading cause I think there's gonna be alot of buys in it. I don't know if you've done it already - but it would be musch better if there was one zip or exe file that you could just install everything in one go - and mess about with things. If there's bugs in there, hten they would be easier to fix - if everything is one place.

Next thing I just want to mention is that I've had a look at your units and the game settings and races of the Mod. What I"m thinking is that the game ends to soon. That if it is possible to have an option of not putting an end or final year when the game stops - cause in real world there is no cut of year that we cannot pass - so to should it reflect in the game - that is one thing which has annoyed me constantly toughtout Civ's creation.

If you manage to gain a victory by spaceship or diplomatic or domination or conquest fine - but if your pitted against very good players and none can achieve dominion over the other - then the game shouldn't arificailly end - if you know what I mean.

So could we see the possiblity of having no cut - of - year, when you win - you win and that's that.

Another point is - for some reason - you've left out one of the greatest and most powerful and most influntial Races the world has ever seen. What about he Assyrians? I think they - more then anyone should have been included within the races - Babylonians don't cut it - they are different from the actual assyrians where their captial city was Ninevh - forgive my spelling.

Finally - I have had a look at the units - and to be honest - its to jumbled - you might disagree - but too many units can build a city - there is a bit too much overlap of differing tasks that each unit can do. I think that the task they can do should be much more narrow and more streamlined - don't get me wrong, i'm all for expanding and inuvating, but it should be streamlined. Better playability and less confustion.

One more thought - I was thinking - is it possible to actually stop units from crossing certain wide rivers, and for them to cross they must either build rafts or build bridges. Like in the roman times they used the River as a natural border and built bridges to cross it. Adding Bridge Building abilities to the units could be a very interesting development in the gameplay. But then we come across the problem of Mountain's and Swamps and other things, they to must then reflect their true nature. The only way I can think of getting around these other such terrains is that some units can not cross them at all - and others if trying to move thorugh them like boat who steer away from teh coastline run a chance of dieing within the terrain. For example - you send a legion through a swamp or jungle - runs 10& chance of dieing or at least suffering some damage when passing through the terrain. And if they reamin at the terrain they keep running the same risk.

Of course you can make certain units immune to such terrain's like the Arab units naturally will be able to cross deserts and such. This is just an example and each race and each unit will have their own natural habitat.

This is a pretty long e-mail, and I ask your forgiveness for my any spelling errors. I look forward to hearing your remarks. If I had the technical know how I would have a go at trying these ideas myself - however, that is unfortunalty not the case.

I have always wanted to develop games and such and I applaud you for your efforts. I know things arn't perfect yet with the Mod - but you've made a damn good effort.


regards,

menwia
 
Every day, I check the DyP thread...

And weep, for RnR has not been released yet.

Still waiting for it patiently though!
 
@ menwia

You mean bugs in DyP? I don't think there are much in DyP, it has reached a very stable form.Definitly worth the large download (except you having Conquests, then you are perhaps better of with waiting for the arrival of RaR) Ok, a few things don't work as intended originally, but this isn't related to the mod - CivIII self is here a problem, because it still contains bugs, weaknesses and AI problems.Most of those issues are behind modding and what could be done by modding against it has be done.

About end of the game...you get always the choice to get on with the game after retirement or a victory/loss (except the case you ar eliminated completly).Only difference: no more scoring and no more possibility to win (so I think thats exactly what you are looking for if I understand you correctly)

About missing civs...surely there are missing some and its debatable whether the most important ones are in.But it is the game engine, which restricts the number of civs to 31 with an additional barbarian civ.And another thing to consider is placement on a world map; if some parts are toocrowded and other parts are empty it is difficult to maintain balance on a world map scenario.

About the number of units...this is one of the main strengths of the DyP.A lot of the units are flavour units, so they don't have differnet stats, they just look different for the civs.This adds a lot of graphical pleasure to the game and makes it sometimes even easier to see to which civ a unit belongs.Settlers...yes there are two differnt types for most of the game...but it adds game depth, because there is a standard settler and one for difficlut terrain or lack of food.It has the nice side effect of strenghtening the AI too, which don't waste turns (delaying of production) if it chooses the hardy settler.

About brigdes...most of what you describe is beyond the abilities of modding CivIII.There is no way to stop land units from passing the normal rivers.Except you make all the tiles beside a river floodplains , which are unpassable without presence of a road.Problem here would be still that on random maps most of the rivers don't have floodplains around.Brigde building is not a unit ability in CIV III, just a tech flag which has influence on the movement points a river crossing costs.There are units which aren't able to cross mountains or have higher movement points if they do and of course there are some which ignore the movement penalty.%-chance-of-dieing-every-turn isn't possible for land tiles too, only for see and ocean tiles and naval units.Ok, there is disease, too...but it rarely kills military units (from what the civilopedia says I believe it is restricted to fortyfing them in jungle/floodplains)
I saw another approach concerning rivers in the Barbarossa mod - rivers being one-tile-stripes of sea terrain.This prevents units from passing, but the problem with it is that there are no really brigdes in CivIII, so you have insert some fix landsquares (or make the stripe contain more than 21 tiles of water to make it possible to build transportships, but I doubt the AI is able to deal with it).And of course it is again no solution for random maps.

Nevertheless, thank you for your input - suggestions are always welcome.
 
Anything happening with this? The thread seems to have been dead for several days, just curious.
 
I've got some good news and some bad news.

Bad news is that this thread is probably going to start dropping back into the black hole that is the forum has-been threads hideout.

The good news is that this thread just opened.

;)
 
Yes, there are some good times in this thread. :)

And, as a matter of fact, this shouldn't be the end of the thread. Any DYP questions and feedback should still go here, and it's not like there isn't an update planned for the PtW version of DYP. :scan:
 
is there anywhere else with a faster server to get DYP from?
 
I just read about this in PC Gamer. My question is, do this load as a scenario or does it modify the entire game? I play Civ3 PBEM so I can't afford to have the game itself modified.

Thanks!
 
In c3c and ptw, installing a mod/scenario doesn't alter anything. You only get a new option under "Civ Content" (or "Scenarios" IIRC in ptw).

But better go to the RaR thread, and also get the 1.01 patch (it is buried somewhere in that 38 pages, but you find a link on the main page when you search for "This weeks downloads" some time back).
 
Back
Top Bottom