Double Your Pleasure

Hi kaslks 75 (another one of these sigs that choke my keyboard :p) and welcome :D

You're right about that worker. Commercial civs can use him right from the start, though. And some people simply add him to the starting city. "Mining" comes with Engineering (start middle age).

In the PtW version currently under test you get a defensive unit instead of the worker at start, and the settler units have become more expensive. Also, "Mining" has been moved to Construction and Deforestration to Dynasticism (to prevent the AI from chopping down all the trees it can find at start).
 
How would one add in all the units that zulu has put together, the 1,000 units pcx file, and incorporate that into DyP without messing it up? I have not had much luck with adding units, but would love to add additional units to DyP for more flavor, the more units the better. Thanks.
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You've got to stand for something, or you will fall for anything.
 
That's why I always choose a commercial Civ
 
connor:

You can't, I'm afraid. You either need to change the Icon numbers in the BIX file, or rearrange Zulu's units so they come in the same order as the order in the DYP units_32.pcx.
 
I wondered if that might be the case. No problem, thanks, and I really appreciate the effort you guys put into this, talk about a labour of love.
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"You've got to stand for something, or you will fall for anything."
 
DyP probably would have 1000 if we unit makers were more diligent about fulfilling Kal-el's unit requests ;)
 
Sorry if this has been asked multiple times:

Are the 25% shield bonus of the Mill and the Windmill cumulative?
 
cromagon, they both apply, but to the same base value. So yes, they accumulate to 50%, but not in a multiplicative manner.
 
hey guys thx for tha info tha other day just as a matter of interst wat kind of strategies have people developed for dyp and wat map setting do u like to start tha game with
 
Caddy, there's a very old strategy thread somewhere here at CFC and a strategy forum at the other site. (You can get there through the DyP link in my sig.) Personally, I normally use a large size continents map with as many civs as I can cram into it although I'm testing the newest version with a more standard setting. I've been randomizing my terrain selections recently as well.

Also, I just wanted to say....

pdescobar_temp_100Kviews.gif


...Happy 100K! [party]
 
I just got PTW and I havent downloaded the graphics for DyP yet. But I cant wait to get on the campus LAN and download it all tomorrow. I opened it just to look at descriptions and stuff and, OH MY GOD! Kudos to you for developing this. I cant wait to play it. This is what Civ3 should have been.

I do have a question though. Something that I have missed from civ2 is trading food between cities. Is that available in this mod? Or does anyone have any ideas on how that might be able to be accomplished? What I'd like to do is be able to go into a city and say "OK, ship this much food to this city, and this much to this city." Something like that. Maybe even be able to sell/trade it w/ other civs. Maybe gain that ability in conjunction w/ a certain scientific advance to represent refigeration. Let's face it NYC doesnt survive on food grown around it alone.

Any response or thoughts on this is greatly appreciated. TIA.
 
Trading food would be really cool. Another feature that somehow didn't make it into Civ3.

No, it can't be done AFAIK. Not even in DyP :D
 
Are the National Gallery (maybe it was Archives) and the Brokerage firm supposed to be only 10 shields? I found it odd when I built them in only one turn.
 
Yes they are, except it is National Historical Society, not Gallery. They are "gifts" provided by National History Museum and Wall Street, designed to extend the effect of these Small Wonders in a way that the editor does not allow (100% increase for a small wonder). The same goes for Natonal Library -> Archives.
 
ok, i reinstalled everything. i finally had a chance to play it and the same problem still occurs. i get this error message:

Art\Units\Power Armor\..\Paratrooper\ParatrooperAttack.amb

If u have an idea what it is, please help, I'm out of ideas.
 
@Emperor C:

I'm lost for ideas. :confused:

The ParatrooperAttack.amb file is part of the Vanilla Civ3 package (dead giveaway is the filedate of October 02, 2001) - if that file doesn't get installed by installing Civ3 (never mind PtW) then there can only be 2 reasons. One of them is a defective disc. :scan:

I assume you have the American versions of Civ3 and PtW, like I do, so this can't even be a localization error.
 
First of all, thanks to Kal-el and all you guys for your efforts and quick replies. :goodjob:

I was hoping to find out from you the reasoning behind the attack and defense values in comparable units through the renaissance and industrial ages. It seems to me (having played 1.5 games of DyP) that the defenders are almost always weak compared to the attackers (e.g. cuirassiers vs pikes - 6 vs 4). To me, this encourages warmongering (or at least deters from peaceful building), when you know that someone can easily come over and kick your butt and take your cities. It seemed to me that in regular Civ III that the A & D values were usually more closely matched.

Second point is about infantry (of all types, arquebusiers through modern): The attack values are usually equal to the defense values in DyP. This is in contrast to traditional military teachings that defense is almost always easier the offense. It seems more intuitive to me that infantry would have an easier time defending (higher defense value) than attacking. Yes, fortifying does mimic this to some extent, but 25% is not a huge bonus.

Any enlightening thoughts?
 
Funny you should mention this subject as I am actually in the process of reevaluating all the unit stats for that very reason. Things just seemed a bit uneven. Hopefully that will be remedied soon. Though not in the next build, unfortunately, as it is probably going to take at least a week for me to go through all of them.

I have no decent response other than to say I was testing out the ratings to see what would happen. Now we know they need some adjusting. :)
 
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