Double Your Pleasure

If anyone sees an entry in the Civilopedia that is incorrect, or simply a bug in spelling or whatever, please post it here so I can correct it. Many eyes may catch what one misses. Thank you!
 
heres somthing strange in this game if i go to the Military advisor screen it says i have two pikeman and two spearmen but no icons and if i try to upgrade the invisible soldiers it gives me a build screen like im going to build them?!?!:confused:
heres the save
 
Originally posted by Kal-el (I think)

that is a great idea! my only concern is that it will obviously produce an even greater surge in shields which means that prices will have to be adjusted once again.


Originally posted by Randy24242424, in response to Kal-el


I don't really think it will change production that much. Even if it does, it'd be good - you can easily produce a large number of units (which might actually mean *gasp* fights that take place outside of a city!) and make all the buildings you need in a short amount of time.

Isnt there an 'accelerated production' option when you're setting up a new game? For those of us who want to rule the world that much faster :king:

Originally posted by Randy24242424

I'll start up a game and see if what Soren did works (took off all the flags on Often by the Production in the AI governer options), and also my idea for what to do to make it a little more "fair" for the Plains.

The way I've always thought about it, Plains & Grassland balance each other out when you get Railroads: Irrigating Grassland gives you extra food, which lets you feed miners on the plains :D

Originally posted by Randy24242424
some ideas for units.

Sea Explorer. Works Like An Explorer. But For The oceans coats and seas.

I'm assuming you mean a high-speed, no-capacity, no-attack, & low-defence recon vessel? If by "Works Like An Explorer" you mean 'moves equally over all terrain', the fact that ocean, sea, and coast all are movement-value 1 kinda nulls that effect out :rolleyes: . IMHO, sounds like a great idea. :goodjob:


And finally...could someone assemble a Dyp FAQ? I think it'd help if someone wondering 'why's my aerial view all messed up' could just read the FAQ, see why its messed up, and go home happy :)

Speaking of which...

Originally posted by Isak
Firaxis are not going to make it possible to change the graphics in the Birds Eye view :( . The reason that some buildings use the wrong images is simply that we have changed the order in which the buildings are listed, and this order is what is used by the game to pick the images.

From a completely amateur opinion, and knowing nothing about modding whatsoever :rolleyes: ...why not just keep Firaxis' buildings 'in order', and put Dyp's afterwards?

Otherwise, as usual, fantastic mod :goodjob: ...I'm so used to it now, I get confused from playing *regular* Civ3 now :p
 
Originally posted by Dingocat85
On the subject of too many changes too fast w/out testing.. :(

1) Spy on the only Greek city, Athens. IMO, the AI should be using the horse-grassland in it's radius...but it's not. I mean, if it makes 3 food, there should be no problem working that square..right?
The Horse Grassland only gives one shield. The AI instead chooses to go for two shields given by the Grasslands with rivers.
2) I'm not sure if this is a bug, but...move the Champion onto the Hill with the Iron..there should be a German Champion there. If you wait on that hill for a few turns, the German Champion should be on a plains, next to your Champion. Now, attack the German Champion w/ your own Champ, an easy victory. Move your champion back to the Iron-Hill, and repeat the same procedure..the AI keeps on sending Champs, and I keep on killing 'em with this tactic. Either this is AI stupidity, or I'm a genius :cool:
Well, I got killed when I tried to demolish the second champion.... I don't know which of your proposed solutions to stick with now... :scan:
3) When Antium makes a Harbor in 2 turns, try working a Coastal Square..it's still going to be making *only* 2 food. :confused:
That is just the Tile Penalty for Chiefdom which was removed in version 0.83 (though it may be re-introduced..)- any yield above 2 is reduced by one.
I'm also geting 'unable to allocate draw-buffer, terminating program' as an error message a lot . I dunno if it's something Firaxis should deal with, or the Dyp team, just letting you know..
If this happens to anyone again, please check your Auto-save folder and send me the most recent Auto-save with as detailed instructions as possible about what you did before the error occurred. TIA.
From a completely amateur opinion, and knowing nothing about modding whatsoever ...why not just keep Firaxis' buildings 'in order', and put Dyp's afterwards?
That messes up the Build-list, unfortunately... and the DyP buildings would of course still not show up.

Tatsu_Kao: I am unable to open your savegame with the military advisor bugs - Civ3 says it is not a valid savefile. If you are using Firaxis patch 1.29f, please try and send me the savegame at isak@privat.dk as it may just be a corrupt file. If you are not using version 1.29f, then that is also the explanation for your bugs ;) - please let me know either way.
 
ChaoticWanderer,

the Nubians were a major power in northern africa before the egyptians rose to prominence. the two nations were both trading partners and enemies at various periods in history.

http://www-oi.uchicago.edu/OI/PROJ/NUB/NUBX/NUBX_brochure.html

"Kerma and the Rise of Kush,
ca. 2000-1550 B. C.
Egypt conquered Lower Nubia about 1950 B. C., and retained it until about 1700. C-Group kept its cultural identity under Egyptian rule, but the land of Kush to the south and the Medjay people of the Eastern Desert remained independent. Kush, much influenced by the Medjay, became a major power in the south, and as Egypt fell into disunity again, about 1700 B. C., Kush took over Lower Nubia with its C-Group population and Egyptian garrisons. The allegiance of people and soldiers was transferred to the southern ruler who was represented as a pharaoh.
Most archaeology of the Kerma culture or early Kush is found south of the Second Cataract, especially at the great capital at Kerma, with its central temples, elaborate smelter, manufacturing installations, houses and enormous royal mound tombs. Its magnificent pottery was sometimes exported as far north as the Egyptian Delta, and sometimes carried north by travelling officials and soldiers."

...

"The Empire of Kush
Between 1100 and 750 B.C., little is known of Nubia, but after 750, a new Kush!te kingdom appeared at Napata near the Fourth Cataract and rapidly expanded into a huge empire. To the south, Meroe was founded. To the north, Egypt had fallen into fragments under Libyan rulers, and the Kush!tes extended their control north of Thebes, the cult center of the god Amun in Egypt, who was also the most favored deity of Kush. Piye, most famous of Kush's pharaohs, united the Nile Valley from the Mediterranean to Meroe, creating one of Africa's greatest states. He and his successors are known as Egypt's Twenty-fifth Dynasty. One, Taharqo, was a great builder, and the Kush!te rulers led Egypt to its last age of outstanding achievement, which reached its peak in the sixth century B.C. But when Kush tried to stop the westward advance of Assyria in Asia, Taharqo and his successor Tanutamani were defeated and expelled from Egypt by 650 B.C. In Nubia and Sudan, Kush continued to be a major state for a thousand years.

Meroitic Nubia,
ca. 200 B.C.- A.D. 300
The actual capital of Kush was established at Meroe quite early even though its rulers built pyramids near Napata until about 300 B.C. Meroe became a great city of large industrial complexes and great temples, with an inner city that contained palaces, a shrine with a large pool and columns that spouted water, and even an observatory. Numerous important centers were founded in the Isle of Meroe, and great temple complexes dedicated to gods with both Egyptian and Meroitic names. The most important Meroitic deity was Apedemak, usually shown with a lion's head, who became one of the greatest state gods. The outstanding Meroitic industry known to us is iron. The site of Meroe still contains large heaps of slag, and recent excavations have unearthed parts of the furnaces used to smelt the metal.

In the north, Meroitic policy had been to assist revolts in Upper Egypt against foreign rulers, such as Persians, the Macedonian Ptolemies, and Romans. After an agreement with Rome just after 23 B.C., Meroitic settlers were able to live close to Aswan, beginning a new era of prosperity in Lower Nubia. Wealth derived from trade made possible some of Nubia's most delightful achievements in arts and crafts. The culture, like that of Kush's main center at Meroe, was pharaonic, and the representations on pottery and small objects were made in accordance with the what was considered proper in that tradition. These Meroites of Lower Nubia also constructed small brick pyramids, and equipped their chapels with stone sculptures and inscribed monuments."

here is a summary of my earlier post.
the civs that are almost 100% in PTW based on various bits of info that Firaxis has leaked out are:
Vikings
Celts
Koreans
Spanish
Carthaginians
Mongols

The other two that CFC is predicting are:
Ottomans
Arabians

Civs I would like to see:
Incans
Mayans
Sioux
Nubians

That leaves 4 more civs

It is not really a question of what the Scandinavian Civ should be called but what are Firaxis going to call them. Of course once the Vikings are added to the game we can always rename them.

As for the Austro/Hungarian Empire: Not the same thing as the Huns. They were a very powerful entity for a good portion of the 18th and 19th centuries but the question that I ask is, is there any more room in Europe for another civ? I have the same response to the Portuguese. With Spain in the picture there is no room on the Iberian peninsula. Putting the Celts in Ireland will make that area a little tight too but putting them on the continent would really squeeze France and Germany.

As you can see from my wishlist, I am trying to fill in areas of the map that have less representation. A Polynesian civ would be interesting if they started in Indonesia that would give them a chance to migrate to Australia and beyond.

As for your other suggestions:
A sea explorer unit is possible, but is not on my list of units to put in the game. But by all means feel free to add it to your own version of the mod.

It is possible now to give naval units the treats all terrain as roads which would allow for increased movement. It is also now possible to change the movement rates of the various water tiles. There is no plans on implementing the movement rates.

Elephant workers: Sounds cool, but it is not possible to give units bonuses in specific worker jobs.

As for splitting up the worker jobs among three different types of workers, I think (I know) this will cause problems for the AI.

Also, we can not add worker jobs. I wish we could but we can't. So that means no Canals. Your only option is to plant a city at an isthums and use that to cross through. I have made that possible on the earth map where both the Panama and Suez canals should be.

The buildings were rearranged to aid in the build queue. The birds-eye view is usless anyway.
 
Curswine: About the Secret Agent - I think the trainer you used made a mess of things - I opened the savegame and exported it as a BIC using Gramphos multitool, and then noticed that the Army and Secret Agent units have been switched around.

What trainer did you use, and what did you use it for exactly?
 
hello,

first off, i love dyp! it makes civ3 so much better... ive been a civ fan since it first came out years and years ago.

im having a problem with dyp 0.83, however. i didnt have this problem before updating to this version. civ is crashing every time i try to select a longswordsman or crusader. it crashes when i click on it to build or upgrade.

any ideas?

thanks in advance!
 
themichaelv: Most likely a missing patch somewhere - try downloading the full install of v.0.80 and then "build" from that.

Alternatively, let me know which Zips/exes you use, and I will find out which one is missing or installing incorrectly.
 
I agree with Kal-El about the new civilizations, Europe is already crowded with current and new civilizations from PTW. Perhaps we should rename Spanish to Iberians, I don't know, but for 60 years (1580-1640) Portugal was officially part of Spain (it started with Phillip II).

We should focus on the inhabitated parts of the globe, mostly South America, and Australia.

The Incas are a must for the world map, as there's no one in South America, and they owned a great part of it.

About powerful old Empires, how about the Hitites ?. I'm talking from memory, but they were the first ones using iron weapons and the crushed the mighty egyptians when they first met.


Another suggestions are:
Add oil as a possible resource in coast and sea: we're tired of seeing those oil platforms midsea, so oil can be there.

More coal on England, they had a lot of coal during the Industrial revolution in the 19th century like Cornwall.

Greetings from Spain
 
Sure i know Nubians were a very powerful ancient race. but they exsisted about the same time as the earliest Abyssians and the abyssian country exsist to the present day even though by a knew name and it would fill the african slot. also abyssia once covered part of the lower arabian penninsula and was the major trader on the red sea

plus certain rullers of Abyssia claimed a direct line to the Queen of Sheba herself in the bible.

incans and mayans are almsot deffinately a must.

as for ancient civs.
phoenicians
along either north africa. or the coat area of isreal and lebanon
special ability would be a caraval with move as roads ability

yes in a world map spain and portugal would be too close which is too bad since they both were imprtant and powerful

i gues that makes the dutch a casualty as well. and too bad for the austrian hungarians

if you want races. that cover special locations at aleutians of alaska may also fit that catergory

though not sure alot about their leadership or the power structure but im sure i can find things on alaskan history to help.

and maybe the Thai or Siam same thing jut different name

well if you cant add specific bonus to certain abilities in elephant worker can you add them to all? elephants are primarily used as workers in india. theya re used in logging and other stuff. i can see them being able to do all things like an ancient version of the enginer


also have you thought of a few of these.

resource tin.... special ability perservation town addition. cannery acts like a second granery. perservation would be sometime after crop rotation. also allow alluminum for cannery building

you cant build bronze units with out copper available.

instead of starting with mining have to learn. prospecting. whioch shows al the amtericals. then you can elarn mining to get them out of the ground.

is newpaper only availiable if you have timber? if not it should be for the paper use.

resource. olives for hills. adding extra food in hills. important crop for ancinet meditarian countries.

resource. salt for deserts and hills. added mining bonus.

add a small wonder with weaving and factories. called jumping betty. important invention that made it possible to mass factory produce cloth.
maybe add before factories to add bonus to shield production of luxery or both.

add tech off of masonry sculpting which adds marble to the screan. you need marble in city screan as to build michaelangelos work shop. a culture bonus for cities.

dmoesticated animal poultry

luxery item tea.

luxery item cocoa. both of these are jungle goods.

thats all for now more ideas to come im sure *LOL*

also i can give you a good site of abyssia if you want
 
Originally posted by valrond
Add oil as a possible resource in coast and sea: we're tired of seeing those oil platforms midsea, so oil can be there.
Interesting. You could also make Offshore Platform dependent on Oil within city radius and increase the effect (and possibly cost).
 
My workers cannot make any mine improvements! Pressing M does not work and there is no icon in the task buttons. Is there something wrong?

Also, when I downloaded DyP I just clicked the download/install and went for the executable. I did that on Aug. 2nd. The version in my start up says .80, how do I upgrade it to .83? I don't see anything at the website to help?

Any help is appreciated, thank you.
___________________________________
To secure peace is to prepare for war. Don't tread on me.:nono:
 
Connor,

This may be a pretty dumb question but did you discover mining first? :)

Go to the DyP website and on the front page their is a link to the Download/Install section and you will find it there.
 
NP, I have mining already. I even went to the science advisor and tried switching to it, but was told we had already discovered it. Still can't mine anything.

I did find the .83 and unzipped it to the directory and said yes to all changes, but when opening the game it still says .80, should it say .83?

Thanks.
 
Maybe a new special unit for the German in addition to the panzer :

The Zeppelin (replace airship for German). It can rebase (the Zeppelin is the first intercontinental aircraft) and have a better attack/bombard (German use it to bombard London in WWI).
 
connor: This is on purpose. You must discover Engineering before you can mine the terrain. Since a recent version (forgot which), Mining only allows you to see a few of the metal resources in the game (copper, for one, I believe).

ChaoticWanderer: If I listened correctly in my history class (which I know I did - got an A both semesters :p), the first canned foods were "invented" by Napolean on his campaign in Egypt, to keep his soldier's food from getting a disease from the Nile and prevent it from rotting. So, I think canned foods would come quite a while AFTER Crop Rotation.

Babsimov: I don't think Zeppelins are/were just used by the Germans. One of the DyP team members explained to me the difference between airships and zeppelins, and the only real difference I noticed (and still remember) was the shape. So, I don't think it could be just a German UU. That would mean a whole lot of work for them adding UUs to all of the other civilizations, too. :)
 
connor,
i had the same problem. i dont know why there is still this damaged patch on the dyp website.
go to page 61 in this thread and look for ROBO's 0.83 patch there. that one works.

however mining only shows you several resources you couldnt see before, but the real mines that you can drill deep into the earth, the ones you can actually see on the map, they require the engeneering tech, i think.

correct me if um wrong.
 
The trainer that i was using is made by someone called cyberman and is called "cm-cv3tr" for use on the 1.21v patch but one of the potions still works and that is what i used it adds 10000 gold which makes your science go quicker especailly by buying the techs off of every other civ.
 
I guess I should do a little more RTFM. :)

Morbius, from what I understand what you're saying, the version display on the screen does not actually reflect the updated version? I followed the readme in unpacking it to the main folder, but still says .80. I guess this is a bug or somewhere along the way I am having a brain fart. Sorry, I just get uptight when I don't get everything working right on my PC. Thanks.
_____________________________________________
To secure peace is to prepare for war. Don't tread on me.:nono:
 
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