Double Your Pleasure

hey guys
im playing 0.86 and it runs smooth for me, no crashes or oddities that i can find but i do have one suggestion for you.

i noticed while playing that marines upgrade to grunts. the problem with this is that once you get to grunts, you end up having no units that can attack from the sea untill you get to special ops. i think it would make more sense if marines upgraded to special ops. i was sad to find out the last island city of my enemy was safe from me because i had already made it to grunts in the tech tree and couldnt attack from the sea untill i got special ops.

other than that. the mod is awesome! keep up the great work
 
.86 is running as smooth.....I'm in the 1700's and the AI is mostly into Theocracy and they're "not" self destructing.

YES!
 
my bug is a graphics bug but i dont understand what is causing it. since my graphics are copied of other races and are exact of the races i ahve replaid a few times and when it comes up it shows the leader face but its all messed up
 
i think i might have found a tech tree bug.

it says i need 'radio' in order to discover 'civil liberties' (but i dont need advanced flight).
 
in the civlopedia it says you need atomic testing to be able to build the manhatten pro., but once i built the apollo pro. i was able to build manhatten

also gunships dont seem to have the stack movment command working for them, no idea why
 
Just thought of something... to fix the whole silly 'tundra colonisation' problem... is it really realistic to have engineers planting forests in tundra? I don't think so, honestly... how about removing the ability of workers to plant forests in tundra... then given that tundra is not habitable in DyP, it would mean that tundra would remain so - with the exception of the few bits that might bear some forest. This would mean you could turn most of Greenland on the DyP Earth map into flat tundra, and not worry about the AI colonising it stupidly (not that it has in my games so far...).

You could also put more resources in those areas then, which would mean that a ****ty little town growing from only one square of forest and some sea would be very worthwhile as it would be the only way to access all those resources...

Just a thought :-)

Oh, and I agree on the marines->grunt upgrade path comment... marines should go straight to spec ops - actually they should not even upgrade to spec ops, but simply coexist as a cheaper alternative.

Also, why the urge to include theocracy? I would say, dump theocracy as it is a fairly useless, self-destructive government (like in the real world...). The AI has troubles enough as it is... providing it with the option to hurt itself by switching to theocracy is not useful. Also think realism - why would a democractic nation turn to theocracy in times of war? It's not realistic at all. Imagine the US getting attacked by canada and turning into a theocracy to defend itself better???? Surely not :-P Democratic governments that respect civil rights have consistently outproduced and out-warred despotic governments. There is simply no reason for the inclusion of theocracy in the mod - unless you go for the CtP option of giving it a hugely cheap 'fanatical terrorist' unit that can suicide-bomb cities and units (and do them a lot of damage), and a more expensive suitcase nuke terrorist that can be built without access to uranium.

Otherwise I see no point to theocracy in this game.

Other comments I can think of, for govts:
Fascism is a hugely corrupt government. It should be as bad as chiefdom, but have a high draft limit and very large military police limit (say 5). Also if you really want to include it you should also have a cheap but effective fascist unit like in CtP to counterbalance a much higher self-destructive rate (which it should have). I can't really understand why fascism should be included, as to be honest (and historically accurate) it is more akin to thug-led anarchy than to an actual modern form of government, and is probably more than adequately represented by despotism or even chiefdom.


Sorry for the long post... just had a lot of ideas together that needed expressing :-) Hope they help someway.

Daniel
 
Canabliss & Morbius: Thanks - both of them are bugs alright. The Manhattan Project can of course be fixed by setting it to the correct requirement (Atomic Weap. Test)
- the other one can be fixed by opening up your favourite graphics software and... uhm... well, nevermind - let's just say it can't be fixed right now.

It will be fixed once the new tech's are added in, since we have to redo the tech-screens anyway.

ChaoticWanderer: Can you send me a savegame (and the Mod) - I'll try to take a look, as I think this could be one of the "bug-types" i'm trying to gather info on - the other ones I have seen have all happened before the Diplomacy screen comes up, but it's still close enough that I think this could be one of these bugs (which btw. also occurs in regular Civ3, so no need to scrap your DyP mod files over this ;) )

KDan: I think you're right about Theocracy - no fun in having all these govt's if Theocracy is the only one the AI uses. I don't think we're going to scrap it right away though - I think it's just a matter of making it more balanced. We removed the Tile Penalty, to keep the AI from starving itself, but naturally this has not done much to make the AI shy away from Theocracy :)

I personally like the idea of a cheap unit only available under Theocracy being it's primary benefit. (I'm also a huge CtP fan :cool: ) - let's hope it's possible in PtW.

And keep the posts coming, regardless of their length - the core members of the team 'round here, are not exactly known for brevity themselves :D - All input is appreciated, even if we have to spend all night reading it.
 
thats when it happens is right before the deplomacy window opens.

it will say someone wants tot alk if you say yes it crashes and sometimes it crashes like if someone was about to send you a demand.

but of the one time after i crashed and i restarted the auto save it asked me to talk again and is aid yes this time the window opened and the leader head was all distorted and weird looking.

i forgot to cut the auto save out of the game DUH was going to but machine crashed but it will hapen again and when it does will send it to you
 
I have a small bug with the Caravan playing as the English in 0.86. The caravan will build a colony with the Button on the toolbar but hitting B won't work...
 
ChaoticWanderer check to see if the era animations are all correct coz something like the happened to me when stick some duplicate leader heads in
 
My game crashed again tonight :(

I try and open the advisor box, the game slows, computer makes noises and then it crashes.

I had to play 400 yrs without consulting my advisors or changing my government or anything :(
 
There are a few errors in the spreadsheet for v0.86, so Isak will post an update before long on the DyP website

Here are the changes in the spreadsheet:

Marine has A/D/M 12/10/2
Paratrooper has A/D/M 10/10/2
SpecialOps has A/D/M 16/12/2

Just for the record: The bic is unchanged.
 
And the updated spreadsheet is online now - gee I'm fast, huh? :)
 
What! Not a single post in almost 24 hours!

I assume that everybody is busy play(test)ing, eeh --- I mean enjoying the mod :scan:

God, it takes forever to get to 300 posts :sad: ;)
 
Bug Report (Dont know if you know about this one already or its been fixed in 0.86 but here goes):

Playing 0.84, Zulus, I built the Great Wall wonder. Now whenever a city is overrun by bandits they destroy the wall improvement(granted by the wonder) instead of stealing money or killing people. Since the wall improvement is a wonder it doesnt go away. Its kind of a usefull bug when 16 riders rise up next to a new city, but I gues it aint fair :p

Richard
 
dos, that's useful to know ;)

We have not done anything to change this in 0.86 and I strongly suspect that it's a general Civ3 bug.

Consider it a bonus effect of the Great Wall :D
 
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