Double Your Pleasure

Scroll up, mates. Your question has been asked many times before and its been answered above.


Rise and Rule is gonna Rule !!!
 
I'm afraid it's not possible to upgrade from 1.50x - version 2.00 which went on the Best of the Net cd was created in only a few days, and there was no time to keep track of changes well enough to enable patching. Sorry about that. But the good side of that is, that we can weed out some old bugs and 'side-effects' that would otherwise be carried over from older versions. So in a way, you can consider it a fresh start. :scan:


And yup - AceDragon is right. This mod is not supposed to work in Conquests, since it was built with PtW. :) But if you're willing to do as WhteDrgn did, you may in the end be successful.
We're probably going to release a patch to make it work under Conquests eventually, but as stated in our 'Troubleshooting' guide on the DYP site, creating Rise and Rule has top priority right now.
 
Originally posted by Isak
@Turner_727: Never heard of that before, will check it out when I get some sleep. I'm running Win2k, SP3, but it's close enough to test, though I doubt OS has any real effect on a bug like this.

If you haven't already done this, you can disregard. If you have, thanks for looking into it.

Turns out my install of Win2k is corrupted. I tried to upgrade it to SP4, and the update crashed. So I'll have to rebuild it. If I still have problems after the rebuild, then I'll let you know. Otherwise, everything should be GTG.
 
Ok, that's good to know. I hadn't looked into it yet, as I'm at work right now. I hope it works after you rebuild w2k, but if not, please let me know :)
 
does anyone know where i can get the huge world map for the DyP mod, no the one kal-le made theres one where its 362x300 or something.
 
Azeral,

I've been working on trying to modify DyP 1.50 for that map (it's 362x362). I used one of the existing scenarios for DyP, imported the map, then added all the extra resources. (I used the PTW editor, not the C3C

However, when I tried to load the new scenario in PTW 1.27f, I got an error at 46 percent in...I was told I was missing a file, but for the missing name, all I got was a "#" and nothing else.

More testing showed that it had to be a map problem, as I tried using the random map in the same .bix file, and received trhe same problem.

Last night, I started over with DYP 2.01. I was able to impoer the map succesfully, and had no crash at 46 percent in the loading process. Sometime today, I'll add all the resources and see how that goes. Wish me luck, and hope this helps.

Miccal101
 
:( So I build a couple of Ninjas, (playing Tibet) and try to go on a resource-denial spree against Siam. But they come out of nowhere to attack my Ninjas. They attacked with Shaolin Monks and Samuri. I checked the editor, and neither had 'Detect Invisible' checked. What's going on?

This is 1.50x. If it's fixed in 2.01, well, I'm d/ling that one now.
 
Isak: Not yet, had one, then I started working with version 2.01, then I decided to take a break because my time was getting filled up with writing a novel for the nanowrimo.org thing. Only one more week on that, and I only need about 20,000 more words then I take a week's vacation and work on at least getting a patch work around in place for 2.01 to conquests conversion.

Tuner_727: No clue, although I have run into it as well, and my thoughts are... the computer just plain cheats. It probably got plugged in that invisibility units at all were to hard against even the best AI so they gave the AI a virtual detect for all units. As such, even if they just have a spearmen near you, they'll come for you. A lot like how barbarians tend to swarm toward your juicy spearmen even if their's an enemy city nearby that's more enjoyable to torment.
 
Turner, as we all know the AI can see everything, even if it is invisible. It has been programmed to ignore invisible units until they become visible, but it has also been programmed to seek and destroy all non-affiliated units and unfortunately upt to PtW the latter overrode the former. My understanding is that this has been fixed in Conquests, because it would have caused problems in the Sengoku scenario if it had not been fixed. Hopefully they fixed it, I haven't been able to test.
 
If this problem is too annoying in PtW, we may do a fix for it at some point, but lets see how it plays out over a few games. :)
 
I'll go back and look at my save. I may be getting confused here. . . . I was about to fly off on a rant, and realized that I may not have my facts in order. So I'll play with it a bit, and upgrade to 2.01x here after this game.
 
Alrighty then.. . .I was thinking that the Ninja unit was invisible, as well as hidden nationality. Is there any particular reason why it wasn't? I mean, it make sense to me to have that particular unit tree be invisible. . .especially if it can detect invisible. Might add another element to the game. Anyways, any thoughts on it?

I think I may mod 2.01 (but in truth, I haven't looked at it yet) to include this change, and see how it goes.
 
It should be invisible, I think it is though I haven't checked, but that doesn't mean the AI will not still go after them. For some reason the AI ignores the fact that a unit is invisible if it also is marked as hidden nationality. The AI hates HN so much that it will ignore all other rules and seek out and kill the HN units.
 
What's new to Dyp 2.01 that wasn't in DyP 1.5?
 
Actually there is a sort of comprehensive changelog. It doesn't mention the little details, but the bigger changes are there.

2.01x
---------------
Fixed: Clear Forest now requires Dynasticism
Fixed: Crash when building Arquebusier
Edit: Gunship now has new animations by BeBro
Edit: Balloon had it's bombard ability removed. This most likely means that the AI won't build it at all, but the alternative was to remove the unit completely.
Edit: Harbors are now available with Boat Building
Edit: Elephant Riders upgrade to Cuirassiers instead of Knights
Fixed: Armies are no longer Wheeled
Edit/Fixed: Experience Point levels set to 3/4/5/7 (which also fixed the two levels that had been set to the same value)
Fixed: Changed Shield cost of Inti Warrior from 1 to 5 (same as Berserk and MDI)
Edit: Changed Guerilla from 12(15)/12/2 ATAR to 9(12)/9/2 Ignore MoveCost of everything
Edit: Changed Shield cost of Mameluk from 7 (Knight) to 9
Edit: Kensai upgrades now to Dragoon
Edit: Changed Emissaries to –1HP, removed Invisible, removed Pillage
Edit: Changed Assassins and Ninja to –1HP, removed Pillage
Edit: Changed Spy to –1HP, removed pillage
Edit: Changed Secret Service to 0HP Bonus, removed Pillage
Edit: Changed Secret Agent to +1HP, removed Pillage
Edit: Changed Special Agent to +2HP, removed Pillage
Edit: Changed Balloon to Mobile, removed Defense value, removed Rebase
Edit: Hit Points decreased by one for Spearmen (and all flavor units), Javelineers, Hoplites, Immortals and Numidian Spearman
Edit: Patriots no longer require Saltpeter
Edit: Cossacks no longer require Horses
Edit: Partisans now treat all terrain as grassland
Edit: Bombard now requires Saltpeter instead of Iron
Edit: Cannons now require Saltpeter and cost 120 shields.
Edit: Bombard Effects for Galleas, Turtle Ship and Tongkang added.
Edit: Armies now carry 3 units again.
Edit: Ghurka is now ADM 2/4/2 (was. 3/3/2)
Edit: Cossacks are now 6/3/2 and require Horses.
Edit: Impi are now 4/1/2 and cost 50 shields.
Edit: Persia set to build Trade more often, and less Science
Edit: China set to build Science more often, and less Trade
Edit: Horse Archers and contemporary flavor units/UU's now upgrade to Dragoons.
Edit: Zulus can no longer build Medieval Infantry.
Edit: Cavaliers now upgrade to Cuirassier, Kensai upgrade to Cavalry.
Edit: Ottoman Sipahi available with Cavalry Tactics.
Edit: Sipahi and Dragoons now require Saltpeter in addition to Horses.
Edit: Cossacks are now 5/2/3, +1 hp and require no upkeep.
Edit: Armies now cost 500 shields. (again)
Edit: Artillery set to have bombard range 2 (again)
Edit: Motorcycle Scout cost upped to 100 shields.
Edit: Emissary, Assassin, Ninja, Spy, Secret Service, Secret Agent, Special Agent and Covert Operative cost increased 25%.

Added: All the artwork we used from the PtW/Extras folder, which has not been included on the Conquests version of PtW, but has now been released to the general public. Thanks to Firaxis/Atari for this, and to Elucidus at CDG for bringing it to our attention.




2.00x
---------------

Edit: Statue of Liberty now requires 3xHarbors, and Federal Republic Govt. Reduces War Weariness in all cities.
Edit: National Health Care now requires 3xHospitals, and Social Democracy Govt. Cost Increased.
Edit: Dynasticism renamed Monarchy. Original Monarchy renamed Feudal Monarchy.
Edit: New timeline created - included as separate 'Extended' bix.
Edit: Egalitarianism advance is now called Democracy
Edit: Divine Right advance is now called Absolutism
Edit: The Corporation now also requires Electricity
Edit: Theocracy government now requires Theology
Edit: Coal Plant now requires Industrialization
Edit: Factory now requires Steam Power
Edit: Port now requires Sailing and a Coastal Trade Center, and (only) allows size 2 cities.
Edit: Anarchy now has a Science rate cap of 100%
Edit: China are now Sci/Ind (was: Mil/Ind) and start with Alphabet instead of Warrior Code
Edit: Persia are now Mil/Ind (was: Sci/Ind) and start with Warrior Code instead of Alphabet
Edit: Almost all tech costs adjusted, in particular Industrial Age techs have become cheaper
Edit: Middle Eastern Inf. renamed Janissary
Edit: Eastern Pikeman and Spearman renamed Arabian Pikeman and Spearman
Edit: SpecOps renamed Special Forces
Edit: Mobile Infantry renamed Shadow Force
Edit: APC renamed Motorized Infantry (as it's no longer able to carry personnel)
Edit: Truck unit has been removed.
Edit: Naval Mine unit has been removed.
Edit: Asian Galleon renamed Baode Luan.
Edit: Siamese Infantry renamed Chinese Infantry.
Edit: Armies can only hold 2 units initially.
Edit: Laborers now available with Absolutism
Edit: Impi now available with Vassalage
Edit: Inti Warrior now available with Vassalage, no longer ignores move cost of mountains
Edit: Chariot and War Chariot now available with The Wheel
Edit: Catapult now available with Construction
Edit: Radar Artillery now available with Guided Weapons
Edit: Ninja now available with Feudalism
Edit: Spy now available with Absolutism
Edit: Secret Agent now available with Totalitarianism
Edit: Sloop-O-War now available with Ship Building
Edit: Privateer now available with Naval Cannon
Edit: Tongkang now available with Ship Building
Edit: Rocket Tongkang now available with Naval Tactics
Edit: Destroyer now available with Machine Tools
Edit: Cruiser now available with Naval Aviation
Edit: Battleship now available with Advanced Metallurgy
Edit: Cruise Missile now available with The Laser
Edit: Jaguar Warrior now ignores move cost of Forests and Jungles
Edit: Legionaries can now build Roads and Forts
Edit: Elephant Riders can now build Roads and Clear Forests and Jungles
Edit: East India Co., Magellan's Voyage and Statue of Liberty now require Coastal Trade Center

Added: Govt. specific Improvements (Arena, Customs House, Holy Relic, Manor, Philosopher's School)
Added: Govt. specific GW's (Magna Carta, Ministry of Truth, New Deal, Triumph of the People)
Added: Govt. specific SW's (Conglomerate, Five Year Plan, Secret Police HQ, Tomb of the Unknown Soldier)
Added: Coastal Trade Center improvement (Map Making, provides +50% tax, requires Harbor)
Added: Motorcycle Scout unit
Added: Emissary Units
Added: Assassin unit
Added: Secret Service, Special Agent and Covert Operative units
Added: Arabian Archer flavor unit.
Added: Colonial Marines unit
Added: Leatherneck unit
Added: Amphibious Infantry unit
Added: RPIMa (French Special Forces flavor unit)
Added: Commando Unit
Added: Patriot
Added: Assault Transport
Added: Missile Destroyer
Added: Fokker Triplane (German Biplane flavor unit)
Added: ME-1101, F86 Saber and MiG 15 (Jet Fighter flavor units)
Added: Arabian Swordsman (Flavor unit)
Added: KSK (German Special Forces flavor unit)
Added: SAS (British Special Forces flavor unit)
Added: Junk (Asian Caravel flavor unit)
Added: AV7 (German Tank flavor unit)
Added: MKIV (British Tank flavor unit)
Added: Arabian Knight
Added: Landing Craft
Added: Turtle Ship
Added: Interceptor
Added: Harrier
Added: MiG-29
Added: African Horseman
Added: African Marine
Added: African Rifleman
Added: Guerrilla
Added: Super Carrier
Added: Fallschirmjäger (German Paratrooper flavor unit)
Added: Dreadnaught

Fixed: The different Palace Gardens now have their own Wondersplashes (though Palace Garden and Forbidden Garden still share the splash)
 
Edit: Cossacks no longer require Horses

But is it not a Horse-bound Unit?

And for some reason, my eyes lit up at the mention of a Motor Cycle Scout. I have no idea why though.

I see all the changes as for the better though, ofcourse.
But bring back Big Ben. It was nicely over-powered. :)

Also, is my suggestion I made a while ago of Antarctica and Antarctic Exploration going to be taken into account?
 
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