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  • #46
    Originally posted by HomersHeineken
    I didn't play the previous version...what's wrong w/ spies? I thought they would be interesting.
    Unfotunately the AI liked them to much. So they tended to build nothing but spy type units. So you could invade any civ and not meet much resistance except of course for spy type units.

    Also the AI spent a lot of time using spys to capture then recapture etc. workers. The human player soon realised all workers had to be guarded, the AI did not.

    It just unbalanced the whole game.
    "What if somebody gave a war and nobody came?" Allen Ginsberg

    "Opinions are like arses, everyone has one." Anon

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    • #47
      How many kinds of spy type units?

      Just wondering, I like the idea, however with using only one type.

      Thanks
      The Graveyard Keeper
      Of Creation Forum
      If I can't answer you don't worry
      I'll send you elsewhere

      Comment


      • #48
        Originally posted by Antrine
        How many kinds of spy type units?

        Just wondering, I like the idea, however with using only one type.

        Thanks
        In the test versions they upgraded with each era. But if we can not get the AI to use them properly.
        "What if somebody gave a war and nobody came?" Allen Ginsberg

        "Opinions are like arses, everyone has one." Anon

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        • #49
          how about in the next version add another era, into the future and extend the game until 23 to 2500, i loved the idea in call to power but the game wasnt too good

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          • #50
            Originally posted by jmbbright
            how about in the next version add another era, into the future and extend the game until 23 to 2500, i loved the idea in call to power but the game wasnt too good
            Unfortunately as it is right now civ3 - does not allow extra era's even for mods.

            That is one thing the DyP (R&R) team would really want to happen.
            "What if somebody gave a war and nobody came?" Allen Ginsberg

            "Opinions are like arses, everyone has one." Anon

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            • #51
              Is there a C3C version of the DyP mod yet?
              Tutto nel mondo è burla

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              • #52
                Originally posted by Boris Godunov
                Is there a C3C version of the DyP mod yet?
                The C3C version is called R&R (Rise and Rule). It is in beta testing at the moment. There are a few unit balance issues to iron out and then it will be released on the forums.

                The release has been delayed because some of the new features in C3C (used in the scenarios) do not work properly in mods. We were hoping for a patch to fix some of them but that sems less likely at the present time, as the scenarios seem to work.

                So barring an unexpected new major patch to the main game you should not have to wait to long.

                Before anyone starts complaining - we are still expecting a final patch from Firaxis/Atari but that will probably be just for known bug fixes. No game enhancements etc. to improve mods. This will possiblly be in the next few weeks or so. (It was scheduled for end Q2)
                "What if somebody gave a war and nobody came?" Allen Ginsberg

                "Opinions are like arses, everyone has one." Anon

                Comment


                • #53
                  Hi Harrier UK, have you generally found the AI building units flagged thus; 'hidden nationality, invisible, blitz'? Many thanks! I'll better know the answer soon as I am testing it, however I was wondering if you guys were utilizing just such a combination.
                  The Graveyard Keeper
                  Of Creation Forum
                  If I can't answer you don't worry
                  I'll send you elsewhere

                  Comment


                  • #54
                    Originally posted by Harrier UK
                    The C3C version is called R&R (Rise and Rule). It is in beta testing at the moment. There are a few unit balance issues to iron out and then it will be released on the forums.
                    Awesome, thanks!
                    Tutto nel mondo è burla

                    Comment


                    • #55
                      Originally posted by Antrine
                      Hi Harrier UK, have you generally found the AI building units flagged thus; 'hidden nationality, invisible, blitz'? Many thanks! I'll better know the answer soon as I am testing it, however I was wondering if you guys were utilizing just such a combination.
                      If you are modding, Hidden Nationality units are pain. If you are not carefull you will the AI builds them in preference to other units. Then spends the entire game capturing and recapturing each others workers.

                      You will soon race ahead of the AI civs as you have no competition. Avoid using them if you can.
                      "What if somebody gave a war and nobody came?" Allen Ginsberg

                      "Opinions are like arses, everyone has one." Anon

                      Comment


                      • #56
                        This is an excellent mod

                        Hope work on it continues.

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                        • #57
                          Hmmm... No new news on R&R in four months. I was looking forward to this one as I loved the previous versions of DYP. Any idea when it will be ready? Harrier?
                          Eine Spritze gegen Schmerzen, bitte.

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                          • #58
                            I have run into a problem with DYP 1.10 and Grampho's SGE.

                            If I modify a game it errors out.

                            Gramphos, where do I post the log???
                            KATN

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                            • #59
                              Yes, how is 'Rise and Rule' doing? Harrier UK, are you out there? I have been testing for four months on the AI use of 'hidden nationality', 'invisible' units in conjunctions with armies, start units and settler control under Conquest modded conditions. Did you, in Rise and Rule outright abandon the modded use of such units? Or just curtail them? Are you breathing air? Slide over to 'dark side'? etc, etc....
                              The Graveyard Keeper
                              Of Creation Forum
                              If I can't answer you don't worry
                              I'll send you elsewhere

                              Comment


                              • #60
                                Rise and Rule is out for some time now.
                                Yes, we got rid of all Spy-type units.
                                Harrier is still alive and kicking, but since we - for any reasons - get surprisingly little -if any- feedback on this site, we hardly check here anymore (heck, someone in the general forum asks: "Have you ever heard about a mod called DyP/RaR?"). Compare that with 100+ pages for the DyP threat at cfc...

                                Thanks for the testing, and to which result did it lead you?

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