Double Your Pleasure

how about adding Communist Stalinism and Communist Marxism then.
 
how about adding Communist Stalinism and Communist Marxism then.
 
Another point on my first and continuing game...

Spies. EEK now I know where my workers are going but they are such a pain, from the capturing point of view, when the civs seem to have a passion to build them. To have to guard your workers who seem to be often struck down and vanish is not fun but does preoccupy a great deal of time. I mean isn't it really obvious who is capturing my workers when they all turn to a light blue and become 'American'. And I really was going to let half a dozen of them go and walk out of my land, yeah right ;)

Is that how they were designed to be used... And is it just me or can the other civs 'see' my spies at all or are they just a little bad at spying compared to theirs..?

I take it that if I edit their capture ability within a custom game AND the capture ability of their upgradable units then that would remedy the above without causing any 'issues' with the games balance in anyway..? That way they still would have their attack capability and be able to show other civs troop build up.


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Originally posted by Morgan UK
Another point on my first and continuing game...
I take it that if I edit their capture ability within a custom game AND the capture ability of their upgradable units then that would remedy the above without causing any 'issues' with the games balance in anyway..? That way they still would have their attack capability and be able to show other civs troop build up.
Unfortunately that 'Capture' flag is a requirement for the AI to know how to use the unit. If you deselect that you won't be able to set the AI Strategy to Offense. So they will only be usable by a Human player. :(
 
many thanks for your replies.

Ah well it is not as simple as I thought, but suspected, about removing the capture ability and then expect the AI to need to use it as a reconnaissance unit.

So I take it that it is just my bad luck about the AI spotting my spies quite easily..?
 
It's not really bad luck. It's just a flaw in the game engine. :)

The 'Hidden Nationality' and 'Invisible' flags were never meant to be used together in the standard game. The AI is programmed to seek and destroy Hidden Nationality units whenever it encounters them, and unfortunately this behavior takes precedence over it's ability to figure out that the units are in this case invisible. If you use plain invisible units, the AI will pretend to not see them (unless it has units with Detect Invisible ability nearby) but it forgets to pretend, if the units also have Hidden Nationality. :)

Fortunately this was fixed in C3C, but in PtW and regular Civ3 we need to find some other way to make the AI stop hunting them down (not to mention building them like crazy).
 
ah right... Thanks for your explanation.

I now have some understanding on the difficulties with the settings available for you to use within the editor and the idiosyncrasies of gameplay not helped when you push the envelope beyond its original design.

So it is now possible within C3C to have a hidden nationality flag and an invisible flag combined in one unit and the AI will show restraint and remember that it shouldn't actually see it. :)

Going back though why should the AI need the capture flag set to realise that it has such a unit when it can build and use say a Privateer that can't capture or is it the invisibility factor...?
 
Btw, Having a bonus resource near your capital can mean you can build Clan's instead of Hardy Clans.

The expansion is very limited and slow if you don't have a bonus-food resource. I'm almost thinking that starts with bonus food is a whole lot more unbalancing then it is in Civ3.
 
Originally posted by Mr. Dictator
how about adding Communist Stalinism and Communist Marxism then.
If you want Marxist Communism, the closets thing youare going to get is Social Democracy. I am not going to get into the failures of Marxism, so just take Social Democracy and be happy with it. The other option is that you create two types of communism yourself and put it into your own version of the mod. Communism has been such a smashing success in the real world I think it definitely merrits having at least two governments in any mod.:rolleyes: Heck, why don't we all just become socialists and sit on our butts and collect government subsidies.:nuke: :scan: :nuke:

sorry, and I said I wasn't going to get into it. ;)



looks like you must have hit a touchy subject :beer:
 
Originally posted by Grey Fox
Btw, Having a bonus resource near your capital can mean you can build Clan's instead of Hardy Clans.

The expansion is very limited and slow if you don't have a bonus-food resource. I'm almost thinking that starts with bonus food is a whole lot more unbalancing then it is in Civ3.
This is one of the major advantages of being Expansionist.
 
Originally posted by Kal-el
Communism has been such a smashing success in the real world I think it definitely merrits having at least two governments in any mod.:rolleyes: Heck, why don't we all just become socialists and sit on our butts and collect government subsidies.:nuke: :scan: :nuke:
Hehe, if we're gonna get political, I've always said that Communism would be the greatest political system, if only we didn't need to have human beings administering it. ;)

looks like you must have hit a touchy subject :beer: [/B]
Nostrovia! :D
 
Quick Question - What happened to Blitzing units? The civilpedia makes reference to several blitzing units, but every unit I've tried, save Armies, doesn't have the blitz flag active that I think probably should.

@Morgan - Yes, it's frustrating seeing your workers take off and know that an enemy civ grabbed them. Think of them as being kidnapped. . . and the political climate is such that getting them back means an act of war. And that act of war may or may not be in your civ's best interest.

So I always try and keep a few spy type units around, and capture them back. Or make sure they're escorted. Most military units that can be built at the same time as a spy type unit are a lot more powerful than the spy-type unit. So one escort is usually enough.
 
Turner_727 thanks for that. I must admit it was my fault I suppose as I did check within the Civlopoedia (sp) and the listings on the spy has not been written so I ignored creating the unit and as I often keep my finger on the shift button between turns I failed to notice for ages that my own (German) workers were being transformed into Celt / Viking / Spanish and American ones. I wondered just how the mentioned civs managed to get their workers within my cities without me seeing them travel :D

Now that I know I can create a response that is appropriate the only issue that I now see is that the AI can 'see' and react to my spies first.

I suppose if you had a stack of spies and then took a city. The city would then become yours. Does the other civ not become suspicious at all that its inhabitants of Washington are now all speaking German...?
 
No, it's the same as capturing workers. Which is too bad the VC3/PTW editor is so limited. It would be nice to set up a script when an enemy city gets captured by spies. In my current game, there's a city that bounced back and forth because of spies. No formal war was declared. So build a great big ol' huge SoD of Spies and go take some cities!

Really, I think this gives the game an interesting dynamic. Right now it doesn't bother me. But ask me again after a few more games. . . .;)
 
Just wanted to tell you that I've updated the TechCalc to version 2.0. And it can now load textfiles with the tech names and costs. So you could make a text file for DyP if you want. I could even make a button for it in the app if you want!

It's easy but a little tedious to make the techlist file. Download the program and check it out for yourself. :)

http://forums.civfanatics.com/showthread.php?s=&threadid=38631
 
Originally posted by Turner_727
Quick Question - What happened to Blitzing units? The civilpedia makes reference to several blitzing units, but every unit I've tried, save Armies, doesn't have the blitz flag active that I think probably should.

Anyone?
 
Isak had mentioned to me in another thread that I should post my experience with this mod in multi-player. The civs are balanced enough on a random map and the game has played fine for me. I don't get too far in the tech tree, usually the 3rd age and then somebody wins. Other than that, it is challenging and fun. I didn't find any bugs, and I played with civ-specific traits clicked on.

Sorry guys that's off-topic, but more on topic here than in my mods thread. Great mod :thumbsup::thumbsup:
 
HI Kal-El, I have a small question. Before I select the mod in the scenario menu, there is a note saying that "This version of the mod has had most graphics removed, go to Civ.com or the DYP website and download the graphics patch" I looked around at both sites, and I could not find this graphics patch.

Its really annoying seeing "Sorry, no Pic yet" or the wheel for almost every tech in the ancient age.

Sorry to bother you.

You should really think about giving additional power to Navies, and I'm talking sailing ship navies here, not Ironclads and later vessels. Many countries controled the world de-facto by having a strong navy, like Britain or Spain.

I love the Ship of the Line unit you created by the way. The Grenadeer is pretty darn cool to.
 
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