Double Your Pleasure

I found one more difference in the script files. Hopefully this one works.

GIDustin

Also, with the crashing after oracle, is that before or after it displays the wonder splash screen?
 

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Originally posted by GIDustin
I found one more difference in the script files. Hopefully this one works.

GIDustin

When I installed this script the game crashed. When I reinstalled Nightstorm's script it worked again. Anyone else or is it just me?
Cricket
:crazyeye:
 
Are you trying each script file more than once? It could have crashed when using mine because you were previously using a bad script file, and it was using those stats instead. The real test is if it crashes 2+ times in a row.

I am fairly sure that there is another problem somewhere else as well, I just dont know where.
 
:eek: Patch 0.46 out now - get it while you can :eek:

This is (hopefully) a fix for the Script errors that have been causing system lock-ups. The file is based on the one GIDustin posted (thanks GIDustin) but with a few (and otherwise insignificant) changes - oh, the joy of programming.... :rolleyes:

It has been tested by Nightstorm who was also having trouble with the old script.txt, and he has succesfully run the game using this script.txt - hopefully, so will everyone else.

Note: On the first attempt to run the game, you may experience other errors. Just exit the game again, restart your computer and start up the game - It should now work fine.

I'm posting the patch here, and it is also available at the Double Your Pleasure Site

Thanks to everybody for putting up with this error, and the nasty release manager - hopefully we can now all get back to enjoying the game........

......please!
 

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great mod! :)
excellent work.

i noticed that upgrading cavalry to hum vees doesnt cost anything, i guess thats not been intended?

and using 0.45, the game repeatedly crashes in a certain turn when an almost world wide war with tanks, humvees etc started.
when the AI is moving, that is.
lotsa units -- that the poroblem?

ill try it under 0.46 if possible, lets see.

oh, and the AI seem to produce less ships, if any at all -- at least i only saw few old triremes, though there should be battleships availiable.

rock on, puds :)
 
Originally posted by Morbius
i noticed that upgrading cavalry to hum vees doesnt cost anything, i guess thats not been intended?
Think not, but Kal-el better answer that

and using 0.45, the game repeatedly crashes in a certain turn when an almost world wide war with tanks, humvees etc started.
when the AI is moving, that is.
lotsa units -- that the poroblem?

ill try it under 0.46 if possible, lets see.
I don't really think it's the number of units that's the problem, though of course even regular Civ3 does seem to have problems with it from time to time - More likely, it's a problem with a specific unit type, but try installing 0.46 - You don't have to start a new game when installing 0.46. Starting a new game is only necessary for patches that include BIC files, and patch 0.46 is only a script.txt.

oh, and the AI seem to produce less ships, if any at all -- at least i only saw few old triremes, though there should be battleships availiable.
Oh, pleaaaz send me a savegame of this - It's most likely due to the AI lacking the necessary resources, but it could of course also be that the AI doesn't see them necessary....but plz, plz, plz send me a savegame (I'm a collector of DyP-Oddities :D )
rock on, puds :)
right back atcha', dude :crazyeye:
 
0.46 didnt help unfortunately.

i forgot to add that i modified the DYP bic-file concerning the food consumption.
i put it back to 2 food instead of 3 because i couldnt build a settler for quiet some time, but some (not all) civs could ... its been in the 0.33 version i think.

i hope you can load the save file at all with this change made?

how shall i send it to you?
email to the address on the DYP site?
 
Originally posted by Morbius
0.46 didnt help unfortunately.
Bugger. Guess I was a bit too optimistic that 0.46 would fix the remaining bugs.

i forgot to add that i modified the DYP bic-file concerning the food consumption.
i put it back to 2 food instead of 3 because i couldnt build a settler for quiet some time, but some (not all) civs could ... its been in the 0.33 version i think.
Ok, just so long as you know it's not an error, but a design decision. Kal-El (and I, for that matter) want early expansion to be difficult. You can ease the task a bit by settling next to a bonus resource, but it is still going to be difficult.
i hope you can load the save file at all with this change made?
If not, it's not because you made changes to the BIC - the good thing about BIC's after 1.21f is that they're actually saved in the savegame, without losing anything in the transition (in theory anyway) - however, a number of the save game files I have received from people (even before 1.21f) refused to load, giving me different kinds of DataIO errors, most likely pointing to the fact that the savegame had in fact become corrupt. It's a Civ3 problem, not specific to mods, I'm afraid.
how shall i send it to you?
email to the address on the DYP site?
Yep, just do that - I'm on broadband, so don't hesitate to send me unsolicited files...This goes for all DyP players....tho' my mailbox capacity is only 10mb, so dont send me too many scans of last year's holiday pictures, please :D
 
Added an alternative Resources.pcx file, with smiley icons on the Luxury resources, for those who prefer them that way.

File courtesy of RobO - get it at the Double Your Pleasure site in the new Add-ons section.

Note: You don't need this to play DyP - but it might help you spot those Luxury resources a bit easier.
 
Some small corrections I found for the next release:

Missing Civlopidia entries:
Horse Archer and Secret Agent.

Wrong entries:
Longboat is still long ship.
Dragoon description says cavalry.

Other:
Civlopidia is full of Ivory entries.
HumVee does not need Aluminum in BIC but in Civlopidia it does.
Currency has Mathematics and Trade as a Perquisite, should only be Trade.


All playing well so far! :)
 
The busiest day yet.

Yesterday we had more than 150 unique hits on the website.

Just to let you all know that the menubar at the bottom os not reflecting quite the content we are aiming at.
At present it is just a listing of the new pictures for the respective category, but it will soon be a listing of the individual object with some explaining text - almost like the civilopedia.

Good work everyone and hopefully we will have even more people playing this great mod.

Regards
 
here are a coupla bugs i think i discovered :

im pretty sure that the persians had already discovered flight, but only when i discovered it too, the (my) colossus was obsolete. is that intended?

some laborers allegedly needed some 5 turns to build a mine or road on a mountain.
but it took only 1 round (which was okay i suppose as there were 2 of them working, but it told me it would take much longer).

i dont have to research ecology in order to research plastics (the tech tree says otherwise).

and it tells me i have to research space flight in order to research recycling ... the tech tree disagrees again.

i hope this could help.

regards: Morbius

ps: this is the second game i play with 0.45 and 0.46, and i did not see any AI warships at my coastline at all.

pps: this is really an awesome mod :)
 
First off, let me say that I love the mod. Unfortunately, I can't seem to get past the Industrial Age. The game crashed once when I tried to found a city on another continent (the city wanted to build a partisan unit first, which may have been the problem). I re-loaded the game and tried again-it still crashed.

The second time was awhile later at the start of a new turn. I hadn't done anything yet, but one of the cities had attempted to build a partisan.

More than likely it's something to do with the partisan-which doesn't make sense, because the city just *starts* building the unit, it doesn't finish it.

Marc

P.S. I've got Version 1.21, if that makes a difference.
 
:eek: :eek: :eek: :eek: Ouch...

The Partisan ini file refers to a non-existant unit animation, that's why it keeps crashing.

I'll patch a.s.a.p.
 
Patch 0.47 - Animate the Partisan

Fix your Partisans with this minor patch - as always, available on the Best Double Your Pleasure site around ;)

Thanx tmarcl for noticing this - the patch is dedicated to you :D


Morbius:
im pretty sure that the persians had already discovered flight, but only when i discovered it too, the (my) colossus was obsolete. is that intended
I'm pretty sure that's how Firaxis wanted it to work - wonders don't become obsolete until _you_ research the tech that will make them obsolete - Doesn't matter if everyone else has had the tech for ages.
some laborers allegedly needed some 5 turns to build a mine or road on a mountain.
but it took only 1 round (which was okay i suppose as there were 2 of them working, but it told me it would take much longer).
That sounds strange - If you note this again, please save the game and send it along with the files in your Autosave directory (or at least the two most recent autosaves) to me. Email-addy is on the DyP site.
i dont have to research ecology in order to research plastics (the tech tree says otherwise).
Oooops :eek:
and it tells me i have to research space flight in order to research recycling ... the tech tree disagrees again.
...one correction at a time please - I'm getting paid per patch here :D
Seriously - this will be corrected in an upcoming patch.
ps: this is the second game i play with 0.45 and 0.46, and i did not see any AI warships at my coastline at all.
I've been looking at your savegame, and what I can say for now is: You're definitely right...there is not so much as _one_ AI ship (other than a few barbarian galleys) - I'm trying to figure out why right now.
:confused:

Bernskov:
Yesterday we had more than 150 unique hits on the website.
I still think we should consider adding banner ads :D
 
While we're at it, it required me to research Monotheism and Theology in order to get to Astronomy and I could not find any arrow explaining this in the tech chooser.
 
Originally posted by Isak
I've been looking at your savegame, and what I can say for now is: You're definitely right...there is not so much as _one_ AI ship (other than a few barbarian galleys) - I'm trying to figure out why right now. :confused:

In my current game the Germans are landing settlers and colonists on my shores, and I have seen at least one Caravelle. No warships, though. I'm into the AD 1300's or thereabout.

Perhaps they're too busy building other units? They do build ports (or rather, I have seen at least one AI city with the old harbor symbol, I assume that comes form the port now).

Another issue I'm a bit concerned about the incense requirement for temples and the temple requirement for cathedrals. No incence and you can't get either of them. That's bad luck for a religuous civ. In my current game I have until now been unable to locate any incense. I suspect this is a well-considered design decision by OFL, but the playbalance aspect does concern me a bit. On the other hand it adds some nice strategic choices, and there are other ways to improve happiness. Opinions, anyone?
 
I'm trying to reinstall all this (having uninstalled and re-installed civ3). Thinking I had all the needed files, I re-installed version .33 thru version .47, but the civ3mod.bic hasn't changed. The readme for .33 says I need to have version .32 first, but .32 isn't on the website. Do I actually need it? Or should I start over and re-try everything? (I want to avoid that, my computer is slow, and it takes 10 min to install civ3)

Marc:
 
i do also normally lack incense.
perhaps there could be a bit more, dunno.
however, the happiness can sufficiantly be controlled otherwise too, IMHO.

i just realised that the self extracting '0.46 to 0.47-update' link on the dyp page is instead a link to the '0.45 to 0.46 update'

the zip link is alright, though.

sorry, i guess i worded it a bit weird, just check out your 0.47 update links, and you will see what i was trying to say :)
 
Originally posted by tmarcl
Thinking I had all the needed files, I re-installed version .33 thru version .47, but the civ3mod.bic hasn't changed.
The last bic-file released was in version 0.40, so if you kept your savegames before uninstalling, you can still play them - we probably won't release another Bic file for a week (hopefully less - but I'm a born pessimist)

The readme for .33 says I need to have version .32 first, but .32 isn't on the website. Do I actually need it?
Nope - that's an error in the readme - The release manager forgot to change the readme.txt for the Full Install version of v.0.33 - I'll give him a good whack on the head for it. :blush:
If you have the full install version of v.0.33, you don't need any of the previous versions.
 
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