Double Your Pleasure

Originally posted by Morbius
connor,
i had the same problem. i dont know why there is still this damaged patch on the dyp website.
go to page 61 in this thread and look for ROBO's 0.83 patch there. that one works.
Actually there is nothing wrong with the one on the DyP website - if you open the zip and look in the text folder, there's a file called version.txt. If you view that file, it says version 0.83. So if your version doesn't show 0.83 it's most likely because it was extracted to the wrong directory. :)

Curswine: Ok, I will check it out and see if it would make such a mess of things (it may also be Gramphos multitool making a mess of things, but I would rather not offend 'Gramps', unless I have solid evidence ;)

Skeeta: I have no idea why that happens - if you could send me a savegame from before the crash (preferrably as close as possible to the crash) I will have something to work on. Just send it to isak@privat.dk
 
Kal El could u help me install some leaderheads for my game please?
 
Originally posted by RobO

Interesting. You could also make Offshore Platform dependent on Oil within city radius and increase the effect (and possibly cost).

would be interresting but, only small wonders can be dependent on resources within city limits.

Connor, et al.,

Think of the mining tech as allowing shallow surface mines. The ancients obviously were able to extract minerals from the earth but deep mining didnot occur until much later in during the early middle ages. I wish there was a way to illustrate how mining has gone so much further since that time, but alas. I didn't think people would aprreciate not being able to mine until the industrial age or even the modern age.

You are still able to gain the bonuses from the resources and that represents access to those layers closer to the surface.

ChaoticWanderer,

The only way to increase the work rate of a unit is to play as an industrial civ (their workers work at a faster rate) change to a better government that allows for a faster worker rate, or discover the one tech that doubles work rate (only one tech can have this effect, and I can't remember which one it is)

Serfs, Workers, Laborers and Engineers all do the same jobs, if they didn't the AI wouldn't be able to handle them. The only difference is in the movement rates, and since the serf is only buildable by the industrial civs he gets the industrial civ bonus.

This AI limitation is why in DyP you do not see Legioniares with the build road ability or any other combat unit with worker abilities. Only the Human player would know how to use them and the AI already has enough problems.

On Mining,

Only the industrial civs start with mining. All other civs have to learn it. As has been discussed mining only allows you to see some of the minerals but in order to actually build mines you need to discover Engineering.

On Requiring Copper for Early Units,

Seems logical, right? But think about it, if copper were required for early units most people would be screwed from the start. We could add a bronze spearman that had a higher defense than the regular spearman, but I don't know that it is worth it.

Olives and other Resources:
The mod already has Olives. Olive Oil. AS for other resources I am looking inito adding additional resources but there are concerns on how the program will handle additional resources on a random map. Prior to 1.29 we were running into some problems with the occasional missing resource. Chocalate is on the list of possible resources along with Cotton, Dyes, Tea, Camels, Fowl, Tropical Fruit and a few others. I also do not want to add any more Luxury resources until I have confirmation that only 8 will affect happiness at one time. Otherwise we run into the overly happy cities problem again.
 
Imprezza,

I have not even looked at adjusting the leaderheads yet. I suggest you look up GIDustin or GhengisFarb and ask them if they could help you out. There are others on the boards who are alos familiar with that process but I know those two guys have done a lot of work with leaderheads.

Sorry I couldn't be more help,

kal-el
 
Imprezza: I've installed a few leaderheads before (replacing some leaders in the normal civ3). What leaderhead(s) are you trying to install, and who do you want them to replace? Once I have that information, I can (hopefully) help you install them. :)
 
I just think I did not extract the files right. They did not go to the right folders. The .bic file was there, but the text files did not go to the right folders, they just stayed in the main folder. I think it was playing on the .83 .bic all along. My bad.

Kal-el, I love your huge world map, it's great. I am going to have to put more RAM on though even with an XP1800 and 256MB of PC2100 ram at the industrial era, slowed to about a minute a turn. Those are the kinds of maps I love, great mod. Glad you did it.:)
 
If you need help with leaderheads, I can surely help you out. I can add civs to the existing DyP mod, and/or change the current ones if enough information is given to me, and I have the time

The only problem with this, and this is a HUGE problem, is that everytime Kal-El Posts an update to the DyP, we either have to re-add all the civs, or make to our version all the changes in the new DyP.

Since DyP has been having many patches/updates, this would be really difficult to do until they get a stable release and future patches are not needed.

Of course, if you really want to add civs, dont let frequent updates stop you. I wanted to add civs to my mod, and everytime Firaxis released an update, I had to start over. But I felt it was worth it.

GIDustin
 
Two Ideas:
1) Price adjustment...Temples make one citizen content, and with Great Buddha, their effect is doubled, making one more citizen content.. in all cities with a temple On the other hand, Gutenberg Printing Press (whatever it's called) makes one content citizen in ALL cities, regardless of whether they have a temple or not. So why is the Buddha GW more expensive than the Gutenberg GW? Gutenberg seems like the better of the two GWs...

2) Can Small Wonders become obsolete with a tech? If so, you might want to get rid of the 'Slave Market' city improvement..and replace it with a 'Slavery Institution' Small Wonder. One city would build it, granting all other cities in the Empire, the 'Slavery' improvement. Again, the only benefit in this would be if it could become obsolete with Emancipation...


Also...when I look up Marketplace, one of its effects is increasing "Luxury Revenue" by 50%. What's Luxury revenue?

Dingocat85


Dingocat85
 
I was wondering Kal-El

if you ahve given thought to making your world map of races at different levels.

like ancient so only ancient races would start on it.

ie phonecians babylonians and such

then middle ages for germany england france. spain

then modern for america canada germany mexico and such

that way can have more civs in same places but not at same time.

they only difference of course would be the starting races

like in america ancient would be the tribe from arizona said to bet he oldest indian tribe in america that amde the great mesa houses.
then i middle ages have the sioux and the iroquis start out.

and in modern have america and canada start out

Just an idea
 
Originally posted by Dingocat85
1) Price adjustment...Temples make one citizen content, and with Great Buddha, their effect is doubled, making one more citizen content.. in all cities with a temple On the other hand, Gutenberg Printing Press (whatever it's called) makes one content citizen in ALL cities, regardless of whether they have a temple or not. So why is the Buddha GW more expensive than the Gutenberg GW? Gutenberg seems like the better of the two GWs...
Good point. I think OFL will have to decide what the cost shall be.
2) Can Small Wonders become obsolete with a tech? If so, you might want to get rid of the 'Slave Market' city improvement..and replace it with a 'Slavery Institution' Small Wonder. One city would build it, granting all other cities in the Empire, the 'Slavery' improvement. Again, the only benefit in this would be if it could become obsolete with Emancipation...
Very good idea, but I'm afraid it's not possible. Haven't got the bic here.
Also...when I look up Marketplace, one of its effects is increasing "Luxury Revenue" by 50%. What's Luxury revenue?
Your trade or commerce income can be used for three purposes: Taxes, research and luxuries. Various improvements and wonders increase the output of these three. So, the marketplace increases the luxury output by 50%. This will ofc. not have any effect if you don't spend any of your income on luxuries.
 
Originally posted by Isak
Actually there is nothing wrong with the one on the DyP website - if you open the zip and look in the text folder, there's a file called version.txt. If you view that file, it says version 0.83.

There WERE an mismatch between the dl-link and what you actually got when downloading.

I think a v .84 would be in order to straigthen things up.
 
Originally posted by bernskov


There WERE an mismatch between the dl-link and what you actually got when downloading.
I know - I fixed it when I got back from my vacation :)
I think a v .84 would be in order to straigthen things up.
Hmm.. not sure we want to release another patch just for that - but I will add a note to the website explaining things later today.
 
Bloody hell! You blink and the forum jumps forward by 3 pages!
Kal-el, sorry for the inaccurate info - I was basing the comments on the piccies on the website, rather than playing it, as I at that point could not get the mod home to play / view properly. Thanks for correcting me on those issues. I'll play it tonight to try to have some more up to date comments on the mod.
 
Originally posted by Rory_20_uk
Bloody hell! You blink and the forum jumps forward by 3 pages!

I'm fortunate I have time to keep up with the progress the whole time so I never realize how long this thread is getting. Just like you don't realize your growth during adolescence.

I've been playing with Kal-el's map as the Zulus with 16 civs on v0.83. I'm playing on Monarch level for the first time. In only a couple cities did I actually build Mill or any production buildings (though I have a forge is al 45 of my cities). Actually, I've been building military units throughout the game and a standard of (Library, Shrine, Barracks, Forge, [military units], basilica, toll house, military units) in the cities.

Besides for the Babylonians (who are dominating in culture), I'm right up there with everyone else in terms of culture. Militarily, I'm way ahead. I'm tied for the lead in Science. Score wise, I'm up by over 500 points. I have the most land and population. I don't think I should be doing this well. Granted, I only have the Big Ben built and my empire could still collapse since the game isn't over. But I'm the only one with tanks right now and with over 100 Cavalry and infantry, so I don't see it happening soon.

The point of my message was to say that the new values for the grasslands and plain tiles makes it easier to warmonger (and I haven't even done that except take out the Egyptians). Since it becomes easy to build things, there is much less of an incentive to build so much and instead just take out other civs with might. Especially if done properly (which I didn't do), then you could keep the other civs less powerful and build the wonders because they wouldn't have advanced so far.
 
Kingjosi, what year is this? IIRC the Zulus don't have a lot of nearby enemies on the world map. And how do you think the relative abundance of resources on this map compared to random maps affected the result?
 
It's 1110 AD. The Chinese started in Carthage so I just declared war on them and will take them out the next few turns (they only have 45 total military units currently).

I do think the the location makes a difference (I chose them for a reason :) ). I was able to build over to 25 cities quickly without worry. I did a palace jump once and rushed a national constitution. That with another forbidden palace, and a summer palace helps my productivity a lot.

The abundance of resources on the map also makes a difference since it's easier to build settlers and workers with so much rice and corn around. And since I joined my first worker into the city and built like 10 settlers before any other type of units (maybe except a couple rangers), that boosts my score.

However, I remember in our DYP succession game, how we had to build mills and so forth to have any city produce well and only did it build Knights (IIRC) in 12 turns. Now, I'm producing Cavalry in almost all my cities in under that.

I'm enjoying my game :), but I have a feeling something seems out of balance. Maybe nothing is wrong and it's just me or it's just this one game. But just thought I'd share my comments and experience.
 
Thanks, Kingjoshi. You may well be right. It's takes some time to balance everything out and input like yours help.

Would you mind trying the same with 0.82 (it can be installed on top of 0.83 - or just extract the bic from the zip file)? Kal-el, Isak and I are having a rather strong discussion on the feasibility of applying the tile penalty to Chiefdom. I claim that it makes the game too boring at start, but the other two don't seem to agree :(

They're wrong ofc ;)

But the extra resources on the world map may provide what you need to make it interesting even with the tile penalty.

Btw, you might want to increase the number of free units the chiefdom government gets per city to 3 or 4. Money is a bit tight in 0.82 at start.
 
RobO, when I get done kicking butt here :), I'll try that out.
 
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