Double Your Pleasure

Originally posted by crom
Hi I just downloaded your mod v 0.84 with patch 1.29f. And at the beginning of the game when you adjust your science level to less than 50% (not sure on exact number, at work right now) and you are low on cash, the game will put the science back to 50% every turn, until I built a warrior. Does this have to do with the rate cap or something? but why would building a warrior stop this.
Has this happened to anyone else? this happened both times for me. I was playing Americans, monarchy level, huge map
The rate cap issue is explained here
But the rate cap of chiefdom in 0.84 is 60%, not 50%. It was 50% in some of the earlier versions.
I don't think the warrior made the difference - It is more likely that your city limits expanded a the same time as you built the warrior, causing a redistribution of your worker and thus more commerce income.
 
Originally posted by Kal-el
6A) Ironclads are currently set to sink in Ocean, they should probably be set to sink in Sea as well. If they are given this additional restriction I may be inclined to up their stats to 6/7/3. How does that sit with you.

Unfortunately, once you get Magnetism (or is it Navigaton?) all ships can cross oceans with impunity :mad:
Even canoes :rolleyes:

So it seems that the only way to limit the effectiveness of the Ironclad is to reduce the movement to 2.
 
Originally posted by Kal-el
Dog,

Corvette - Just using the Privateer, but would love to have this altered to remove the skull and crossbones.
Jeep - Got nothing for this yet, currently using the HumVee but hoping the PTW WWII Unit Set includes a Jeep
Crusader - I think this unit is availble in the Unit Forum
Merchant - Nothing new here yet
Samurai - Don't think this is on the forums, but I haven't been given permission to post it here, only been given permission to post it with the mod.
Champion - See Samurai

Freight - Nothing new here, but Pesoloco is working on it
Caravan - I think this is available on the forum
Fanatic - This is a piss poor conversion that I did of the immortal. I haven't posted it on the forum due to the low quality.

Well, I went ahead and d/l'd the whole thing as I slept last night. I see several new unit animations (Villager/Champion, New Samurai, Monk, Missionary, Elephant Rider, Chariot Archer, Cavalier, Cart, New Archer...maybe a couple more). I won't post them though on the forum tho if you don't want me to. Thanks for all your hard work. :goodjob:
 
Hello!

I installed Civ 3 1.29f and then I installed the latest version of Double Your Pleasure.

Ok, now I started a normal game, regent difficulty, playing the russians. Created the capital moscow in a pretty good place with some olive oil nearby. Ok, so I immediately start losing money. I disband my warrior. After 10 turns, moscow grows. Then it stops. My worker can not irrigate (or farm) or do anything. I automate him and he sits in the city. All i can do is sit with my little capital and wait for new techs to be researched for like 4 000 years. If I try to build a settler (or clan you call it) its not possible as moscow only is of the size 2.

Ok, thats bad, so I try another game. Same thing there. What the hell is wrong? Aren't you supposed to be able to play this game on regent difficulty?

Please help!
 
Xstar, the settler only requires 1 pop at start.

You should stop losing money once your city grows, and disbanding a warior doesn't make any difference - Chiefdom has no unit maintenance.

Your worker can build roads once you get "The Wheel". Until then, I usually use him as an explorer.

Are you sure you are playing version 0.84?
 
at this point rival civs never study weaving i found civs all the way into tanks still not knowing weaving LOL

need to make it worth while for civs to learn it. i guess a luiery silk sint worth it. and since 9 out of ten times i have no silk in my lands it isnt worth it for me either

though it seems a land can trade silk if you discover it. even if they ahve no weeaving ability.

this seems like a big will check it again. but i believe it was on the lsit of luxeries they could trade at the same time as weaving was something i could trade them.

also is their anyway to fix the timber in graslands?

it seems that the comp cuts down forest that contain the luxery timber. but the timber survives. even though thier isnt any woods. same with silk.

these are both prob civ 3 problems in general but i think a forest or jungle only good should vanishes if you remove the forest or jungle

also it seems i can upgrade to units like swordman and riflemen. though the city isnt conected to any other city with either iron or salt peter.

this is weird i jsut build a warrior then upgrade it upward with out any benifits. will again test this mroe to be sure. but this happened witha couple of jungle cities with no roads to any of place even other civs.


thats all for now
 
Is it a bug or wot.

A Terime carries 1 and upgrades to a Carvel that carries 3
A Carvel upgrades to a Galleon that ony carries 2??

;)
 
Caravans

I don't know if this has been discussed before, but I was wondering if anyone has tested whether or not taking caravans out of the game would actually help the AI. Does the AI actually use caravans efficiently? The AI loves to build them I have noticed, but how does the AI use them? Does it save them only for wonders? And the problem is that the AI builds the caravan without any improvements in the caravan building city!

I like to build mills, forges, factories, etc. in the city that I want to be building a caravan so I can complete it faster. The AI sets caravan building as a top priority before all the production improvements, thus taking forever to build a caravan.

With 16 civs on the 180 X 180 map, the tech rate is way too fast for all civs not on North America. With all the civs over in europe and asia each having contact with each other and researching different tech paths, they blaze through the tech tree at an alarming rate. I was America and got more than half the ancient era techs from goody huts and researching the ones i didn't have at the minimum turns (fastest rate), and when I met the first european civ I was still alot of techs behind (on CHIEFTAIN of all levels :confused:!!)

One way to stop the mass exodus to Siberia having Siberia look like a checkerboard with little size 1 towns of all diffent european civs is to get rid of all the forests and leave it all tundra. I made everything east of the Ural Mountains, tundra. Of course, then the map isn't the prettiest, but you prevent the AI settler diarrhea going to Siberia, Although you do still get the checkerboard of AI cities south of there in the area about where Mongolia is. I did the same thing to parts of Canada and Greenland. I allow a few forest or hill squares to allow a couple of cities, but not having that whole area fill up with AI cities.
 
Yeah curswine

it was middle of jungle no coast line.

it had no roads to it because it was too young and i hadnt got workers at that moment to waiste sending them through the jungle to build roads.

i thought maybe it was connected to a rival civ that i had conected in another way but that wasnt the case either.

so im not sure.

this of course only started later after riflemen but before airplanes and stuff

so not sure.


also im working with this mod to make more ancient races and working forward.

im working on the Mayan civ. but i wonder if i should include the city chechen Itza with their being a wonder named that.

also does anyone make leader pics. like to make some for me????

anyway thanks
 
Originally posted by ChaoticWanderer
Yeah curswine

it was middle of jungle no coast line.

it had no roads to it because it was too young and i hadnt got workers at that moment to waiste sending them through the jungle to build roads.
If you've still got a savegame, please send it to me, and I will check it out.
 
not sure, but i thought any great wonder should produce culture ... that doesnt work.
i am in possession of a city that was not originally mine. i conquered it, it deposed my governor, and i took it back.

there are no more resisting folks, but 0 culture is produced per turn, tho the great buddha, the great library, and another wonder are in there.
i didnt build any of them.

i have a safe game that i could email if that would help ...
 
You don't get culture from captured wonders. Only the civ that built the wonder gets the culture while he owns it. It's a civ3 thing, nothing to do with the modpack.
 
I'd just like to reiterate 2 previously mentioned possible bugs that I too have been experiencing.

At the start of the game I'll set my Science to 60% and leave luxury level at 0%. I'll build some improvements and have to decrease my science level to pay for the maintenance. Every turn, however, my science rate will automatically return to 60% meaning I have to manually decrease it again.

I'm not surer how long it lasts for but it has happened in at least 3 games.

It also seems that a city needs to built near a food resource for it to grow past a population of 2 under chiefdom or despotism. Non food resource squares only give 2 food which can only support a city with a population of 2 then zero growth is reached. This means you can never had a considerably large city whilst waging a war under chiefdom in the early ages. I understand that this may be intentional though.

I'm using the 0.84 mod. Other than what I mentioned above this is an excellent mod.

Thank you for taking the time to create such an improvement.

Edit: I just realised another slight problem which is probably just personal thing. I'm playing on a huge map with 6 other Civs and have just discovered Steam Engine. I currnetly occupy the largest continent in the world which is over 50% of all the land mass yet somehow there is only 1 coal deposit on the enitre continent and its in the middle of the jungle.

I would have thought coal would be a more widespread resource due to its extensive overuse during the Industrial Age.
 
sorry no saved game deleted it when i upgraded to 8.4.

also got two civs done in ancient age will be doing more research on adding more later.

still need some more leader faces if anyone has or can make some.



also i have been wonderng if you guys have turned down the amount of resoruces because as of now i am getting very little in the way of survival.

i had to go to war to get iron and be the agressor.

i usually go for the diplomtic route. this lack of any good items i found only three known sources anyware near me and they were still over 50 turns from my start. plus i only saw one copper.

jsut wondering if you guys turned it down because their is way to little in the way of resources
 
Originally posted by Anton
At the start of the game I'll set my Science to 60% and leave luxury level at 0%. I'll build some improvements and have to decrease my science level to pay for the maintenance. Every turn, however, my science rate will automatically return to 60% meaning I have to manually decrease it again.
Check out the Strategy guide thread for the explanation of the rate cap.
It also seems that a city needs to built near a food resource for it to grow past a population of 2 under chiefdom or despotism. Non food resource squares only give 2 food which can only support a city with a population of 2 then zero growth is reached. This means you can never had a considerably large city whilst waging a war under chiefdom in the early ages. I understand that this may be intentional though.
It is intentional - we want to limit the size of cities early on, and we also want to make sure that supporting a large empire under Chiefdom is virtually impossible.
I just realised another slight problem which is probably just personal thing. I'm playing on a huge map with 6 other Civs and have just discovered Steam Engine. I currnetly occupy the largest continent in the world which is over 50% of all the land mass yet somehow there is only 1 coal deposit on the enitre continent and its in the middle of the jungle.

I would have thought coal would be a more widespread resource due to its extensive overuse during the Industrial Age.
As far as I can remember we haven't changed the appearance ratios for Coal (or most of the other "old" resources), but by adding in more resource types, I guess each resource is a bit less likely to appear - but not much. I think you just got unlucky - I've had the same thing happen to me in regular Civ3, not with coal though but with horses (and as I play as the Iroquois 9 out of 10 times, no horses is a real stinker :mad: ).

It's just part of the game - part of the incentive to make you wanna go and poof some of the other civs out of existence, so you can get your hands on their real estate ;)

I think that answer applies to your question too, ChaoticWanderer.
 
Originally posted by RobO


Unfortunately, once you get Magnetism (or is it Navigaton?) all ships can cross oceans with impunity :mad:
Even canoes :rolleyes:

Here's a slightly crazy idea..why not eliminate the Navigation and Astronomy bonuses? I don't mean delete the Technologies from the game..but disable the 'everyone can cross seas' and 'everyone can cross oceans' features. Instead, canoes/galleys/triremes can only traverse coasts, all ships developed after Astronomy (except the Longboat, of course) can traverse oceans, and all ships developed after Navigation (except the Ironclad) can traverse seas.
There are two advantages I see in doing this:
...........1) It forces players to have to upgrade their ships in order to traverse more dangerous waters, as in real life...no more seeing the AI in the Modern Age sending its brilliant military force in a canoe :lol:
...........2) This enables later ships, i.e. the Ironclad, to effectively have the 'sink in oceans' attribute, without having it be cancelled out by the 'everyone can cross oceans' bonus found in Navigation.
(Ok, maybe we can let everyship cross Seas with Navigation, but certainly don't let everyship cross Oceans with Navigation. I'm thinking we let everyship cross oceans much later, maybe with the invention of Radar, or Sattelites?)

Originally posted by Kal-el
3) no horse units should be able to upgrade to the Humvee

Funny, in every version of Dyp I can remember, I've clicked through the 'Horseman [upgrades to] Knight [upgrades to] etc, etc...' upgrade chain, and it's always ended @ Humvee:confused:

Ironclads are currently set to sink in Ocean, they should probably be set to sink in Sea as well. If they are given this additional restriction I may be inclined to up their stats to 6/7/3. How does that sit with you.
Ehh..6/7/3 still doesn't seem fair to the Ironclad. IMHO, even though Ironclads were Iron-plated wooden ships, it still made them much stronger on the defense (it is iron, after all), and slightly stronger offensively - iron ships can hold bigger guns better than wodden ships, b/c of the added stability of iron.
IMHO, except for transport capacity, speed (maybe even speed), and ocean-faring ability, Ironclads and Steam Frigates should have their current stats switched :eek:

6B) Unfortunately it is not currently possible ot set improvements as prerequisites for units. Oh that it were so, the possiblities that would open up before us.

Hear me out Kal-el, for I have a plan ;)

It is possible to make a unit appear with the construction of a Wonder - think Manhattan Project. But what if we were to do that same sort of thing - with a Small Wonder? :cool:

IMHO - upon the discovery of Steam Power, a new Small Wonder will be available. This SW can only be constructed in cities with a Shipyard, and access to Iron - let's call this SW 'Ironclad Development' for now. Upon completion of 'Ironclad Development', the Civ that built it can build Ironclads.

In exemplum: The Americans build 'Ironclad Development' first - now, only they can build Ironclads. Next, the English build 'Ironclad Development' - now only the English & Americans can build Ironclads - etc, etc.

Two last comments, concerning the world map:

1) Early Middle-age Europe was plagued with Barbarian Invasions - think the Huns & Avars, who both used Horse Archers. Why not make the Barbarian Rider upgrade to Horse Archer?
2) I admittedly haven't checked :blush: - but can Eurasians cross into the Americas via the Aleutian Islands? there would have to be some Ocean, of course, but I could see them as an *alternate* way to get there.
 
Originally posted by Dingocat85


Here's a slightly crazy idea..why not eliminate the Navigation and Astronomy bonuses? I don't mean delete the Technologies from the game..but disable the 'everyone can cross seas' and 'everyone can cross oceans' features.
That's not a bad idea actually - a novel thought (to me anyway) - of course OFL has the final word, and at the moment I can't figure out if this would have unwanted consequences, but still...:goodjob:
Funny, in every version of Dyp I can remember, I've clicked through the 'Horseman [upgrades to] Knight [upgrades to] etc, etc...' upgrade chain, and it's always ended @ Humvee:confused:
You're right, it has been like that for a long time, and still (as of v.0.84) is - I think OFL meant that it was going to be changed though.
It is possible to make a unit appear with the construction of a Wonder - think Manhattan Project. But what if we were to do that same sort of thing - with a Small Wonder? :cool:
That unfortunately is not possible - the Allows ALL Civs To Build Nuclear Devices flag only exists for Great Wonders - and it can only be used once in each mod :(
1) Early Middle-age Europe was plagued with Barbarian Invasions - think the Huns & Avars, who both used Horse Archers. Why not make the Barbarian Rider upgrade to Horse Archer?
Would be nice, but unfortunately Barbarians can't upgrade their units and we are only able to set 2 units as being Barbarian units (3 including the Sea Unit)
 
just wondering ... in case you want german cities to have their original german names, i could provide you with the necessary data.
there are still a coupla mistakes, actually.
like 'nuremberg' or ' cologne' or even the leader 'richtoffen' (has to be richthofen)
just in case ... :)
 
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