Double Your Pleasure

No. I had to reply. [I downloaded DyP] The mod is really good!
:p
 
Hi!
Well Marcelo (my friend) is asking if you could give some hints about what to put behind the leaderhead, through the times, ancient, medieval, ind, and modern.
He said it is the easiest part to do, so he will start from that.
 
Is there a way to use the DyP mod, or any mod for that matter, on the Mac version???

I'm new to mods but would really like to try some of these.

Thanks,
Fuerza
 
I would love to see King Mongkut of Siam.

For Ancient he could have a Jungle Hut type background.

For Medieval he could have a Palace Background as in the pictures.

For Industrial he could have a similar background but with more industrial type props. i.e. a globe or world map in the background.

For the Modern age I guess an office with the Skyline of Bangkok in the background.
 
hi! ok, i will tell him tomorrow! and will ask him for a pic


i was playing and i got the encyclopedia, which gives me any tech known by 2 other civs right? but problem there, cause the arabs and greeks had naval tactics, and i didn't! why?
 
New to this Mod.

Great job DyP team, hadn't played Civ for months you gave me a reason to pick it up again.

Quick question and apologies if this has been asked already...

I'm play PTW 1.14f and loaded DyP 1.04 and appears that when ever I capture a rival civs city the entire civ gets whiped out and every one of their cities turns to rubble....

Now this would be a great tech in say MOO3 but here I have to believe I goobered somthing up.

Any thoughts would be great.

Regards
 
Hi B. Archer

Glad you like the mod :)

It sounds to me like you're playing it with the 'Regicide' option set. Try starting a new game and make sure when you get to the rules selection screen in the setup, that you deselect this option (unless of course you're starting to like it :) )
 
I want to congratulate you on the fine work you've done on DyP! As a longtime Civ player, I'm impressed with the effort involved not only in the development of this mod, but also in the integration of play balancing, art work, user input, and Civ tradition that is evident in the game play with this mod. What you've provided for free Firaxis would have to charge us for in at least three expansions.

I have a few questions that hopefully somebody with more DyP experience could help me with:

1) With all the added technologies in the game, has anybody considered the need to modify the time spans from the default DyP currently uses. In my initial games, I've found (quite naturally) that even with my highly research-oriented Civs, my progress is slow relative to the game clock because I have that many more required technologies to pursue before entering another era. What has other's experience been?

2) It's obvious that one beginning strategy that one must adopt in DyP is to rush build "Clans" even more than the Settler builds in previous Civs, until Dynasticism kicks in. What other beginning strategies have DyP players adopted to deal with some of the other early strategy differences required in the mod-such as lack of early mining and irrigation, key Wonder changes (like Pyramid), the increase in food requirement etc.

Thanks for your help!
 
I am currently working on an Extended version of DyP for the PtW version (the only version with which that is possible) It will have approximately 40 more techs but will also have 460 more turns. :D
 
Originally posted by fuerza
Is there a way to use the DyP mod, or any mod for that matter, on the Mac version???...
Originally posted by Kal-el
I don't think so. Sorry. :(

Really? That surprises me. I myself have the PC version but since a mod is made up of platform-independent files (graphics, sounds, text, and bic/bix) it ought to be possible.

Fuerza, does the mac version use .pcx and .flc graphics and .wav sounds? If you aren't sure, take a look in your PTW folder. One of the subfolders should be Art and one of the folders inside that should be Units. If the units folder has a units_32.pcx file and the subfolders have files of type something.wav and something.flc, I'd guess that mods in general should work. The only potential problems at that point would be the Scenario Search Path and the distribution method. Since DyP is distributed as a zip file, a mac should be able to extract it ok, and since I thought I saw a mac version of the editor announced recently, the former could be taken care of too. Can anyone else who uses a mac confirm that they have succeeded or failed in using mods?
 
Originally posted by Kal-el
I was thinking the bic file for the mod might not be usable by a mac, but I could be wrong.

Well, I just noticed there's a Mac forum here ;) and I was able to dl and open a mod posted there as a BIC on my PC so I'm pretty confident it'd work the other way. Based upon a quick scan of some of the posts, the main reason there hasn't been much testing and such on Macs is the lack of an editor until recently. So, fuerza, go ahead and download DyP and give it a try. If you have problems, either someone here or in the Mac forum can probably set it right.
 
Originally posted by cedwin
1) With all the added technologies in the game, has anybody considered the need to modify the time spans from the default DyP currently uses. In my initial games, I've found (quite naturally) that even with my highly research-oriented Civs, my progress is slow relative to the game clock because I have that many more required technologies to pursue before entering another era. What has other's experience been?
Other than the massive change Kal-el mentioned, I'll probably "hack" a variant of the PtW version with a longer timespan, once we get the next version done. It will have to have adjusted build and tech costs, however.
As to the research pace, this varies a good deal btw. different players. You can find some comments on this issue here

2) It's obvious that one beginning strategy that one must adopt in DyP is to rush build "Clans" even more than the Settler builds in previous Civs, until Dynasticism kicks in. What other beginning strategies have DyP players adopted to deal with some of the other early strategy differences required in the mod-such as lack of early mining and irrigation, key Wonder changes (like Pyramid), the increase in food requirement etc.
Check this forum - it has tome tips. There could be more, though.
Thanks for your help!
You're welcome :D
 
You definitely need more time to be able to research everything. For my last game on monarch level I adjusted the time scale as follows. I was ahead of game time in the middleages, but it turned out to be quite right in modern times. It should be possible to launch a starship between 2000 and 2050 AD.

1) 40 x 40 years
2) 56 x 25 years
3) 57 x 20 years
4) 74 x 15 years
5) 100 x 10 years
6) 125 x 4 years
7) 75 x 2 years
[8) 150 x 1 years]

That makes a total of 677 turns until 2050 AD. (These numbers seem somewhat odd, but that way most of the changes in turn length are at decent dates) By the way, the total number of turns should be entered in the lower left corner of the Scenario properties table and one should turn "time limit" on. That is because there seems to be a bug with the time limit:

Even with "time limit" turned off I lost the game after 540 turns(in 1913) due to a "Mandatory End of Game". I was only second in victory points, although I was miles ahead tech-wise and could have crushed anyone with my tanks. (The AIs fell behind in research when they were fighting a great war or two in the middle ages, and they did not recover from that afterwards.)

A minor BUG I encountered: The ironclads do not have the "All Terrain as Roads"-flag checked. Makes them pretty useless compared to steam frigates.

@Kal-el and his crew: Great mod!
 
Thanks, päällikkö, I'm sure the beta testers will find that bug report useful.

The Ironclad does not have ATAR on purpose (we want to limit it's movement), but you are right that it does not compare well with the steam frigate when you look at the other values.
 
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