Double Your Pleasure

medwynn:

Thanks! That's the first comment on my program since version 0.3 and the first comment in over a month! There have been 44 downloads (of version 0.3), but I have no idea if people used it or what they think of it. I really appreciate the feedback! :)
 
Finally back! AOL was giving me issues with my account, but I managed to get it back. Anyway, I already brought up this issue in an e-mail to Kal-El, but I'm posting it here too.

If an AI isn't on a sea square and doesn't have a bonus food tile, it cannot grow beyond size 2. The AI aims for masonry early and this hurts its expansion. Please move the tech for the 2 pop settler up a bit because the AI cannot handle it so early. The AI has a tendency to research the upper part of the tech tree first and the lower part later. Attaching the 2 pop settler to egalitarianism would weaken democracy, and make rushing to it less effective. I normally rush to democracy and it almost always pays off big. There should be a penalty too.

Secondly, I saw a commercial AI with 2 cities making a merchant in its capitol. The merchant really must be moved forward for it to be fair.

These 2 issues are the reason why many AI's are little 2 or 3 city civs. I tested this on a random map, but I will play the DyP world map sometime and see how it plays.
 
Originally posted by Higher Game
If an AI isn't on a sea square and doesn't have a bonus food tile, it cannot grow beyond size 2. The AI aims for masonry early and this hurts its expansion. Please move the tech for the 2 pop settler up a bit because the AI cannot handle it so early. The AI has a tendency to research the upper part of the tech tree first and the lower part later. Attaching the 2 pop settler to egalitarianism would weaken democracy, and make rushing to it less effective. I normally rush to democracy and it almost always pays off big. There should be a penalty too.
All this is in the process of being changed dramatically. We're adding a new defaukt government with tile penalty to go with the 1pop settlers, and introducing the 2pop settlers along with Despotism. I think you will like it. I certainly do. Theres an early preview of the changed ancient tech advisor a bit earlier in the thread.

The main penalty in Democracy is high war weariness. And also high unit maintenance. If you're in a peaceful situation then Democracy should be preferable.
Secondly, I saw a commercial AI with 2 cities making a merchant in its capitol. The merchant really must be moved forward for it to be fair.
Sorry, I may be a bit dense. What is "forward"? Later in the tech tree? The real issue is then that the commercial civs might need to have another special.
 
I've played about four games of DYP on huge random maps with about ten to twelve opponents at the Monarch level.

As several others have stated, the AI, for some reason, simply peters out about half way through the game.

I've never had an AI civ attack with anything more than one or two armored units a turn. However, the AI certainly will attack in numbers earlier in the game with calvery and such, making it much, much more dangerous and fun (to give credit where credit is due, Civ3's AI is lightyears better than Civ2's IMO).

Why is this?

Is that the Civ3 hard coded AI procedure maybe?

On the other hand, I too am starting to have armored units available usually around 1930 or something, which is a HUGE improvement over the original game, where I could crank them out in the 1400's. lol!

This mod still has a ways to go, but nevertheless is already a massive improvement over the original game. Firaxis would be well served to consider hiring some of the DYP staff on a contractual basis it seems to me.
 
Hi everyone. First I wanted to congratulate the DYP team on a great mod:). It really adds so much more depth and strategy to the game. With the added techs, the reasearch rate has become historical.

Sorry if these questions are dumb but:

I was wondering why won't the AI trade anything for flax (not even 1 gold). Perhaps its just in my case but has anyone else had this problem?

Wouldn't all of the added cultural stuff make it really easy to win the game that way? I havn't finished a game yet but my capitol will pass 20000 culture well before the game is over.

Keep up the good work guys.

-Mike:)
 
bshirt, I think the AI develops problems because it doesn't understand that it must build the production-boosting improvements. I'm not sure how to deal with this.

Mike23, the culture issue remains to be solved. I don't think the culture win limit is editable. You should eb able to disable a cultural win, however <G>
 
We are trying to fix the AI build problem by setting all AI civs to build production-boosting buildings often inthe Governor section of the bic. This should really help.

If anyone wants to try this before we get the next releaseout and post their findings that would be helpful.

Thanks,

kal-el
 
I mean, the merchant should come from a Middle Ages tech because that is when they really appeared. Maybe a little after feudalism. I don't like seeing the AI try to play OCC and lose so horribly.
 
I know yall guys are workin but can i ask questions? WIll new patches from firaxis mess up yalls mod? I was wondering if the production queue will be available in the final version of this mod. Speaking of final version, may I ask what would be your deadline or if not a deadline what is the estimated date you guys think that this mod will be completed by?
 
Originally posted by Greeko
I know yall guys are workin but can i ask questions?
Why, sure :D
WIll new patches from firaxis mess up yalls mod?
Probably, I just wish I knew how.
I was wondering if the production queue will be available in the final version of this mod.
I'm sorry, I don't understand what you mean :confused:
Speaking of final version, may I ask what would be your deadline or if not a deadline what is the estimated date you guys think that this mod will be completed by?
I suppose you mean version 1, cause it definitely won't be completed by then. There will be (a few) error corrections and new ideas for soem time after that. I have no idea. Isak is much better at throwing out deadlines, though they are rarely useful ;)
 
hi great mod i'm making tweaks on it like adding different civs and changing units.

But (there is always a but) i have a problem when playing any game when i get to around the mid modern era (around steath, smart weapons area) it always crashes can you please help me
 
:( Can someone please help me with Great Wonders. Perhaps the Civolpedia enteries are not all up-to-speed on this yet but I have the required Tech advance and still don't get the Great Wonder in the City build list.
Other Civs are happily constructing them and I have the lead in Techs!
Is there a list of what is required if it is different than the Civolpedia states?
I can build some of them, but not nearlly all.
Thanks much.

jb.
 
Originally posted by Higher Game
I mean, the merchant should come from a Middle Ages tech because that is when they really appeared. Maybe a little after feudalism. I don't like seeing the AI try to play OCC and lose so horribly.

Merchants were around long before the Middle Ages. Trade was prevalent throughout the Mediterranean during the classical period. Athens built its empire on trade, and caravans crossed the western sahara on a regular trade route bring gold from the south to the north for salt. Egypt had a large trading empire as did most early great civilizations.

As far as OCC goes, I think there are plenty of other problems that the AI wil face besides the Merchant. Food is the one that comes to mind.

Originally posted by JohnnyBuck9
Can someone please help me with Great Wonders. Perhaps the Civolpedia enteries are not all up-to-speed on this yet but I have the required Tech advance and still don't get the Great Wonder in the City build list.
Other Civs are happily constructing them and I have the lead in Techs!
Is there a list of what is required if it is different than the Civolpedia states?
I can build some of them, but not nearlly all.
Thanks much.
Tell me which ones you can't build and maybe I can be of more help to you. Help me, help you. :)
 
JohnnyBuck9, it should be in the readme+changelog, but there's a lot of stuff in there. There's also the spreadsheet, available from the DyP site (see my sig), but you may not be able to use it (It's Excel).

Many wonders have prerequisites.
 
hey Johnny,

There is an Excel file that is a complete reference (as of v0.77). Since I'm having trouble connecting to the DYP website, I'll post the file here. If you don't have excel, let me know and I can try to save the file as html or something.
 
D'oh, RobO beat me to it! :)
 
Just what I needed. Thanks very much for the quick responses!
Now I can get back to kicking some butt!
Later ... jb.
 
I have updated the world map. I have added some more flax to hopefully increase AI navies. The final solution may lie in the governors, but that test will have to wait.

version 1.6 of the DyP Earth Map is now available.
 
Kal-el,

There seems to be a lot of resources in your map. Is that to recreate how it actually is, game issues, mixture? In some ways, it helps recreate the slow growth and then rapid expansion, in some ways there seems to be too many.
 
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