Double Your Pleasure

Originally posted by EmprorCoopinius
Thanks for the help with the Arc...it works fine now. Have another question......my Partisan folder is empty, no ini or flcs or anything. Any idea where I can get these files? Thanks.

Copy the Sniper files into that folder and rename the .ini file to partisan.ini
 
game locks up after building any of the new wonders
alright i build one the new wonders (sphinx/stonehenge/ect.) and after it says the wonder has been finished and i see the image of the built wonder (splash screen image i think) and i close the image to continue playing the game 'locks up', everything is frozen. needless to this is very irritating. oh and one minor thing, are any of the added units/buildings/wonders supposed to have images or descriptions in the .pedia because all i see is alot purple.


__________________
sors immanis et inanis
 
awesome mod kal-el! there is one thing I disagree with, however.

Irrigation should be available from the start, since irrigation is dated back before the ancient egyptians (nile river valley...). Or, make it available with one of the starting techs. Crop rotation is waaaaay too late historically and gameplay-wise.
 
Keep up the good work Kal-el, NightStorm, Isak, GIDustin.......

Kal-el,
I added some new resources to try out the "Require resources to build Buildings and Units. And it works great. It just seems that 6x6 is still the limit on resources. (Well, at least that is 6 more than last time.) What is Resources_Shadows used for?

I think it will be a good idea to make the spearman, that you can build from Bronze working to require Copper. But then you need to add another unit to Iron Working that has the same stats as the spearman, but requires Iron (Strategic Metals). To even out the game. Else some Civ’s will never have a strong defense in the beginning.
- Just a thought

GIDustin,
Would you be so Kind and start on the Ancient era entries first and then post them once completed??

NightStorm,
Could you also Please first complete the Ancient era first?
Great fork getting the Web site up so fast!

Isak,
Keep up the good Release Managing.
 
Originally posted by Victorvanwavere
Keep up the good work Kal-el, NightStorm, Isak, GIDustin.......

NightStorm,
Could you also Please first complete the Ancient era first?
Great fork getting the Web site up so fast!

What is it about the ancient era that I need to complete?
 
Odd, I don't have any sniper folder in my units directory. I just copied the secret agent files and renamed that ini...will that be ok?
 
Hi all

Has anybody had problems with moving the landmine, seamine & the airbase since installing the 1.21 mod :confused:

Does anybody have the solloution to being able to get them out of the citys they are built in
 
Ex,

Don’t think of it so much as irrigation, but as improved farming techniques. I understand irrigation was around since the time of Egyptian Empires, and probably before that. The purpose of moving irrigation to the middle ages was to represent the dramatic increase in farming productivity that came along with the agricultural revolution. This was do in part to crop rotation, but also to better tools for tilling the fields.

nzrock,

the land and naval mines should be able to paradrop out of a city. the problem with this is that you have to have an airport. they should also be loadable into transports. I still haven't looked at 1.21f so I don't know if that has changed anything.

Victorvanwavere,

I agree with you about needing an additional defensive type unit.

Note: strategic metals will be returned to iron - it was only renamed to represent both iron and copper.

bernskov,

thanks for the webspace. :D

Nightstorm,

Looks beautiful :goodjob:

GIDustin,

I will take a look at the Units_32 issue.

All,

I will be putting together the resources tonight.

Here is the fixed Ancient era advisor screen. make sure you download the new techboxes I posted above. I will update the first post later.

thanks for all the support. :)
 

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Originally posted by EmprorCoopinius
Odd, I don't have any sniper folder in my units directory. I just copied the secret agent files and renamed that ini...will that be ok?

Nope...won't work...goto the very first page of this thread...about half-way down, Kal-el has posted the unit downloads...get the sniper files from there and then copy them over...they aren't the same as the secret agent files...
 
NightStorm,

I still have a lot of buildings that are not showing in the city build list. (I think you are the one working on this). I was hoping you would finish the buildings small and large by era and post it as you complete them.
 
Originally posted by Victorvanwavere
NightStorm,

I still have a lot of buildings that are not showing in the city build list. (I think you are the one working on this). I was hoping you would finish the buildings small and large by era and post it as you complete them.

The build queue images are in no way related to the civilopedia images that I did. Yes, they are the same general images however they are not the same files. The files you are speaking of are the buildings-large.pcx and buildings-small.pcx files. These files have to be done in order of their respective entries in the .bic file.

Therefore, if say for instance the order is temple, port, shrine then the images would have to be in the exact same order in the file. I suppose it could be done by era, however it would be a whole lot more difficult because I would have a lot of skipped spaces, and that would lead to possible errors. I would rather be able to pull up the editor and look at the list one entry at a time while I'm doing the graphic for the same entry. Sorry, but it is only a minor inconvenience that does not affect game play.

I am working diligently and will have them done before the final version of the mod is released. :D
 
I recommend that all players of the DYP use these graphics by Icedan for the irrigation. They look more like farmland rather then the irrigation that comes with the game.

icedan,

if you would like me to remove this file from the post just let me know.
 
Well, it appears that Firaxis' idea of unlimited resources is 36. Anymore than that and you run into the same invisible barrier that thre used to be with 24. And we are still limited to 8 luxury resources.

So here are the 36 resources:
Strategic: 14
Horses
Iron
Saltpeter
Coal
Oil
Rubber
Aluminum
Urnium
Timber
Flax
Copper
Marble
Stone
Elephant

Luxury: 8
Furs
Spices
Coffee
Silks
Wine
Tobacco
Gems
Incense

Bonus: 14
Game
Seal
Cattle
Sheep
Wheat
Corn
Fruit
Tropical Fruit
Fish
Whales
Pearls
Oasis
Silver
Gold

Here is a pic of the new resources. I will post the file once all the details are worked out in the bic.
resources.gif
 
Food/Growth: I started out yesterday in a grassland area. I try to locate my starting city at a river or fresh water source, but decided to try this one out. After a while I discovered that the city could not grow beyond size 2 because of the production limits imposed by despotism. None of the techs gave me a bonus food resource. I considered restarting, but decided to stick with it to see where it would go. I actually got a tribe from a hut, but plopped it in a similar location before I discovered this growth limitation. I then found the Zulus by a flood plain, and took their city. This city produced one extra food and was able to produce settlers, albeit very slowly. There was a wheat square on the flood plain, oustide the radius of the former Zulu city, producing 6 food, but other than that nothing useful within a reasonable distance. There was an oasis, but that gave only 2 food. This growth limitation severely limits my options, as I cannot effectively finish any wonders and I cannot expand.
There are several ways I can deal with this, other than conquering my neighbours. I can "cheat" by producing a serf/worker, starting a settler at city size 2 and adding the serf to the city just before the settler is done. And I can go for a government that lifts the production restriction.

The implication here is that you need a bonus food resource or flood plains to be able to expand, or access to an improved government (which will take time), or you can go on a conquering spree.

I'm not sure this is a major problem, though it will stop an AI civ from expanding in a number of cases. Balancing growth and food production is very difficult.

The Brave costs the same as a spearman and is better (2/2/1 instead of 1/2/1). Why should I ever build spearmen if I can build the Brave unit :confused: I think something needs to change here - why not make the Brave 2/1/1 ?

Serfs/Workers at start are in many cases out of a job because several civs start with neither The Wheel (Commercial) nor Mining (Industrious) and Irrigation comes much later.

Mining can in a way be considered as an advanced technique, just as Irrigation is (btw, why not rename Irrigation to Farming?). It is noteworthy that you can access strategic resources like Iron without having to mine them. I like to think of "Mining" as a kind of industrial exploitation that is probably available from late middle ages. So, I propose that the mining tech be (re)moved (and Industrious civs be given Masonry), and that "Mining" (preferably with another name) be moved into the middle age. It would also be appropriate to change the mine graphics to something representing a workshop.

Startup: If the mining change is used, or perhaps even if it isn't, then I think the starting Serf should be replaced with a warrior. The Serf will only be useful if you have roadbuilding, and it would also serve to slow expansion down even more.

These two last changes will affect gameplay drastically. They might not make the game more fun - but then again they might do just that :) - that remains to be tested. I think it would be interesting, and will try it out.

Let me get some opinions on these ideas.
 
To start, I want to say this is a terrific mod. The author is a genius and has come up with some great ideas to make Civ3 a more enjoyable game to play. :goodjob:

I've upgraded with the v1.21f patch, downloaded all the files, and installed the mod using Isak's quick installation instructions.

I've run into a couple a problems after attempting to play a few games and here they are:

Mining - Just isn't happening. The first time I played I chose Zululand and had to research mining. But after gaining it, the option wasn't available for the workers. I tried another civ and had the same problem. Without being able to mine and increase shield production, the game was going nowhere fast. I did look at the .bic file in the editor and couldn't find anything odd or a reason to explain why a worker didn't have the option to mine.

Text descriptions - None of the new units, advancements, or improvement have descriptions in the civilopedia within the game. This is very frustrating as I have no idea what the Obelisk does for a city, let alone any other improvements or advancements or units. Along with this, the pictures or icons for what's been added to this mod do not show up in the civilopedia within the game.

If there is someway to fix these problems, then this mod would be sweet to play, but until these issues can be resolved, then I'll have to be patient and wait. :(

Thanks,

Shultster :smoke:
 
Originally posted by shultster
Mining - Just isn't happening. The first time I played I chose Zululand and had to research mining. But after gaining it, the option wasn't available for the workers. I tried another civ and had the same problem. Without being able to mine and increase shield production, the game was going nowhere fast. I did look at the .bic file in the editor and couldn't find anything odd or a reason to explain why a worker didn't have the option to mine.
Did you try to mine forests?
Mining doesn't work on grasslands anymore.
If that's not the problem, you've gotten one of Kal-el's bugs.
Originally posted by shultster
Text descriptions - None of the new units, advancements, or improvement have descriptions in the civilopedia within the game. This is very frustrating as I have no idea what the Obelisk does for a city, let alone any other improvements or advancements or units. Along with this, the pictures or icons for what's been added to this mod do not show up in the civilopedia within the game.

Sadly, the civilopedia entries haven't been added yet, but if you use the readme, print it or alt-tab between it and the game, you will get the basic idea.
 
Kal-el:


My game is allowing me many more than that. What have you tried? Are you still using the the default resources.pcx? Here is a screenshot of mine. Notice the size:

GIDustin
 

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