DYP 2.02x for C3C

So Rise and Rule WAS cancelled..... :cry:

Btw....Many leaderheads for the DyP civs have already been realised:

Siam: Suriyothai by R8XFT
Incans: With Conquests
Sioux: Sitting Bull by Civarmy(Red Cloud by R8XFT coming soon)
Polynesians: Tangoloa by Sween
Tibet: Dala Llama by Civarmy
Mali: Mansu Mansa by R8XFT
 
According to the most recent posts by Rise and Rule's design team, it is still very much on. Is your news from some other source Sword of Geddon?
Ron
 
Rise and Rule is the Conquests version of DyP. And it is still very much on, it's just a matter of getting the necessary work done. You may have noticed that Conquests has a number of "features" that conflict with a lot of great modding ideas, and thus necessitate some RaR changes, as Conquests ain't being patched.

I'm not doing the work now. I think Isak is doing most of it. And he has a family and lots of work for which he gets paid. It'll get there eventually.
 
Sword_Of_Geddon said:
The Conquests DyP was supposed to be Rise and Rule....
This DYP C3C version is merely a conversion and I made it because DYP PTW had conflicts with Conquests and because I didn't want play DYP with PTW after I had seen the new features of Conquests.

I can assure that Rise and Rule is still in the works and you can even join the test team if you want to. ;)
 
Dear Zappara,
This is a great mod and its about time DYP was updated for C3C, so good job! I was wondering though, with all those new civs, is there any way to get new leader heads for them as well? Is there some way of copying them from Sword Of Geddon's Far Horizons mod? Thank you.
 
Gatsby, when Sword_of_Geddon mentioned about those leaderheads I started researching that matter and so far I've changed Inca's heads as they were included with Conquests. I could change all the new races' leaderheads (that have been made) and release the corrected scenario files, but I can't make a zip file that has those leaderheads included as it would be probably too big to be hosted on my websites. What I had in mind is that I change the scenario files and release them with instructions how to download and install leaderhead files to dyp.. how does that sound? So far I haven't downloaded all the new leaderheads, so it will take some time before the changes are done...

If you're interested adding those leaderheads on your own, you'll have to copy the leaderheads pcx files to scenarios\dyp2\art\leaderheads, copy the leaderheads flc files to scenarios\dyp2\art\flics, edit pediaincons.txt in scenarios\dyp2\text folder (change the icon filenames) and edit in the scenario file the leaderheads for each era in civilizations page for the new races. Sounds simple, eh? ;)
 
So I have a question that I am not sure is specifically related to this mod or what.

I am playing at demigod level on a huge map, sent out lots of scouts, and was able to find enough goody huts that I am in the 2nd era (Renessiance) technology wise in 3375bc. Now, no matter what I set my science rate to (w/ 0 being an exception of course), it is taking me 50 turns to research any techs in the middle ages. Now, I know that this is not mathematically possible because my total beaker production at 80% is 30/turn, and at 10% is 4/turn.

Is this some sort of glitch? or is there a limitation as to how far one can progress so early? Is this something that can be fixed in the editor?

TIA for any help.
 
If you're interested adding those leaderheads on your own, you'll have to copy the leaderheads pcx files to scenarios\dyp2\art\leaderheads, copy the leaderheads flc files to scenarios\dyp2\art\flics, edit pediaincons.txt in scenarios\dyp2\text folder (change the icon filenames) and edit in the scenario file the leaderheads for each era in civilizations page for the new races. Sounds simple, eh?

Thanks, Zappara. But I think I might, um, wait for the update :-)

As for slc193: You got to the Renaissance by 3375BC ?? On Demigod Level ?!? Thats' pretty damn good. The closest I've got is playing on Prince level as the Americans, reaching the Renaissance in about 800BC.
What world/rule settings did you use? How many scouts did you build?
As for your trouble, this is probably like in Civ2 where the more advances you got from tribes, the more turns it took to research the next advance ie a check in the game programming designed to ensure play balance. If you could get to the Renaissance by 3375 BC on Demi-god level and then just research the advances at normal rate, this would turn the game in to a ridiculously farcical cakewalk, and what would be the fun in that?
Maybe you could use this research restraint as an opportunity to build up wealth, infrastructure and military.

PS When I got to the Renaissance age, Ancient Age music was still playing until roughly 400AD. Does anyone know if this is an intended aspect of this mod?
 
I'm sorry for concluding that R&R was cancelled.

But enough of that...

Yes...leaderheads do add alot to the game...DyP didn't include them because leaderhead files are big.

I have a question regarding Rise and Rule though...I heard somewhere that Kal-el wanted each civ to have their own flavor units. I heard that this was based on his drawings...how will this be implimented in the mod if this is true? And is the reason for R&R's delay due to recent developments in the civ community(new unit realeases?)
 
Kal-el was always in close contact with some of the best unit makers (Kinboat, aaglo mainly), and his great drawings are already converted to several units, and surely there will be many more.

We originally wanted to release RaR with tons of new flavor units, but including all that artwork takes ages (plus it will easily lead to a 150+MB d/l). So we decided on releasing a RaR 1.00 pretty soon (no, I *don't* give an dates) - but this version won't include that many new animations.

The main reasons for the late release are Isak being pretty busy, Kal-el's absence, the issues with Conquest features not working as they were intented (namely Treasure units and Enslavement) and waiting for a patch that didn't come, and the fact we wanted to get RaR in a really well-tested shape; and testing things like late-game AI Government balance is simply something that takes a lot of time (well, remember this obviously wasn't tested in c3c at all ;) )
 
Firaxis didn't playtest their own Expansion? :eek:

In the DyP PtW mod, their were many flavor units, like Germanic and European spearman...basically, Kal-El did some charts showing the core units and which flavor units would replace them. Alot of cultures(France, England etc) would share the same units according to Kal-El's chart. I was under the impression that that was one of the things R&R was going to implement.
 
Well, of course Firaxis did playtest, there were several hundred beta testers alone. But issues like the Fascism fixation of the AI and Brabarian behavior are simply nothing you'll notice in 1 or 2 testgames.

Flavor units....well, let's see: I count 10 different Swordsman in the final beta build, is that enough ;)?
 
slc193 said:
So I have a question that I am not sure is specifically related to this mod or what.

I am playing at demigod level on a huge map, sent out lots of scouts, and was able to find enough goody huts that I am in the 2nd era (Renessiance) technology wise in 3375bc. Now, no matter what I set my science rate to (w/ 0 being an exception of course), it is taking me 50 turns to research any techs in the middle ages. Now, I know that this is not mathematically possible because my total beaker production at 80% is 30/turn, and at 10% is 4/turn.

Is this some sort of glitch? or is there a limitation as to how far one can progress so early? Is this something that can be fixed in the editor?

TIA for any help.
Actually I would think it is a glitch if you could regularly be in renaissance nearly 5,000 years before it was ever achieved in real life. To answer your question though, if you really NEED it to be even less realistic ;) you can go to general settings and change the max number of turns to research down to a reasonable number..I use this usually to RAISE minimum research times, to avoid situations like renaissance in 3375BC lol :)
Ron
 
We shall have to see the mod when it comes out..

I noticed that the AI likes Fascism..In general, I've found that the AI will switch to any government if its decent once it becomes availible. Like I said in another thread, Firaxis should have taken some features from Alpha Centauri(Leader Personalities), that way, lets say your Russia and you switched to Communism, and America is right next store. Abe contacts you soonafter you switch and says: "Communism as a government/economic model must be opposed at all costs...please rethink your position on this and do away with Communism"...later, if you don't switch Abe contacts you again: "The oppression of your people has rallyed the American people to prompt me to liberate your people".
 
Navman74:

I actually realized that it was simply because of the # of beakers I was producing. The max turns it takes in the setting is 50.

The Rennaissance so early was simply because I found lots of goody huts and got there by them giving me techs.

Sword of Geddon:
I agree with your idea about govts not getting along, although I think that will be a Civ4 feature. What I would love to see is the ability to conquer another civ, and then leave it, w/ a new head of govt who has a different personality (not so aggresive/more aggressive, etc.) That way, you can get rid of someone who is really annoying you, w/o having to deal w/ actually conquering them. That is what I would love.
 
slc193 said:
Sword of Geddon:
I agree with your idea about govts not getting along, although I think that will be a Civ4 feature. What I would love to see is the ability to conquer another civ, and then leave it, w/ a new head of govt who has a different personality (not so aggresive/more aggressive, etc.) That way, you can get rid of someone who is really annoying you, w/o having to deal w/ actually conquering them. That is what I would love.

That would be a fantastic idea. Something like a term of surrender would be great, where usually I demand gold per turn, techs,etc to call off my troops, it would be great to have an option of "replace your govt with...." Or "replace your leader with...."
 
Or maybe have an option when taking a city of occupying, in addition to taking or razing. Then once you take enough, you could maybe create a seperate regime (North/South Korea). You wouldnt control them but they would be a buffer in the way of whom you were attacking. Or if you take all, you could just install a new government, BUT, you wouldn't choose the new ruler. That could be a random choice from a list of rulers for each Civ (maybe the list of leaders is also that list).

I'll stop before I get ranting too much on Civ4 Ideas.
 
Could someone please tell me why the labels are bugged like this help plese :confused:
 

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