Double Your Pleasure

Originally posted by Dingocat85
Here's a slightly crazy idea..why not eliminate the Navigation and Astronomy bonuses? I don't mean delete the Technologies from the game..but disable the 'everyone can cross seas' and 'everyone can cross oceans' features. Instead, canoes/galleys/triremes can only traverse coasts, all ships developed after Astronomy (except the Longboat, of course) can traverse oceans, and all ships developed after Navigation (except the Ironclad) can traverse seas. ...
The flags are actually "Allows Trade over Seas" and "Allows Trade over Oceans". To not check those flags would be to disable the ability to trade across the seas and oceans. Something I think most people would prefere to retain over the annoying ability of earlier ships to eventually be able to cross safely. Its a good idea, but won't work. :(
 
Originally posted by Jeystone
Is it a bug or wot.

A Terime carries 1 and upgrades to a Carvel that carries 3
A Carvel upgrades to a Galleon that ony carries 2??

;)

The Galleon carries 4. You may be looking at the galley which only carries 2.

Regarding the Trader/Cravan/Merchant/Freight units:

It would be a real shame to lose these units altogether. RobO has suggested and I think he may be right, that it may be necessary to push them back to the industrial era. That of course means that the Commercial Civs need a new TSU. Any thoughts on a possible alternative TSU for the commercial civs?

I would also like to see what happens with the Theocracy test before we make any decision on the Merchant Class of Units. Is anyone testing the Modified Theocracy solution?

Thanks for being patient everybody. The next release of the mod might take a while. If we get some good info on Theocracy we may be able to release a patch that fixes theocracy and also might include a few extras that we are working on for the next release. Right now I am hoping to have it ready somewhere around mid September. Redoing the tech tree is taking a lot longer than I thought it would, and now that I am working full time instead of going to school I have less time for working on the mod.

Morbius,

Sure, that would be great. The more accurate the better. Sendme the info via email. Thanks.
 
ok i have mayan and phonecian civs built and working wrking on info for incan.

need info if anyone kind find them. on mayan leaders and generals. and phonecians got a few but would like more to make it better.

when i got a few civs will send it to someone if they want the civs to see if they fit into what you guys are building

now onto the Commercial unit

i never ever have built the commercial unit before because it always seemed a waiste of money and time.

i think something like a marco polo type character.

a explorer like charcter thts 0/0 and has the ability to make a colony jsut an idea. this wuld help commercial races grab luxeries faster.
 
Remember:

Since the Trireme only has a transport of one, the AI will NOT use it to expand as they ALWAYS defend their settlers. AI only uses ships with transport of AT LEAST 2 to expand.

I dont know if you would like to change your mod now, but I am smart enough to use 2 triremes, the AI however is not.

GIDustin
 
I'm playing a game with Theocracy effectively disabled (comes with Space Flight), but it takes me so long to get anywhere that others could well beat me to it. Any takers?
 
Originally posted by GIDustin
Remember:
Since the Trireme only has a transport of one, the AI will NOT use it to expand as they ALWAYS defend their settlers. AI only uses ships with transport of AT LEAST 2 to expand.
I dont know if you would like to change your mod now, but I am smart enough to use 2 triremes, the AI however is not.
I think that's acceptable. It is a warship, not a freighter.
 
City sizes.

I've played two DYP games so far. One at chieftain and the other Warlord. Ive noticed that AI cities appear to grow at half the rate of mine.

Taking a snapshot at the year 2050.

Chieftain

My top 3 cities: 23, 20, 20 size.
AI cites: 12, 12, 11.

Warlord

My top 3 cities: 15, 15, 15 size.
AI cites: 7, 7, 6.

I dont know if this happens at higher levels yet. If it does may I suggest a small change to help the AI city growth.

Increase town size to 8 or 9.
Increase City size to 16 or 18.

Move the improvements Aqueduct and Sewer further back in the Tech tree.

In my warlord game I was initially well behind militarally, and lost most battles and had to sue for peace and pay bribes, until my cities began to outgrow the AIs, then more production and science income allowed me to catch up and overtake the AI players.

Its a pity there are only three city levels allowed, I was originally going to suggest adding two more city growth improvements in population steps of 4 or 5, until I looked at the editor.

i.e.

Size, Represents, Needs.

1 - 4 Hamlet nothing
5 - 9 Village Stone Works
10 - 14 Town Aqueduct
15 - 19 City Sewer System
20 + Metropolis Water Treatment Plant
 
Remember that the Trireme is the Battleship of its day, while the galley is the transport ship. The galley can load 2 units so the AI should be able to use the Galley to colonize.

ChaoticWanderer,

Could you send me the stats that you are implementing for these civs? I would like to take a look at them.

The "Marco Polo" unit is an interesting idea.

RobO,

Why don't you post the save and hopefully somone will pick it up.

Harrier,

Have you tested the modified Theocracy settings? If not, please do and let me know how things turn out. It is crucial that I get some good feedback on this issue. Soren thinks it is probably the reason for the AI difficulties, I just want to make sure. I would like to keep Theocracy in the mod, in some modified form.

Thanks everybody.
 
I've just kind off blended this mod with abbamouse's/mice's 14 civs mod and am playing a good game at the moment as the hittites and have contacted the babylonians, zulus, persians and the morrocans just thought i'd let you know
 
For the good of the mod, I am asking everybody to go to this thread and vote that the Aborigine and Hebrews be removed from the list of seven civs Sween32 is making Leaderheads for and replace it with either the Mali, Sioux, or Siamese or even the Mayan.
 
Hey Kal-El,

great mod! Especially like that you can have a big civilization before 0 AD, which is impossible with regular Civ... But I really, really miss a little but vital function. When you choose what a city is supposed to build, like a... hospital... and you don't know what the hospital is good for, there is no button to go to the civiliopedia like there was in Civ 2. Instead you have to close all windows and go to the civiliopedia manually and look it up yourself. Can't you include something better?
 
Hey Kal-El,

great mod! Especially like that you can have a big civilization before 0 AD, which is impossible with regular Civ... But I really, really miss a little but vital function. When you choose what a city is supposed to build, like a... hospital... and you don't know what the hospital is good for, there is no button to go to the civiliopedia like there was in Civ 2. Instead you have to close all windows and go to the civiliopedia manually and look it up yourself. Can't you include something better?
 
I have opened up a new thread for people to vote for which civs they would like to see added.

This poll does not affect which civs will be added to the next edition of DyP as those have already been decided, but it does affect the Sween32's priorities on which leaderheads to create. So in order to get good leaderheads for the new DyP civs please go and vote here, http://forums.civfanatics.com/showt...&threadid=30380

The DyP civs will be:
Abyssinian/Ethiopian
Inca
Polish
Polynesian
Sioux/Dakota
Siamese
Tibetan

Others to follow in later editions:
Mayans
Mali
Dutch
Portuguese
and more

but I want to get those first ones in first. The others will come in time.
 
Hebrews sound like a civ that should be included. They have had a pretty big influence on the world, I'd say...

Would be nice, but unfortunately Barbarians can't upgrade their units and we are only able to set 2 units as being Barbarian units (3 including the Sea Unit)
Why not dump the barbarian sea unit? It's pretty useless anyway, not even the mild hassle that the ground ones are. It would give the barbarians a better punch to have horse archers.

On the marco polo idea, it shoud probably also be able to make roads very slowly or something like that...

Daniel
 
Originally posted by KDan
Why not dump the barbarian sea unit? It's pretty useless anyway, not even the mild hassle that the ground ones are. It would give the barbarians a better punch to have horse archers.
Only if the Horse Archers can swim - the game will put them in the Ocean :D
 
You can't dump the barbararian sea unit.

I am not suggesting that the Hebrews not be included, just that they are not going to be included in the next release of the mod. Eventually I imagine that the mod will have many more civs than the 31 playable. But for now I am setting my sights on just adding 7.

I don't think the "Marco Polo" unit should be able to build roads, I think it would mess up the already confused AI. You can't differentiate between work speeds either. I know that Slaves work slower and industrious civs work faster, those are hardcoded into the game. You can not flag certain units to work faster or slower than others. The only way for the modder to influence work rate is through the govenment settings and with one tech that can be flagged to double work rate.
 
The Double Your Pleasure MOd screwed up the game!!! The fish icon became wine, the whales became coffee beans, the tanks became camels, the fighters and bombers became infantry, half the icons for buildings disappeared, the marines became wagons, the gold was green and a lot more!!! Please try to fix this or tell me how to fix it. Thanks
 
Daftpunk89: Easy - reinstall Civ3

The DyP mod overwrites files, so you can not play Regular Civ3 until you have reinstalled the game, unless you've kept a backup of the original files.

Check out KingJoshi's Mod Manager for a relatively simple way to handle install and uninstalling of mods.

And - next time maybe read through just a bit of the Readme before installing - or are you just trying to live up to your nick :p
 
For the next Civ game, I move for giving Barbarians the ability to become real civilizations. Like Pinocchio became a real boy.
 
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