Double Your Pleasure

TO ALL

Patch 1.29f has a write-protection on the Civilopedia.txt (an error from Firaxis, apparently)

The EXE DyP installers before version 0.79 wont overwrite this, so if you use the EXE installation sets (as opposed to the ZIP's) please follow this procedure after installing patch 1.29f:

1. First, you must manually go to the "TEXT" directory under your Civilization III directory, and find the Civilopedia.txt.

2. Then select it, right-click while hovering over it and select "Properties" on the menu that should appear.

3. In the Properties dialog, remove the check-mark in Write Protected box in the lover half of the dialog, and press ok
(note: I can't remember the exact name of the Write Protected box, as I'm currently using not using english OS)

Then start installing the DyP mod as usual
 
I did the reinstall with the changed properties for the Civolpedia.txt file, it is "Read Only" selection - without the check mark - in the properties tab.
It installed fine other than I still get version 079 in the game splash screen.
But, the game still crashes when Mining is discovered. It is fine for other Techs, just mining seems to crash it. At least that is all I have noticed so far as I don't go to far into the game obviously.
I really don't want to have to go backwards and start, (and maybe even finish), a game without the Mod!
Later ... jb
 
Edit:
Yeah!!! That worked for me. All is good now. For some reason the 0.79.5 exe did not work for me, but the zip did the trick.
Now to try the new stuff .... jb.

I think there might be a problem wiht the 795 .exe as I tried the 795 zip instead and it worked fine. The game now shows the correct version. I will see if it also fixes the crash problem.
Later jb.
 
Originally posted by JohnnyBuck9
I think there might be a problem wiht the 795 .exe as I tried the 795 zip instead and it worked fine. The game now shows the correct version. I will see if it also fixes the crash problem.
Later jb.
The 0.795 EXE had the wrong directory as the default install directory. If you choose Browse in the install dialog and select the correct dir, that should fix the problem.

I have also replaced the EXE on the DyP site, with one that has the correct default install directory. Thanks for the tip JB. Happy DyPping to ya (keeping my fingers crossed ;) )
 
I haven't played Civ3 for awhile, waiting for 1.29 as I like playing a modded version of the game (I played a variation of the LWC mod from early on through 1.21) but have followed the development of the DyP mod with interest. So last night I downloaded all the DyP versions plus 1.29. This afternoon I installed 1.29 followed by DyP 0.76, 0.77, 0.79 and tried to run the game. The game fails at the very end of the new game start up sequence (where it says something along the lines of setting up human player...). There is an error message saying there is an error with the /tribes/tribes/ini file. Set the starting unit to Clans to try to avoid the error but got the same message but with Clans/Clans/ini. Came back to this site, found 0.79.5 was available, have downloaded and installed it. Get the same problem. Replaced the DyP civmod file with the original and the game starts fine (although of course the resource icons and names don't match - which suggests that the DyP resource files at least got unzipped successfully). By the way, the start up screen says DyP 0.79.5 and I have done everything from zip files. Will have a look around the unit/ini folders myself but am no expert at the graphical side of mods and would appreciate any help that the DyP experts can provide.

By the way, I had a thorough look through the DyP civmod.bic file and you guys have done a lot of work and deserve a lot of credit. I eagerly look forward to playing it.
 
Anglophile: If you have downloaded the EXE files, you're problem is most likely caused by the write-protected Civilopedia.txt file, which makes the installers of v.076 and v.077 quit before all files have been copied. Check out this post , follow the instructions, and then reinstall the DyP mod (you shouldn't necessarily have to reinstall Civ3).

If you use the ZIP files, something went wrong in the install of v.076 (which is the one containing the Tribe and Clan units). Make sure you have the full (20 meg) v.076 and not an upgrade. If you do, try reinstalling the mod (again, it shouldn't be necessary to reinstall Civ3)

Hope that helps, if not just email me and I will wake up the Bug Squasher :)
 
Eww...Bugs!!! :eek:

Since DyP is great right now, I really don't think I should get the newest patch! I don't want to mess around with renaming text just to play a slightly different version. I hope PtW will kill most of the bugs still in Civ 3.
 
Higher Game: Which latest patch don't you want to get? Firaxis patch 1.29f or DyP patch 0.795 :confused:

There's no need to rename anything to play, I've already done that, and it is in patch 0.795. :)
 
I mean, the recent Firaxis patch is really just a bunch of editor improvements! I wouldn't want to mess up DyP, with the bug in discovering mining and stuff like that.

Anyway, I'm curious as to how versions of something are named (1.0,1.12, etc.). In AOL, they go from 1.0 to 2.0 and so on. However, in games, it can go from 1.042.2 to 1.056.72. Do you guys just make it up?
 
Originally posted by Higher Game
I mean, the recent Firaxis patch is really just a bunch of editor improvements! I wouldn't want to mess up DyP, with the bug in discovering mining and stuff like that.

Anyway, I'm curious as to how versions of something are named (1.0,1.12, etc.). In AOL, they go from 1.0 to 2.0 and so on. However, in games, it can go from 1.042.2 to 1.056.72. Do you guys just make it up?

it's up to the developers, what their versions are
 
Originally posted by Dark_Magician
Just read that maximum number of civilizations is 32.

If someone played such game as Imperialism (first one) there was an interesting feature - small and big nations.
Oooh, I still play Imperialism - recently bought Imperialism 2 very cheaply - it is definitely a great game. Your idea about small and big nations is also good, but I think it would be best suited for a Scenario - there's nothing stopping anyone from making DyP compatible scenarios (I know I will eventually :) )

And we are definitely going to add more civs to the game, but it will wait until we know more about which ones will be in the Play The World expansion, as we don't want to duplicate any of those.

Originally posted by GIDustin
I just updated my web page to include a "Other Mods" section, and DYP is the first one listed. Consider my web site as a mirror for downloading the mod. :)
Great - thanks :goodjob:
Also, OT, I just searched @ yahoo.com for "GIDustin", and found that I made the search engines after 6 years of being a webmaster.
....Uhm, did you know that most Search Engines take submissions - all you need to do is fill out a form. But I guess that advice comes 6 years too late to be helpful :D
I am also curious as for one thing. Kal-el said that he was going to add civs to the mod after PTW is released. I am wondering if you guys had info on how many, which ones, etc. I am guessing you will "double" the civ amount to go with everything else.
Not quite, since Firaxis will be adding 8 more themselves in PtW. We will most likely fill in the remaining 8 blanks.

Dingocat85: Some interesting suggestions on mines. Thanks. Not sure myself how much of this is actually possible, but I will definitely check it out.

Medwynn: Don't worry, you don't have to "sign up" for Beta-testing. So long as you play DyP and post about it here, it is good enough for me :)

GIDustin: We will come up with an alternate scheme for the Tech Icons, probably using 4-5 icons per Era to signify the type of Tech. But if you can supply us with dozens of Tech Icons, we will of course consider doing individual icons for all techs ;) - It would also be a good idea for another Add-on of course (hint, hint)

JohnnyBuck9: Now I will lie sleepless all night trying to figure out what you edited out of your message - I wonder if there were any curses, I hadn't heard before ;)

KingJoshi: Yes, your modmanager is very good indeed ;) It will soon go on the DyP site, if you don't mind. And thanks for the list of files - If it hadn't been for that, I would have forgotten all about the Script.txt (and as a consequence there would still have been errors, but no error messages).
 
Originally posted by Higher Game
I mean, the recent Firaxis patch is really just a bunch of editor improvements! I wouldn't want to mess up DyP, with the bug in discovering mining and stuff like that.
Well, if you install the patch 1.29f and then install DyP up to 0.79.5 there will be no problem. The bug when discovering mining is no longer there. Of course there might be other bugs, but there are no longer bugs that we can blame 1.29f for - as you say yourself, it really doesn't change all that much gameplay-wise.

However to continue updating DyP you will need to have 1.29f installed, since the DyP BIC file is now 1.29f standard, and you can not load it with only 1.21f installed :(
Anyway, I'm curious as to how versions of something are named (1.0,1.12, etc.). In AOL, they go from 1.0 to 2.0 and so on. However, in games, it can go from 1.042.2 to 1.056.72. Do you guys just make it up?
Oh, there is a very detailed scientific way these version numbers are made up... I have just forgotten it at the moment.... :crazyeye:

No seriously, different programmers have different practices. The change from 1.21f to 1.29f that Firaxis made signifies (presumably) that 7 versions have been tested internall (1.22f, 1.23f, 1.24f..etc.) until the eight one was found to be good enough to be released.

We are not using version numbers very consistently as such, but you can view the version number as a percentage of how much of the game we feel is finished. So right now we feel the game is 79,5% finished.

I will come up with a new explanation once we reach version 1.01 ;)
 
I am simply amazed that Firaxis would test a patch 8 times just to make sure it is of the highest quality to the gaming public. Great job! :goodjob: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
 
Originally posted by Higher Game
I am simply amazed that Firaxis would test a patch 8 times just to make sure it is of the highest quality to the gaming public. Great job! :goodjob: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Yes, if it's true, they may have gone a bit overboard... I mean here at DyP we don't even test it once :rolleyes:
 
Isak, when you make modify old buildings and put their icon reference in the PediaIcons.txt do you have to keep it set as ERA, CULTURE, SINGLE, etc, or can you define it how you want?

Pap
 
The ERA, CULTURE and SINGLE identifiers tell the game how to read from the Buildings_Large.pcx and Buildings_small.pcx, as well as the Civilopedia icons. If set to SINGLE, ít will only expect one Icon file. If set to CULTURE or ERA it will expect 5 or 4 icons (and of course change which one is displayed depending on either the Player's culture or the Era).

That is, as far as I know the only function of these lines. Whether setting one wrong produces an error, I don't know, but I would suspect that it does under patch 1.29f, at least.

Btw - getting any work done on the Civilopedia? - Email me a status report, thanks :)
 
Originally posted by Isak
GIDustin: We will come up with an alternate scheme for the Tech Icons, probably using 4-5 icons per Era to signify the type of Tech. But if you can supply us with dozens of Tech Icons, we will of course consider doing individual icons for all techs ;) - It would also be a good idea for another Add-on of course (hint, hint)


Hmm. Good Idea. I will start now, but I have some other things I need to do as well so I cannot work on it 100%. My Web page and MOD come first, but my web page is stable, and my MOD is frozen until a friend of mine comes down and works on re-making the bic file. It is too much work for me. :p I will do all the txt and pcx, he can do the bic.

As soon as I get it finished (the addon, I mean), I will post on my web site, these forums, and hand it over to Isak or Robo to put on the website.

GIDustin
 
Isak, thanks for the advice - one of the upgrades (0.77 to 0.79 I think) was an exe file, the rest were zips. Don't know why I would do that; my excuse is that it was 3:30 AM and I was watching the All Blacks thump the Springboks (Go Blacks!). Maybe Ernie will recover some honour for South Africa today at Muirfield. In any event, downloaded the zip version and tried to upgrade from that point which didn't work so uninstalled everything / reinstalled everything and the game is working fine. Like the game so far but too early to really get the flavour. Did wonder why there weren't any cows (love cows for a quick start, so necessary on the higher levels) but worked it out eventually. You guys are going to make me work harder for a win it seems. Thanks again for your help.
 
Ok, I finally got it going. The key was using all "exe" DYP files. I don't know why, but it wouldn't work with a combination of exe & zip files.

Thanks Isak![dance]
 
:confused:

There shouldn't be a problem using a mix of Exe and Zips - they have exactly the same content. Sounds more likely there was a problem with one of the Zips you were using.

But, glad it's working for you too. :cool:

Anglophile: Yeah, the cows pop up a bit later in DyP. It can be very Moooh-stifying at first....... :crazyeye:


Jeez, I need a vacation...
 
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