Double Your Pleasure

Off Topic !

Originally posted by NightStorm
"What walks on four legs in the morning, two legs in the evening and three legs at night?

Ok, I know the quest of the sphinx - baby/adult/grand pa - :D

:confused: But what the :scan: is your quest is :confused:

Sounds like me after a heavy night... :crazyeye:

Request education....


KeeP CooL & FooL,

Maverick
 
Originally posted by MavMcLeod
Ok, I know the quest of the sphinx - baby/adult/grand pa - :D

:lol: was just wondering how long it would take someone...the answer is in the civilopedia under quest of the sphinx...also, the answer is from typical college history course... :D
 
i think i found a a slow down on money received.

i tweaked the depostism gov. by putting a check on standard tile penalty. it seems to slow the game down abit .
in the game that im playing i had to go into my advisors to change science & happiness several times.

can someone check this out to see if this works or it just me playing really bad
thanks

i also changed the unit cost in depostism from 1to 2
 
It is now official:

Version 0.33 has been released

Get it while you can at The Double Your Pleasure Web-site (Accept no Substitute!)

It's available in Full EXE, Full Zip or Full Split-up Zip versions (the latter only available by visiting the website)

It's also available as a 375 kb Update for those running version 0.32.

:jesus:

And now the list of changes:
------------------------------------
Added: Civilopedia Icons for almost all resources
Fixed: Removed timber as requirement for Port (the most likely cause for the "Harbor bug")
Fixed: Missing nationality flags for Fighter unit
Edit: Gunship can now kill ground units
Edit: Social Democracy now requires maintenance but has communal corruption.
Edit: Terrain changes:
--------------------Before (Natural-Worked) NOW
---Desert.......- 0 1 1 - 1 1 1......0 1 0 - 1 1 1
---Grassland..- 2 0 1 - 2 0 1......2 0 0 - 1 1 1
---Tundra.......- 0 0 0 - 0 2 1......0 0 0 - 0 1 1
---Hills............- 1 2 0 - 1 2 1......1 2 1 - 1 2 1
---Mountains..- 0 3 0 - 0 2 1......0 3 1 - 0 2 1
---Forest........- 1 2 0 - 0 1 1......1 1 1 - 0 1 1
---Jungle........- 2 1 0 - 0 2 1......1 0 0 - 0 0 1
Edit: Resource changes:
---Timber from 0/1/1 to 0/1/0
---Tobacco from 0/0/3 to 0/0/2
---Silver from 0/1/3 to 0/1/2
---Gold from 0/0/4 to 0/1/3
Fixed: Added missing PRTO_Spy entry
Fixed: Civilopedia: Effects pages added for buildings (Improvements and wonders)
(Re)Fixed: Civilopedia Icons for certain Improvements, wonders, units and resources. (Grrrrr....)

//Release Manager Singing Out//
ho-ho-ho, tee-hee-hee, Cyril Connolly
 
Hello.

Again Kal-El, Isak, and everyone else involved thank you.
You have produced a beutiful baby Mod, and it's maturing into quite the game.

There are several thing I won't spend time on, for they have been discussed @ great length in the last 22 pages.

Food- I assume v3.2 will be better.
$$$$- I assume this is addressed.
Warrior- Clear forest ability? After all they do have an axe.
Swordsman- Clear jungle ability? After all they have a sword.

Historicly military legions spent much of their time building infastructure. Maybe ad build road to military units ability.

I definately like the added resources, can you add more please?

I got to mobile warfare w/ no errors- props to the file maint team.

The Civilopedia is a must, prioritze the work. Wonder's, and city improvement's effects first. It's a pain to keep referring to the edit program to find the effect of improvements or wonders.
Forget the descriptions for now.

I couldn't get the caravans to work. What do you do to hurry?

I didn't get any mines to work, how do you deploy them?

How does the airfield work? I couldn't deploy it.

I think I like the Idea of moving the ability to mine to the middle or industrial ages, but the tiles would have to be adjusted again.

I couldn't build temples or cathedrals, why?

I couldn't build fighters.

The road mvment rate @ 2 is cool. It opens a new level of gameplay.

We need more units. There should be infantry w/ additional movement points avail earlier.
A few suggestions: A lightly armored swordsman, a horse drawn cannon, recon sniper, some type of infantry w/ high att, low def, 2 mv points, more, More, MORE!!

I think that's most of it for now.....

Really good Mod, really good dedication by mod spokesman, all in all the best yet.

Keep up the good work, I'm gunna dwnload the new versions now. Can't wait.
 
Originally posted by pjm
i think i found a a slow down on money received.

i tweaked the depostism gov. by putting a check on standard tile penalty. it seems to slow the game down abit .
in the game that im playing i had to go into my advisors to change science & happiness several times.

can someone check this out to see if this works or it just me playing really bad
thanks

i also changed the unit cost in depostism from 1to 2

I'm working extensively on this right now - it does take a bit of time, though.

The standard tile penalty was lifted for despotism because (IIRC) it didn't allow enough food for growth. Also, the AI would have problems if it started drafting extensively - causing cities to melt away. It's hidden somewhere in the mass of pages preceeding this one.

The standard tile penalty should only affect flood plains and (from 4 to 2 food) and mountains (from 3 to 2 shields). I'm not entirely sure about bonus resources. The first is unfortunate, as flood plains historically provide a good starting point for a civ.

Drop me an email at robert.olesen@get2net.dk if you wouldn't mind testing my tweaks.
 
Originally posted by Isak
Version 0.33 has been released
------------------------------------
--------------------Before (Natural-Worked) NOW
---Hills............- 1 2 0 - 1 2 1......1 2 1 - 1 2 1
---Mountains..- 0 3 0 - 0 2 1......0 3 1 - 0 2 1
---Forest........- 1 2 0 - 0 1 1......1 1 1 - 0 1 1
[/B]

This is a miscommunication between team members. The only tiles with commerce bonus should be Grassland at 2/0/1, Coast at 2/0/2 and Sea at 1/1/1. Lessening the number of tiles that offer commerce bonus should help with the too much money issue.

the terrain table should read:
---Desert - 0 1 0 - 1 1 1
---Plains - 2 1 0 - 1 1 1
---Grassland - 2 0 1 - 2 0 1
---Tundra - 0 0 0 - 0 1 1
---Floodplain - 4 0 0 - 2 1 1
---Hills - 1 2 0 - 1 2 1
---Mountains - 0 3 0 - 0 2 1
---Forest - 1 2 0 - 0 1 1
---Jungle - 1 1 0 - 0 1 1
---Coast - 2 0 2 - 0 0 0
---Sea - 1 1 1 - 0 0 0
---Ocean - 0 0 0 - 0 0 0

Sorry for the confusion.
 
Originally posted by Kal-El
This is a miscommunication between team members. The only tiles with commerce bonus should be Grassland at 2/0/1, Coast at 2/0/2 and Sea at 1/1/1.
Looks like I wen't and misread the changes when adjusting the bic and since Kal-El had already applied some of the changes in a bic he sent me, I managed to reset them to their old values..... I'll deduct it from my own wages this time.:blush:

This means that a new patch is not far away - I'll be waiting for further instructions from our fearless leader, but it should be out within the next 24 hours - after that It might be a good idea to stop changing the bic for a while - just to let people actually get to the industrial or modern ages (which would help RobO's great initiative too) . What do you all think?

Anyway, IMHO it would be nice if we tried to stick with the tile settings as they are (after the next patch is applied of course). The effect of changes to tiles are relatively easy to calculate for the Ancient era, but it is a lot harder to predict the effects for the Industrial and Modern eras, especially with all the new buildings and wonders that affect the city's production and commerce. E.g. adjusting natural trade for hills from 1 to 0 could result in a decrease of around 20-40 commerce for a single Modern era city. The effect on the entire empire would be even more profound.

So if there seems to be to much money or too high production levels in later eras, maybe we should start adjusting the Shield costs, tech costs, etc.... Just a thought.
 
Originally posted by Civalaholic
Hello.
Hi Civalaholic - good to have you back again :)
I definately like the added resources, can you add more please?
I think Kal-El has crammed in all the resources that the program can handle under the current Patch 1.21f - Im also quite sure that once the "Unlimited resources" that the Firaxis team promised are actually unlimited, he's got another load of resources waiting in line to join in on the fun.
I got to mobile warfare w/ no errors- props to the file maint team.
What??? Our bug-spotter Numero Uno is bug-free.... You'd better pull yourself together or I'll deduct it from your paycheck. ;)
The Civilopedia is a must, prioritze the work. Wonder's, and city improvement's effects first. It's a pain to keep referring to the edit program to find the effect of improvements or wonders.
Forget the descriptions for now.
Agree with you on the descriptions - they are good, but not too necessary while beta-testing. Improvements and Wonders are in Patch 0.33 (as you may already have noticed)
I couldn't get the caravans to work. What do you do to hurry?
I think you should disband them in the city building a wonder - not sure though, as I haven't built any caravans yet :(
I didn't get any mines to work, how do you deploy them?
I think there was a bug in 0.3 - they were not flagged as foot soldiers and thus couldn't be loaded onto transports.
How does the airfield work? I couldn't deploy it.
I'd like to hear the answer for this myself - never built this either.
I think I like the Idea of moving the ability to mine to the middle or industrial ages, but the tiles would have to be adjusted again.
Oh nooo! No more tile adjustments :D
I couldn't build temples or cathedrals, why?
You need Incense to build Temples, and you need Temples to build Cathedrals
I couldn't build fighters.
Should be fixed in v.033
The road mvment rate @ 2 is cool. It opens a new level of gameplay.
I totally agree - if only Railroads could be slowed down too (they can't, can they?)
Really good Mod, really good dedication by mod spokesman, all in all the best yet.
Yep, three cheers for our fearless leader :goodjob:
 
Originally posted by Isak
This means that a new patch is not far away - I'll be waiting for further instructions from our fearless leader, but it should be out within the next 24 hours - after that It might be a good idea to stop changing the bic for a while - just to let people actually get to the industrial or modern ages (which would help RobO's great initiative too) . What do you all think?

Hold your horses - a suggested slution to the money problem is on the way to the release manager as well as our fearless leader. This is an excellent opportunity to get a lot of voluntary beta testers :lol:

I just hope it passes the scrutiny of Kal-el :scan:

And yes, it would be great to get this thing stabilized a bit.
 
Caravans ought to work as leaders - put them in a city and there should be a "Hurry" button at the bottom center of the screen (with the other buttons). There's a keyboard shortcut as well. I haven't used them myself, though.

And no, you can't slow down railroads. Too bad. Adding another type of worker job would have done the trick, but that can't be done either.
 
Originally posted by RobO
Caravans ought to work as leaders - put them in a city and there should be a "Hurry" button at the bottom center of the screen (with the other buttons). There's a keyboard shortcut as well. I haven't used them myself, though.

This is correct. I've done this twice now in two seperate games and it works!! :)
 
Originally posted by RobO
Caravans ought to work as leaders - put them in a city and there should be a "Hurry" button at the bottom center of the screen
Oh - pardon my ignorance :blush: Maybe I should find the time to actually play the mod one of these days....

Nightstorm: In addition to what I already ordered, I would like to see some Civilopedia Icons for:
- Flax
- Sheep
- Silver
- Stone
- Seal

No need to rush it though - I'm going out to the kitchen to make a cup of coffee, and I won't be needing the icons until I get back to my seat again.....;)

Oh boy, I love this smiley :whipped:
 
Greetings to all!
Am I only one who sees, then Colonist CAN"T found new cities?
Or maybe I am doing something wrong? I build a Colonist, send him to suitable place, then press "B" and.... NOTHING HAPPENS :(
I am sad, because there is no Settlers - only Colonists - and I can't estalish new cities. Help me, please. I am using 1.21f patch and DYP v. 033. Thank you all from advance.
 
The Colonist is a Settler upgrade that comes with Navigation. I have never played far enough to activate it :sad:
It is entirely possible that it does not have the proper ability set in the editor. That should be easy to check, but I can't do it right now.
 
Dear Robert!
Painfully, in editor all seems to be OK, the "Build City Option" IS checked. That's why I submit my post :(
 
Well then, I suppose this might be a job for the selfappointed bug squasher (you did appoint yourself, didn't you?) who is currently busy brewing coffee and preparing a patch for the latest patch (shades of Firaxis here :) )

There is ofc. the standard procedure:

1. Uninstall.
2. Clean out the Art directory
3. Reinstall.
4. Patch to 1.21f
5. Install DyP 0.33

It worked for me once :) , but you probably already tried that :(
 
Originally posted by RobO
Well then, I suppose this might be a job for the selfappointed bug squasher
Ok, I'll look into it a.s.a.p. (Darn! Where did I put that fresh batch of DDT)
Originally posted by RobO
(you did appoint yourself, didn't you?)
As I have been producing most of the bugs lately, it only seems fair.
Originally posted by RobO
(shades of Firaxis here )
I'm doing my best to impress them - hoping to land me a job in their QA department :rolleyes:

:scan: Anyway, Mark132, could you send me a savegame or two? That would really make things a lot easier. My email address is on the DyP website.
 
Hi all,

I don't know if this issue has been addressed somewhere at page 25-n (n=1 to 24), but there seem's to be a connection of the two words "colonist" and "colony". ;)

Could it be that colonists where able to found colonies like Barcelona (greek), Boston (the 'dark' empire) or any country in black africa? :confused:

So IMHO colonists should not only be able to found new cities but also colonies!
I don't know if anyone would use them to do that 'cause they're more 'expensive' than workes, but they should be able to do so.

Those were my 2 €-Cents.

KeeP CooL & FooL,

Maverick
 
the thing is that colonies in the game are not the same thing as colonies in real life. You don't actually gain any territory by placing a colony and your colonies can be easily lost if another civ places a city too close to it or a rival civs cultural border expands to envelop it, this doesn't even cause an international incident!!

I wish you could set up puppet colonies, it would really add depth to the game, but you can't. :(
 
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