Double Your Pleasure

Originally posted by Ganjaman
I think you should allow fixed wing aircraft to destroy naval units and the helicopter gunship to destroy land units. Maybe make all treaded vehicles (tanks apcs and mech infantry) wheeled and unable to airlift so that they can only be transported by the air carrier and by sea.
I am concerned with allowing fixed wing aircraft the ability to sink naval vessels. I am afraid this will severly limit the effectivness of an already ineffective aspect of the game.

I like the idea about the Gunship though, it only makes sense.

One last thing, regarding the merchant, caravan and Freight...good idea but I think that they should not require any strategic resources too build. I am not sure but I believe that if for example you dont have any oil, you would not be able to build freight but would then have the option of building caravans which only require horses. This would allow for rushing wonders very cheaply in the later ages. I might be wrong as I changed it in my game but I think thats how it would work.

This is a really excellent point. I hadn't thought about this possibility and you are right, this could allow for very cheap caravans in the later stages of the game. This will be fixed to prevent such occurances. Thanks. :goodjob:
 
I think the governments seem pretty well set up: theocracy with the tile penalty, democracy with high weariness. Makes sense. I am going to try social democracy with communal instead of no maintenence to see how it works out. Is there any way to alter the bic file without having to start a new game for the modifications to take effect. Right now I have to start over everytime i tweak something and it makes testing things in the later stages very time consuming. Anyway I started a game on emperor with 16 nations. I set the upkeep for despotism at 2 and halved the support rate for monarchy to try and slow down advancing in the ancient era. I multiplied science and costs at a rate of 1.5 for middle 2.0 for industrial and 2.5 for modern. I also reduced the commerce for some tiles as Kal El mentioned in an earlier post. I am about half way through the middle ages and the unit costs seem okay. Science is still jacked way up though as is income. A lot of the nations have 1000 plus gold and got to the middle ages by 800 BC. Maybe because I am playing with so many tribes. I am going to cut it down to eight and try it again. It really is a shame because there are cool new units in the ancient and early middle ages but it goes by so quick that one does not get a chance to really use them.
 
It seems to me there are three obvious errors:
A very Bold statement.
Yes, but not entirely without merit :)
I'm glad you did these things deliberately, though. You obviously think things through.
Democracy has high war weariness (should be low)
The earliest, and most well known, democracy was the Greek City State of Athens. Athens was known for her navy and her dominance of Mediterranean trade. War is not good for trade.
OK, but IMO it makes it a very difficult government to play. Point taken.
Theocracy has a tile penalty (should be removed)
Possibly, but I wanted there to be a significant penalty for switching to a govt that gave you free units, minimal corruption (the only one) and had no maintenance.
I see, but starvation is unfortunately an excessive and crippling penalty, and' I'm pretty sure this will be the outcome. It can be tested ofc.
Social Democracy has no maintenance (it should have)
This is what distinguishes it from Federal Republic, I suppose it could be removed and then switch the corruption to communal.
It does make them different, but a social democracy definitely should have maintenance in my experience. I live in one :cry: and it's definitely not full of corruption either. Perhaps the name should be replaced?
 
Originally posted by RobO

Yes, but not entirely without merit :)
I'm glad you did these things deliberately, though. You obviously think things through.

OK, but IMO it makes it a very difficult government to play. Point taken.
yeah, this is one that most players probably won't use, but I think there are a couple of civs that have this as a preference so its a way of handicapping the AI, if it needs it.

I see, but starvation is unfortunately an excessive and crippling penalty, and' I'm pretty sure this will be the outcome. It can be tested ofc.
as far as starvation goes, just look at the theocracies in the world today, Iran and Afghanistan. Maybe not starving but definitley not thriving. Besides, by the time you can move into a Theocracy you should be able to farm, or at least you soon will and with farms most of your main city tiles should be producing at least 3 food, as long as you built on grassland or plains with a bonus tile. with farming plains will produce 3, grassland 4, floodplains and obscene 6, plus if you have any food bonus tiles, elephants for example :) you could survive even with the minus 1 penalty. you just won't thrive.

It does make them different, but a social democracy definitely should have maintenance in my experience. I live in one :cry: and it's definitely not full of corruption either. Perhaps the name should be replaced?
As far as social democracy and communal corruption. in this case don't think of it so much as corruption but simply as spreading your tax dollars around to the more "needy" and less well to do. The Social Democracy is a welfare state, not that I need to tell you, and the main goal is to make everybody suffer at the same rate. (can you tell I am not a big socialist).

I agree the lack of maintenance was a mistake, and the communal corruption is a better alternative to distinguish between the capitalist federal republic and the socialist social republic.
 
Originally posted by cricket
I still can not built ports in citys built on the second island. I can build one on my home island but not on any others.

Needless to say this really affects my trade

:cry:

I have tried both building and not building harbors and I checked to see that coastal installation was checked and build near water is not. Same with shipyards. I simply cannot build on the second island.


I am new to this, but could it be that ports require timber (like shipyards?) I am trying out a variant where ports don't require timber, but shipyards still do.:confused: I hope it works, because I like scenarios with a lot of water.
 
I like your mod so much I registered at this site just so I could report my experiences. I am very green on scenario/mod design, more of a play tester than a designer. Here are my observations.:mwaha:

1) I already posted about the problems with building ports. If I am seeing this right, ports won't build sometimes because of lack of timber. I think this skews the game too much away from trade. It is a Catch22 for isolated island civs.

2) I've noticed that too many civs fail to get past one city at the beginning. This happens for two reasons: Either the civ is surround by mountains and jungle and is wiped out before it can build a long enough road to get a settler out, or it can't grow its first city past '2' because there isn't enough food.:nono:

3) I tend to like a relaxed pace with time to explore the strategy and tactics of each era. I set the minimum time to research new tech higher to slow the game down. This tends to exacerbate the problem with too much money in the early years.

4) Also, a minor note: The sailing Ship of the Line, though not built by the young United States, was the major battleship of its day during the War of the American Revolution and the Napoleanic Wars. If anyone is tinkering with units I would urge adding the Ship of the Line as the ultimate saling warship with frigates downgraded a bit to the role of sailing "destroyers." :grad:

You are doing a great job. This is not meant as criticism. I appreciate the time being put into making Civ3 an enjoyable game.:love:
 
Great mod, but have found one major "bug", you can't build FIGHTERS.

I have in the build cue list airports, airbases, bombers, but no fighters.

Once I discovered Adv Flight, there were helos and paratroopers, but still no fighters.

Great work though guys!
 
Originally posted by Skotty702
Great mod, but have found one major "bug", you can't build FIGHTERS.

I have in the build cue list airports, airbases, bombers, but no fighters.

Once I discovered Adv Flight, there were helos and paratroopers, but still no fighters.

Great work though guys!

Don't mind the newbie! I checked the BIC and there were no countries set for availibility for fighters. I pretty sure I didn't change anything with the BIC so you might want to check the DL file.
 
Kal-el:

I may not be able to check this thread too often for awhile so if there is anything you would like me to do, email me at asklfhdnnsdnfsldfsk@gidustin.net (actually, anything @ gidustin.net comes to my box, so . . .)

I just released V4.0 of my own mod. I was soo happy when I was able to get 120MB worth of file changes into a 29 MB installer :p

Well, TTYL

GIDustin
 
Originally posted by guidebookdave



I am new to this, but could it be that ports require timber (like shipyards?) I am trying out a variant where ports don't require timber, but shipyards still do.:confused: I hope it works, because I like scenarios with a lot of water.
By George I think you have figured it out[dance]
I will play a game tomorrow to check but it looks like that might have been the key.
Cricket:jump:
 
Kal-el,

I wasn't thinking straight when I commented about starvation and Theocracy. You're probably right. If I ever get this far in a game :( I'll try it to see how it works.

As far as Social Democracy goes, I'm not a socialist either ;) - but using communal corruption has the side effect of affecting production, not just taxation. Too bad there isn't any way to just increase taxes for a government.
 
Skotty702:
You're absolutely right about the fighters - bug will be fixed in the next release.

Kal-el: I think Guidebookdave is right about the timber requirements causing the Shipyard/Port trouble. I think we'll have to remove the resource req from the Port as it is flagged as allowing water trade. Won't be much trade if there's only timber on one continent, I guess (before airports anyway)

By the way, good thinking , Guidebookdave. :goodjob:

These bugs will be fixed in the next release - stay tuned for it, It will be out within 4-6 hours (if all goes well) and will include Effect descriptions for all Improvements and Wonders.....[and there was much rejoice]
 
Nightstorm:
You had to ask, didn't you? :rolleyes:

Yes it will fix the civilopedia icons - again.

Say, what are _you_ doing anyway - we still need civilopedia icons for the resources, unique animations for units that don't have them, etc. etc. etc....:borg: :whipped:
 
Originally posted by Isak
Nightstorm:
You had to ask, didn't you? :rolleyes:

Yes it will fix the civilopedia icons - again.

Say, what are _you_ doing anyway - we still need civilopedia icons for the resources, unique animations for units that don't have them, etc. etc. etc....:borg: :whipped:

Which icons ya need...I used to have some around here somewhere till I was told to uninstall and reinstall to get the full effect of the mod. :)

As for animations, well I suck at that... :(
 
Which icons ya need...
I don't have any civilopedia icons for any of the new resources :(
I used to have some around here somewhere till I was told to uninstall and reinstall to get the full effect of the mod.
Actually the best way to get full effect is - Start in Dos, type format c:......:nuke:
As for animations, well I suck at that...
You don't know that until you try.... I tried - I suck ;)
 
DAMN I'M GOOD!! :D

Here ya go Isak. Icons for the following new resources:

- Coffee
- Copper
- Corn
- Fruit
- Marble
- Oasis
- Pearls
- Timber
- Tobacco
- Tropical Fruit
- Wool

As with all my stuff, these are preliminary (mostly cause I got them from other places :D ). But, I will be updating some and will repost those that I missed. Guess this means that you will have to update the pediaicons.txt file... AGAIN! :lol:
 
DAMN I'M GOOD!!
And fast...:goodjob:
Guess this means that you will have to update the pediaicons.txt file... AGAIN!
Yeah, but I know my way around it now - anyway, I think I'll just postpone the patch for another 4-6 hours (who believes in scheduled release dates anyway ;) )
 
I think/hope I'm approaching a workable solution to the money issue, but it would help to have some data to test it on. I don't have the time to play all that much, and have difficulty getting past the first age. I noticed that some people seem to have progressed to(wards) the end, and they might just have some savefiles lying around.

I need the following data:

- Version of DyP (if available)
- Name of Civ
- Date
- Government type
- Number of cities (of size up to 7 / 8 to 15 / over 15 )
- Total number of units
- Total maintenance cost of improvements
- Total cost of corruption
- Total income (without any deduction for expenditures)

The data are available from the city screen (F1) and the military screen (F3).

If you feel lazy, you could also send me the savegame.

Don't post it here, send it to robert.olesen@get2net.dk

:) Thanks :)
 
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