Double Your Pleasure

cygnus, I think the standard answer to your problem is that you probably installed DyP in the wrong directory. But Isak might know better. Isak?
 
'Early submarine' sounds rather lame...how about U-boat, aka Underseeboot?:goodjob:

Kal-el, could you edit your post, so it includes prices & total HP?

Originally posted by Morbius
the maintenance costs for a real battleship are simply too high.
Why not make battleships more expensive than Aegis Cruisers?

However, a WWII or earlier destroyer should never engage a battleship ... or a cruiser, even if its a light one.
HP bonuses could really be used to remedy unit-balancing problems, like this one...maybe giving Destroyers a whole 2 HP less than Battleships?

I'd like to see Elephants with ONE DEF (Spearmen could defend better than Elephants), but instead have 5 Base HP...

And on a pretty unrelated note: Did the Early Tank - Cavalry issue ever get resolved? A la Steam-Frigates vs. Ironclads, I think Tanks should have A) Same attack as Cavalry, B) better bombard, C) a good deal better defence, D) movement of only two, and E) Be 'wheeled' units - IOW, not be able to traverse non-roaded Jungle & Mountains.

I'm no expert, but I'm pretty sure that's all historically accurate...:confused: :rolleyes:

Regards,
.....Dingocat85
 
Originally posted by cygnus
Hey, I really wanted to check this MOD out so I did what most seem to do here, uninstall, reinstall, add patch, add MOD. But the game will get right up to starting and then crash. Am I missing something?

To quote from the webpage:

------TROUBLESHOOTING
General
- If you have a problem with the game after installing, try uninstalling Civ3, making sure all patches are removed (check the Control Panel's "Add/Remove Programs") - then reinstall Civ3, apply Firaxis patch 1.29f and install the mod, making sure that each patch is applied in the right order.
 
Originally posted by KDan
I did (kinda... I made all the late middle/industrial wonders double the happiness effects of slaver headquarters, and all the later ones double the effects of the slave market... with some randomization to ensure that basically if you want to keep slaves at all you'll have to skip on all wonders of the world, in practice... and then I gave myself 13 perfect city sites on a normal size map >:-D evil huh? with 1 turn per research it makes for a very quick game hehe)

Problem: I've just built slave markets everywhere, but the unhappy faces don't show up in the improvements list on the left...?!? I've double-checked the bic, slave markets should give 2 unhappy faces... is that a ... erm... feature of civ3? (doesn't show unhappy faces in list)... if so, how do I figure out how many people are being made unhappy given that all my cities are supah-happy? I guess I could cut all roads to luxuries, sell all happiness improvements, and see what happens when I sell the slave stuff... yeah, that's what I'll do.
Daniel
KDan, what is your conclusion?
 
Dingocat85, your idea about, I qoute: "Early submarine' sounds rather lame...how about U-boat, aka Underseeboot?

Kal-el, could you edit your post, so it includes prices & total HP?"
is a very good idea, BUT it's called unterseeboot. a combination of english and german is orriginal though :)))

something about a unit which is definatly missing:
The Unit I think is missing is the German "Leopard III panzer" if somebody explains me how to make such a unit I'll give it a try. It's one of modernday best armors. Many only know about the Abrams USA or the T.. Russian, but the German Leopard III has a huge benifit about both of them...It'll Shoot with a accuracy of hitting almost anything while driving in Full Speed, which makes it one of the toughest tanks to take out on the battlefield. in NATO this is still tank number 1. Germany has the largest Tank forces in NATO due to germanies only object was to hold back the enemy(former USSR) for more then a month, since the USA needed about one month to destroy eastern europe by Air bombardment. This Tank was designed for not beeing hit and Shoot on anything that even was bigger then a simple soldier.
I would vote for such a unit to add in this MODpack, before thinking about another submarine...btw, the english invented the submarine, why don't you use the original english name instead of unterseeboot for this boat?
 
On battleships.It would be cool if the battleship could kill with bombard (range2?) but the Aegis cruiser not. This could create a nice balance between missile attacks and Battleship warfare :)

Is there a way to resupply the aegis once its shot of its load. :p (i.e. Not having to go to a port). O, wait. Cant cruiser missile go on aircraft transports? Then they can resuply using Aircraft carriers...?

On Spies and such: Very cool units. Makes peace time much more fun. The only problem is the AI sees them once they are incountry and hunts them down mercilessly. Cant you make them invicible, like the submarines?. Then youd have to use your own spies to hunt them down. Also, giving the later secret agents more then one attack would mean they could pillage an improvement and
have time to retreat. :D

A modern pirate naval ship would also be fun. We dont have that in our world really, but who knows what happens in parallel unversis :crazyeye: Maybe a submarine type unit.

Thanx again for a very cool mod, yall.

Richard
 
I agree with the pirate submarine.

Another thing, why don't have a Civ unique unit for each era and for each Civ ?
 
@Babsimov: Do you understand how much time has already gone into this project? There are only so many hours in a day! :crazyeye: I would love to see, eventually many more flavor units and even possibly unique units involved in the mod, but that is not on the top of my list right now.

@dos: Pirates today use speed boats or old WW2 torpedo boats if they are well financed. They wouldn't stand a chance against any of your modern naval vessels. And they wouldn't be supported by any legitimate governments, unlike the privateer in the age-of-sail who was often protected by his home country.

I like the idea about giving the battleship a lethal naval bombardment, it already has a range of 2.

I don't think aircraft carriers are set to carry cruise missiles.

I was initially hoping that the stealth feature would cause them to be invisible until you got close to them, that was what soebody had said it did earlier when the game was first released. I haven't played the mod much :blush: so I never found out if that was actually true. :) This is the first confirmation that it doesn't work. Spys and Secret Agents will have to be given the invisible and see invisible flags. I could see giving the Secret Agent the blitz flag as well.

@mrgenie:Kinboat has done a beautiful Leopard 2, but at this time I am not ready to start diversifying the types of tanks. The Modern Armor unit encompasses all modern tank units.

@dingocat:Unterwasserboot is what, I am sure, the German version of the game calls the normal submarine. I had considered calling it the U-Boat but then realized that. I agree that "Early Submarine" is a lame name, but I didn't feel like doing research on the subject :blush: I am open to other suggestions but not U-Boat.

I have now set the Elephant Rider to 4/1/2 HP 2 Cost 7. As a point of reference the the Immortal is 4/1/1 HP 0 Cost 3.

I believe the Tank/Cavalry issue should be solved.
Cavalry 11/3/3-6/1/2 HP 1 Cost 20 Upgrade to Air Cavalry (the Huey Helicopter)
Tank 12/14/2-9/1/2 HP 3 Cost 28 Wheeled

I think we should have v0.9 ready for release soon. It will be very similar to the version that will be on the XP CD with some additions (things we are discussing now) and some subtractions (things that 1.29f can't do). There will be a patch available upon the date of PtW's release for that version :D (would you expect anything less from this team :crazyeye: )
 
I don't remember seeing an AI city above size 15 using DyP for a long time. I suspect the change of the enabling improvement from Hospital to Sewer System - it is just possible that the AI may be programmed to build the Hospital in order to achieve this effect.

Have any of you seen an AI city larger than size 15?
 
Originally posted by Kal-el
@dingocat:Unterwasserboot is what, I am sure, the German version of the game calls the normal submarine. I had considered calling it the U-Boat but then realized that. I agree that "Early Submarine" is a lame name, but I didn't feel like doing research on the subject :blush: I am open to other suggestions but not U-Boat.

I was thinking the same thing, though there are some very civ-specific things (mostly Wonders, granted) in the game... Someone mentioned Hollywood before, also perhaps Disneyland, Vegas. Blah, not really the point I'm trying to make ;-)

I tried to come up with some more "general" early submarine-ish names, but all I could really come up with was: pigboat (some weird nickname I found with the help of my friend Google - probably too Anglo-centric though), and submersible/submergible (which, I suppose could work, but to me seems to be too generalized). Not a lot of help, am I?

Anyway, this post is primarily supposed to be a "Hello, I love this mod too" post. So, on that note...

Hello everyone. And to the MOD team: I love the great work you guys have done with the mod. :crazyeye: :p
 
Thanks Rakshasa,

I thought about Submersible for a while too. Ok people, Its time to play the Name the Early Submarine game.

Enter your submissions or second someone elses submission!

All entries must be in by Monday, September 23. Must play DyP to enter, no purchase necessary, not eligible in some areas, see your local retailer for details.
 
Originally posted by cygnus
Hey, I really wanted to check this MOD out so I did what most seem to do here, uninstall, reinstall, add patch, add MOD. But the game will get right up to starting and then crash. Am I missing something? Since LWC doesn't work for me anymore I haven't played in awhile. Oh ya, I did scandisk and all that stuff also. please help!
Sorry that you're having trouble - my first advice would be to run through the sequence Bernskov posted above (Thanks Bernskov).

If that doesn't help, just email me , with the following info: (as much as you can)

1. Version of the mod, and which files you are using
2. Firaxis/Official patch version used
3. Exactly when the game crashes (what you have just clicked, how far it gets in the progress bar, or similar)
4. Any error messages that pop up (no need to send me stack-dumps if you get a "Civ3.exe has caused an invalid page fault" - just let me know which application (EXE) file caused an error in which other application or file).

I'll be glad to help you out.

About the Early Submarine: How about "Das Boot" .... :D
 
Originally posted by RobO
[

Have any of you seen an AI city larger than size 15? [/B]

i have seen cities over 20 . if the civs are at war all the time they will draft and pop rush themselves down to nothing
 
Originally posted by Kal-el
All entries must be in by Monday ... see your local retailer for details.

I asked my local retailer about this, and he just looked at me for awhile. Did you notify them about this? Because my local retailers dont have a clue about this naming contest.

:p

GIDustin
 
Originally posted by Rakshasa

Anyway, this post is primarily supposed to be a "Hello, I love this mod too" post. So, on that note...

Hello everyone. And to the MOD team: I love the great work you guys have done with the mod. :crazyeye: :p

Tnx. And welcome to the thread as an active writer :-)
 
Originally posted by RobO
Have any of you seen an AI city larger than size 15?

Babylon's capitol - I forget what it's called - has insane food supplies. And after they develop railroads, with the food bonus...:eek: :rolleyes:
 
Originally posted by Dingocat85


Babylon's capitol - I forget what it's called - has insane food supplies. And after they develop railroads, with the food bonus...:eek: :rolleyes:

Could you post a savegame?
 
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