Double Your Pleasure

Originally posted by KDan
Morbius: I remember struggling to get my navy going too... I was building destroyers but the AI had so many ships (of an earlier, wooden hull type, but still strong enough) that I couldn't leave my destroyer out of my town or it would get wiped out (even if it took a couple of AI ships with it). Was a tough job to get rid of those AI ships...

Haven't seen that for a while, though.

Daniel

I'm playing v0.83, huge map, islands. There are three large civs, Myself, the Persians and the babylonians. I'm spread accross various island chains while they ocupy the the two largest islands.

Persia has about 95 battleships, and they all seem to move in unison. Babylon has one canoe. Were all equally developed in science and have about the same number of cities. Very Strange.
(Yes, they are all Theocracys :nuke: )

I have however seen that not all nations develope equally. The Japanese started on a small island (7 citys) but never spread to two large islands very close by, while the romans rapidly spread over their 6 island chain. Once Caravels could travers the oceans only Persia and America spread over any other islands while Japan and Babylon stayed at home.

The only constant was that Persia had money, while Babylon always seemed broke. Persia had about 150000 gold pieces, 180
Mobile Infantry and that 95 ship fleet. Babylon no money, almost no roads or such and 75 grunts,75 infantry. All civs are not created equal.

To talk about another topic, are their any plans to flesh out the modern era? The tech advances and units seem a bit sparce compared to previous eras. The mobile infantry(MI) is a very cool unit but it is a bit unbalanced compared with previous units.

Units that need upgrading I think are:

Radar artilliry 0(18),0,3 range 3, rof 1, air defence:
The bombard value is the same as mobile, and with only one shot its not worth your while to drag them along. How about another mech unit? Mech artilliry 0(30),0,4, range 4, rof 3, cant cross mountains and jungle except over roads, no air defence.

Also

Battleship has little health compared to MI, a larger cousin might be an option. 30(45),20,8; rof 1; carrier ability?;

Helicopter (is very cool) but its 6 movement makes it slow compared to the 8 MI can achive over land. How about a Dropship (from starship troopers fame) Same basic stats except maybe can carry 3 units and move 6 (all as if roads). Maybe a cross between the gunship and the helicopter?

In the same vein a larger Airplane unit would also be usefull. Only move 4 but can carry say 8 units. Itle save a lot of time in moveing your armies in.

Also need larger bomber as Strategic bomber cant really damage MI.

Making these units very expensive and not allowing you to upgrade to them could also make for more military fun. The current ability to upgrade grunts to MI means you can go from 150 pretty useless defensive units to 150 Army from HELLL in one round.

Cheaper and more powerfull version of Penguin missile could also give more combat options.

A more powerfull secret agent would be nice.
Hacker Team 12(18),6,6 (move as road) abilty to paradrop?

I also love the idea of sonar mines. How about giving them the ability to paradrop, but no movement? They should not then be captured but should rather be destoyed. You can drop in a mine
into the ocean or land but not move it? (Dont know if naval units can paradrop)

Lastly, the APC unit cant be loaded on an Airplane, meaning I leave it behind every time. The humvee however can. Whats the rationale?

Richard

p.s I launched a blitzkrieg against Babylon with my MI army and wiped out their civilization in three rounds. My airplanes flew in every unit from all my citys but victory was achieved. Nothing really killed my units, except for a 1 to 1 kill ration when my MI attacked a city with a Mechanized infantry or MI unit defending.
(MI attack 30 = 20 defence + city bonus). I rolled in about 40 tanks and 20 radar artilliry, but the pace of attack was so fast that I parked the artilliry and used the tanks to just hold the citys.

I like the offensive game much more, but using more units will make it even more fun I think.

Edit Yes, Is suffer from an everything afliction, as in Build Everything, Research Everything, Destroy Everything. My Blitzkrieg against the Babylonians suceeded, but I lost in the next turn because Persias culture was now so much more then mine and and Babylon wasn't keeping them from a culture victory anymore. :lol:
 
God, I've never even gotten all the way to that last MI unit... always quit (after asserting there was not a challenger left anywhere in sight) before I got to the end of the tech tree...

Daniel
 
same here, ive been sort of constantly playing since ... 0.47 or earlier. 0.3? dunno ... but ive never ever had or seen the mobile infantry.
all games have been won or decided (sometimes lost) before.
but thats fine. you dont always have to discover every tech, it would be boring otherwise, wouldnt it? :)
 
I don't think I ever got beyond the industrial age in regular Civ3 myself. :)
 
ok willt ry this one last time

this is only the scenario and diplomacy files


un zip stick the civ file in sceanrios and stick the new diplomacy file in text

then copy and rename the following files

art and INI Jaguar warrior = Quatzel warrior
art and INI Jaguar warrior = Sky warrior
art and INI galley = Phoenician Galley
art and ini = caraval = portugese explorer
art and ini spearman = javalineer

ok i have a file with these renamed already but its too big to post here so unless anyone knows somewhere else i can post it or where i can send it this is the best i can do
 
Originally posted by GIDustin
How did you get on Civ3.com's Fansites page? I emailed them, but they havent added my site yet.

Maybe my site doesnt have enough Civ 3 related content . . .

:p
GIDustin

I did...
It took me several attemps and some begging :-)
 
hello all
im a new poster here at cfc and just found this mod, DAMN, this is what i was hoping to get when i bought the game.my compliments to the creator(s) on a great mod.:goodjob: :goodjob: :goodjob:
 
Kal-el,

The DYP mod is great! Thanks for all the hard work. I have just played to the 2nd age, but it really adds a lot of detail and content to the game. I like the extra units a lot too so far.

It really breathed new life into Civ3 for me. It includes a lot of the things I liked about CTP.

The barbarian hordes are a neat and new challenge. These guys have been causing me endless woes.  The seem to be reactive too. (they got mad and killed my worker when I built a road next to ther homes.)

Nice job with all the resources. They add a lot of spice (unintentional pun).

A few questions (perhaps anyone can answer):

1) I am playing on your website’s earth map (which I like a lot too)

Playing as the Americans (I love being an isolationist) my civ has had mostly negative income, with a very modest number of units / structures until I switched to monarchy. Is that intended, or just a product of the map? (I liked the challenge of having to struggle for every gold, and gold really limiting the number of units I could have.)


2) The 2nd government type that can be researched (forgot what it is called… It is the symbol of the fist)… Is it any better than the default type? Some of the fields are blank in its description. The only difference I see is the max slider setting of 60 (vs 50?) Any other differences?

3) Any way to destroy / terraform the native villages?



On a funny note, I think I just built a road through one of the native villages…

“Ok move those mud huts people… an imperial road must be built through here… you will be compensated with 1 dead pig each and some tobacco.”
 
Tsang:

1 and 2) All this govt stuff is probably going to change in 0.84, but the reason why it was hard for you to break even is probably because you built a fair amount of high-maintenance buildings such as libraries while you were in Chiefdom, which has free army support (Kal-el is thinking of changing that I believe). Despotism is not meant to support a big army, so you get shafted when you switch to that, because you had a big army and a lot of buildings but probably few roads because of having had to wait to get the Wheel before building them.

Anyway, I think that's a good thing... it means you have to watch your budget. If you don't need a barracks, don't build it. If you don't absolutely need that library, stay away from it.

Despotism is, however, better than Chiefdom because it does not have a tile penalty. Tile penalty means that squares which would normally produce more than 3 of a resource produce one less - ie a 4-food square would produce only 3. Given the 3-food-per-pop requirement in DyP, this means that under chiefdom many of your cities cannot move past size 2. Before Dynasticism, you can still build settlers with them cause they only cost 1 pop, but after dynasticism they cost 2 pops so you need to switch to despotism to be able to grow beyond 2 and build settlers in most of your cities.

3) No, they're strategic resources, necessary to build slave markets and multi-cultural centres.

Daniel
 
i hope nobody's sick enough to build slave markets ...
there are the huts and the strategic resource native villages. big difference.

the first government type is rather ineffective, you should change to despotism as soon as you can afford it.
the exact differences will probably be in the next update (in the civilopedia) or have a look in the editor.
 
Morbius,

I agree that slavery is an awful thing, but it played a major role in almost every culture for most of history. I am hoping that PtW will allow us to make improvements obsolete.
 
Originally posted by Kal-el
Morbius,

I agree that slavery is an awful thing, but it played a major role in almost every culture for most of history. I am hoping that PtW will allow us to make improvements obsolete.

should not be too hard for Firaxis to make this possible. After all, it is avialable with wonders.
 
But never mind that, here comes the DyP patch to version 0.86.

It is as always available at the DyP Website hosted by Bernskov - and soon I guess it will be on GIDustins server too.

So annihilate the last few civs in the game you are currently playing and get the patch. :D

Here's the Changelog:

Double Your Pleasure
by Kal-el
Change Log
08/29/02

Note - the Civilopedia entries are now nearing completion - you can start trusting most of the entries now. Some are still blank though, and should of course not be trusted ;-)
Also we are currently working on balancing the Money and Tech issues - they are probably still not perfect, but we want them to be, so your input is much appreciated. Either email us or go to the discussion at CivFanatics.com.
-------------------------------------
v.0.8.6
-------------------------------------
Added: New artwork for SpecOps unit (using Balou's Modern Infantry)
Edit: Theocracy now has Rampant Corruption and No Tile Penalty.
Edit: Chiefdom: Free Units set to 3 for each civ plus 2/2/2 for town/city/metropolis
Edit: Despotism: Free Units set to 2 for each civ plus 2/3/3 for town/city/metropolis
Edit: Production cannot be hurried under Chiefdom
Edit: Communism: Rush-building now costs gold instead of population.
Edit: Most AI governor settings changed again to make the AI build more improvements.
Edit: Tech rates for all map-sizes increased by 20%
Edit: Caravan and Merchant have changed names, so Caravan is available at start for Commercial civs and Merchangt is available with Guilds.
Edit: Caravan (the commercial TSU) now has 2 movement, cost 20, can build colony and cannot hurry wonders. It does not upgrade, and is made obsolete when Merchant becomes available.
Edit: Saltpeter is no longer required to build Brig, Corvette, Frigate, Man-O-War and Privateer
Edit: Steam Frigate no longer requires Timber
Edit: All Artillery units had their bombardment values increased.
Edit: Most naval units (save those that sink in Sea and the Longboat, Brig and Caravel) had movement decreased but now treat all terrain as roads.
Edit: Naval units had their bombardment values increased (rather dramatically)
Edit: Air units had bombardment values increased (also rather dramatically)
Edit: Grunt unit is now ADM 12/12/2 (was: 14/10/2)
Edit: Mobile Infantry ADM is now 30/18/5
Edit: Elephant rider is now ADM 4/4/2, and cost increased to 60 shields.
Edit: Dragoon ADM is now 9/3/3 (was: 10/3/3)
Edit: Cossack ADM is now 9/4/3 (was: 10/4/3)
Edit: Cavalry ADM is now 11/3/3 (was: 12/3/3)
Edit: Tank ADM is now 14/12/2 (was: 12/12/2)
Edit: Armor ADM is now 22/14/3 (was: 22/12/3)
Edit: Panzer ADM is now 22/14/4 (was: 22/12/4)
Edit: Humvee ADM is now 14/14/5 (was: 14/14/4)
Edit: APC ADM is now 16/16/5 (was: 16/16/4)
Edit: Mech Infantry ADM now 14/22/5 (was: 14/20/4)
Fixed: Greece is now allowed to build Pikemen.
Edit: Brig, Corvette, Trireme can no longer carry units.
Edit: Steam Frigate now carries 2 units (was: 1)
Edit: Sea now costs 2 movement points
Edit: Ocean now costs 3 movement points
 
Cool upoaded the change i changed my civs over. to work on the new sims and kind of tweeked the naval SPECIAL UNITS

im gonna down laod the scenario file since all the rest is the same.

Kal'el i sent you an e-mail hope it sent. actually sent to because not sure if the other sent.

also if you want to conntact me on msn its razmlj@hotmail.com


hey i accidently put the wrong file on here so im changing it over
 
looks great. :)
just one question, why do a lot of units upgrade to units that cannot be built by that particular civilisation?
like legionnairy to bushi to longswordman (i think). why not directly to longswordman ??
just curious.
 
Wow, i am very impressed. This is my first post, although i have been a long time viewer (and downloader, actually).

Just one question, is there a World Map available for this mod instead of a random map?*

Great work though. This'll keep me up all night, again..

* hold on, clearly i'm not very clever. I found it.
 
Morbius - On the upgrading thing, I believe that's how it's set up originally. I don't know why though.
 
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