Double Your Pleasure

I would first like to say you guys have created a great mod, but I have encountered a small problem. I'm in the Modern Age and I'm stuck, because everytime I try to advance it say CIV3 has performed an illegal opperation. I've tried restarting my computer and then going back, but that doesn't help. I guess it could be just one isolated insident and if I start a new game it might not happen. But I was wondering if this could have anything to do with the mod. I could send you the saved game file if you wish.

Also is there any way the you could increase the Cruise Missle Bombard range. They are a long range non nuclear weapon and should be able to be fired from anywhere and go to anywhere.

But all in all, a great mod.
 
Hi all!!
I tried not to establish new cities and wait until my scientists discover Motorized Transportation, so I can build Pioneers.
And... Pioneers CAN'T found new cities too, as same as Colonists. I'll post my save games to Isak, maybe he can fix it.
 
For those of you new to the DYP mod, I would like to give you the benefits of my experiences in getting it working on my system. In listing the following steps, I am indebted to Nightstorm and Robert IV, whose assistance and postings, respectively, gave me the directions needed to solve the install problems I myself encountered.

1. Download the current version of DYP to its own directory. Isak's excellent "EXE" version of the file is preferred if, like me, you are new to the mod community. It will automatically load the required changes into the standard Civ3 directory. You can find the mod at http://civ3.bernskov.com/, accessable by clicking on the links listed at the bottom of any of Kal-el's (the designer's) postings in this thread, or simply typing it into your browser address.

2. Completely uninstall your original Civ3 directory (usually C:\Program Files\Infogrames Interactive\Civilization III on a standard system install).
This is vitally important. Merely using the Windows uninstaller to remove Civ3 and any Firaxis patch will leave artifact files behind in the above directory which will conflict with the mod and prevent it from running. I myself use Explorer to highlight the entire Infogrames folder and delete it, clicking "Empty Recycle Bin" before proceeding. The folder will be recreated by step #4 below - so don't be afraid to trash it. However, if you have other mods loaded to the basic files, this will cause them to be deleted as well (but in that case, you're not a neophyte to the mod community, so handle your mods/skins/etc. as you see fit).

3. At this point, defragment your hard drive.

4. Reinstall Civ3 from the cd-rom.

5. Reinstall the current patch (1.21f at present).

6. Open (run) the DYP.exe file to load the mod.
If you download the .zip version, extract the files to the game's directory (stated in #2 above). Click "yes to all" if/when asked whether you want to overwrite files.

7. Once again, defragment your hard drive.

8. You should now be ready to go. Kick back, ingest your favorite substance, and be prepared to enjoy what is undoubtedly the single best mod out there to date.
 
Hows it going all. I tweaked the game a bit and seemingly have slowed down money and sciece to an acceptable level. I lowered the commerce from coastal squares from 2 to 1. Also in the world sizes screen in the bic I raised the sciece modifier to 150 for a standard size map. This has had good results for me. I was coming out of the ancient times around 100 A.D. I have some recomendations. I think that commerce from some tiles still need to be reduced or support costs for governments need to be raised to 2 and in some cases 3 per unit. I have a feeling that the later ages are going to be very wealthy. As things are going currently I have no need for marketplaces or libraries and that doesnt feel right. On the subject of libraries, I have played parts of four games and have yet to be able to build a single library or walls for that matter. Stone and especially marble are very hard to get. I dont know if that is by design. Right now its okay because libraries and universites are fairly useless, but when we get this problem settled I think the availability of marble or the requirements for building libraries should be looked at. Any way great job guys. BTW Kal the problem with freight-caravans is still there. Okay back to work for me.
 
Hi Ganjaman,

My proposed changes (mentioned on page 25) do increase unit costs to 2 or 3 and also lower the support ability. I haven't changed the commerce of coastal squares, though. I would rather avoid that - it provides a nice boost to coastal cities, and you can't build a road on water squares so you're stuck with what you have (excepting improvements)

I hope to get these changes released shortly.
 
Originally posted by Kal-el
you shouldn't be able to mine grassland.

Oh Really? See below (yes, I am using the most current version of the game and the mod :confused: )
 

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Nightstorm, check out this info from the previous page. It applies to the latest patch. We're working on an update. Look at the bright side: I will try to make sure that this kind of confusion won't happen in the future :D

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. 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 Mark132
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.

oi..
You have to move your mouse and then press the build icon.
The B does not work, but you ARE able to build.
Just use the mouse :crazyeye:
 
RobO,

Not disputing your numbers...just thought I read somewhere that after the Firaxis 1.21f patch you would not be able to mine grasslands anymore...and here I am able to do it, that's all...could care less about the money (the more I have, the better :king: )
 
First I would like to thank Def Lep for posting that informative step by step guide for those people who are still having difficulty getting the mod to work.

Originally posted by Ganjaman
BTW Kal the problem with freight-caravans is still there. Okay back to work for me.
Is anyone else having this problem? I haven't had a chance to build or use these units yet.
 
******News Update******
the team is working feverishly to put together a patch with the correct tile values. this version, v0.34 should be available shortly, for those of you who can't wait for v0.4.

After that the next version, v0.4, will have the new cost values for techs, improvements and units, along with RobO's corrections to the Govt section which has helped to rework the financial aspect of the game. With these changes, there should be less money floating around and the science race should become more interesting in v0.4.

We are nearing the end of revisions. Version 0.4 should be the last version before v1.0. After that I am hoping there won't be any new changes to the mod until after the release of the Civ3:PtW expansion pack.
 
Originally posted by bernskov


oi..
You have to move your mouse and then press the build icon.
The B does not work, but you ARE able to build.
Just use the mouse :crazyeye:

BERNSKOV YOU ARE GREAT!:egypt:

I always use keyboard - my old habit from Civ1 yet:) I am accustomed to use mouse only for movement, and don't take care about icons. Thank you once more - now I can play:)
Mark 132
 
Hows it goin. Changing support rates seems to be doing the trick. I have got a game into the Industrial era and everything seems to be going pretty well. One thing I have noticed however. Upgrading Crusaders to Dragoons doesnt cost anything. I could not figure out how to change that. Also I am having a strange problem i cant work out. I have destroyed an enemies only port city and they have no roads connecting to anyone else, yet they can still trade? Any ideas? The only thing I can think of is that they have touching a border (across a sea) with another empire. I know this allows trading within an empire, but I am not sure if it allows two separate empires to trade. Also you might want to try testing Social Democracy with 2 upkeep and Federal Republic with 3 so as to further distinguish them.

The Freight -Caravan thing I mentioned earlier is regarding the fact that freight requires oil and something else as requirements while caravan only needs horses. So later in the game if one does not have oil but has horses it would be possible to cheaply build wonders. Anyway good hunting.
 
Originally posted by Ganjaman
The Freight -Caravan thing I mentioned earlier is regarding the fact that freight requires oil and something else as requirements while caravan only needs horses. So later in the game if one does not have oil but has horses it would be possible to cheaply build wonders. Anyway good hunting.

ok, so it's not that they don't work, its just that you can get relatively cheap caravans when you should have to be building freight. This can be easily remedied. whew

RobO,

what are you're thoughts on the support suggestion?
 
Originally posted by Ganjaman
One thing I have noticed however. Upgrading Crusaders to Dragoons doesnt cost anything. I could not figure out how to change that.

Ganj,

here is a taste of the new unit costs
Mounted Units Old Cost New Cost
Chariot__________2_______ 2
War Chariot______2_______2
Horseman________3_______3
Elephant Rider____4_______4
Knight___________7_______9
Rider____________7_______9
Samurai__________7_______9
War Elephant_____7_______9
Crusader_________8_______11

Mounted Missile
Chariot Archer_____3_______3
Mounted Warrior___3_______3
Elephant Archer____6_______6
Horse Archer______8_______12
Dragoon__________8_______18
Cossack__________8_______18
Cavalry__________11_______25
Tank____________16_______32
Panzer__________16_______32
Gunship_________18_______40
Modern Armor_____18_______40

I don't know what to tell you about the trade thing. Sometimes the AI does mysterious things. :crazyeye:
 
Originally posted by Ganjaman
Also I am having a strange problem i cant work out. I have destroyed an enemies only port city and they have no roads connecting to anyone else, yet they can still trade? Any ideas? The only thing I can think of is that they have touching a border (across a sea) with another empire. I know this allows trading within an empire, but I am not sure if it allows two separate empires to trade.

Plain and simple...the AI cheats. That has been proven. I've even notice that when they have no trade routes and no iron for example, they were able to build a ton of swordsmen when I discovered the tech for it and built a bunch to crush the enemy. Like I said, the AI cheats... :eek:
 
Originally posted by Kal-el
RobO,
what are you're thoughts on the support suggestion?

Well, we will increase the support cost in the next version and I really need some more data to see what will work and what won't.
 
I was looking through the complete build list in the game that was posted and I noticed something. None of the new city improvements show up on the big build button (not in the queue, that works). I also noticed that the small and large wonders do show up. I looked at the pediaicons.txt file thinking that was the problem. I started to fix some of those, saved the file, and restarted the game. This didn't fix the problem. Anyone know if maybe the icons for more improvements aren't supported, or am I missing the point of how to fix the problem?
 
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