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Kal-el
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quote: Originally posted by yaroslav
So, Are you the author of this mod? If you want, I can translate the whole thread for you, but there are not too much feedback... All threads here always unrail quickly |
Thank you all for welcoming me. I haven't been back because didn't get the usual emails indicating a response to a subscribed thread.
Yep, I am the author of the mod, I would love a quick translation. Could you send it to dickjensen@hotmail.com?
I know, I need to learn the language. It is on my to do list.
I would like to invite you all to the DyP forums if you haven't already checked them out. http://www.cdgroup.org/forums/tbs/civ3/
Last edited by Kal-el on 17-12-2002 at 06:28
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Kal-el
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[After receiving a translation of the first half of the thread]
It is true that the mod has a heavy Americentric lean to it, but 25% seems like a high number. There are 95 new improvement/wonders in the mod. Twelve of the wonders are specifically located in the US, some other wonders and small wonders used images of American buildings or monuments but are not specific to the US. But since there can be only one wondersplash image I chose an image of something that I was either familar with or something that I had a smaller pedia image already available.
Obviously I leaned on the things that I know. Unfortunately I do not know everything about the world and its history but I am working on expanding my realm of knowledge on a daily basis.
Its funny that the discussion ran off about the name of the mod. My wife gives me a hard time about it for that very reason. To be honest it wasn't what I was thinking of when I named the mod, I was just trying to express the goal of the mod, which was to double the content of the orginal game and in so doing double the enjoyment derived from playing it. I wish I had called it something else, but it is too late for that now.
One of the goals of the mod was to slow down the progession of the game. I found that in my games I generally reached the modern age sometime between 1200-1500AD. To me that just wasn't fun. So, I added in 94 new techs. By adding in the new techs and adjusting the tech costs I was able to create a game in which the eras regularly change around when they did in real life. Obviously the system doesn't work perfectly for every game or every player, but for most of the mod players the era changes are coming at more reasonable points in the game.
Another thing I didn't like about the original game was the AI's tendancy to build cities everywhere very quickly. I attempted to remedy this in several ways. First thing I did was set the food consumption of citizens to 3. This effectlively reduces the growth rate of cities until a more advanced form of government is available. Secondly I simply blocked the AI from building on Desert and Tundra. Third, I set the initial 'settler' unit the Clan as a wheeled unit which means that they can not cross mountains or jungle without there first being a road in place. This causes the AI to take a longer route to get to where it wants to build, and in some cases prevents them from getting somewhere altogether.
Just a reminder, I still don't speak Spanish. 
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Alfonso
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Spain
Apr 2002 time: 06:22
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quote: Originally posted by Kal-el
[After receiving a translation of the first half of the thread]
It is true that the mod has a heavy Americentric lean to it, but 25% seems like a high number. There are 95 new improvement/wonders in the mod. Twelve of the wonders are specifically located in the US, some other wonders and small wonders used images of American buildings or monuments but are not specific to the US. But since there can be only one wondersplash image I chose an image of something that I was either familar with or something that I had a smaller pedia image already available.
Obviously I leaned on the things that I know. Unfortunately I do not know everything about the world and its history but I am working on expanding my realm of knowledge on a daily basis.
Its funny that the discussion ran off about the name of the mod. My wife gives me a hard time about it for that very reason. To be honest it wasn't what I was thinking of when I named the mod, I was just trying to express the goal of the mod, which was to double the content of the orginal game and in so doing double the enjoyment derived from playing it. I wish I had called it something else, but it is too late for that now.
One of the goals of the mod was to slow down the progession of the game. I found that in my games I generally reached the modern age sometime between 1200-1500AD. To me that just wasn't fun. So, I added in 94 new techs. By adding in the new techs and adjusting the tech costs I was able to create a game in which the eras regularly change around when they did in real life. Obviously the system doesn't work perfectly for every game or every player, but for most of the mod players the era changes are coming at more reasonable points in the game.
Another thing I didn't like about the original game was the AI's tendancy to build cities everywhere very quickly. I attempted to remedy this in several ways. First thing I did was set the food consumption of citizens to 3. This effectlively reduces the growth rate of cities until a more advanced form of government is available. Secondly I simply blocked the AI from building on Desert and Tundra. Third, I set the initial 'settler' unit the Clan as a wheeled unit which means that they can not cross mountains or jungle without there first being a road in place. This causes the AI to take a longer route to get to where it wants to build, and in some cases prevents them from getting somewhere altogether.
Just a reminder, I still don't speak Spanish. |
Great work Kal-el. The referring thing to the construction of cities is magnify.
You do not worry in write badly the spanish, between all we will help you to perfect its Spanish. 
Last edited by Alfonso on 17-12-2002 at 20:02
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Kal-el
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HP have been implemented to help alleviate the rogue Spearman killing tank situation. In fact all unit have had their stats modified in one way or another.
Currently artillery can not kill an enemy unit but I am considering making a change there.
Join the test group at www.cdgroup.org/forums/tbs/civ3 and get your hands on the latest version being tested right now.
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Herzog
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MY WORDS ARE BACKED WITH POST-COUNT REDUCTIONS
Dec 2002 time: 01:22
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i looked the civfanatics thread (only pages 1,2,3,108,109 and 110 ) and its amazing how the mod was evolving. Congratulation to anyone involved.
Anyway, i have some questions:
- How about an early flying unit, something like a globe, an expeditionary unit?
- Can you explain us your descision on unique units? i dont understand that its ruled by the religious-comercial-militaristic-etc. thing
- Units that can be airlifted now (leader, armies and settlers can not)
- what about zone of control?
- and about the bombard-killing unit...not even the modern ones, like your super battleship a:110 d:100?
thanks a lot, and if you need any help please ask
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Kal-el
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1. The Earliest flying unit is the Blimp. That comes with Thermodynamics near the end of the Middle Ages.
2. There are what I call Trait Specific Units (TSU). This was an attempt to further distinguish the various Civ Traits. Each trait gets a TSU that is in some way more effective than its standard counterpart. The TSU's effectiveness is only good for the first half to 3/4 of the first age. After that the other civs have access to units that are the equivalent.
3. Leaders and Settlers should be able to be airlifted.
4. What about ZOC?
5. I have been considering giving lethal bomabrdment to some units but have so far decided against it. It is possible that some warships may get lethal bomabrdment, but it is unlikely at this point. More likely is the implementation of more amphibious units.
BtW there is no Super Battleship (a:110 d:100) in the mod. Was that a suggestion?
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Kal-el
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1. could you be more specific on the upgrade paths that you think should be reworked?
2. The Civilopedia is still not complete. It is probably about 80% accurate.
3. The TSU's are in addition to the Civs UU's
4. I did not remove the Industrious Civs worker bonus. As far as I know it can not be edited.
5. Anarchy sucks! Make sure you pick a good time for it.
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Kal-el
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6. Can't do anything about that. Some things are uneditable.
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Kal-el
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Nope, can't edit any of the Civ Trait abilities.
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Kal-el
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The reason it doesn't work with those maps is that there are more resources in the mod than in the original game. Not only that but it won't work with my map because I rearranged the resources in an earlier version of the mod (don't ask me why, it is a long story).
I am currently working on a new version of my Huge map that will be compatible with version 0.9 and then I will work on a DyP compatible version of my Large Map.
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Kal-el
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if you get PtW you don't have to worry about that. There is also a mod swapper for regular civ3 that was made initially just so the creator could play DyP and vanilla. It works with other mods too.
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Kal-el
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The long awaited Huge Earth with DyP resources is now available.
Go here to Get it
I have also sent it to Isak and he will hopefully be loading it to the DyP site soon.
Haven't had a chance to do a DyP version of my 140x140 earth. Sorry, was hoping to have both of them ready before the new year, but just couldn't find the time.
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Kal-el
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We rearranged the improvements in alphabetical order (english) this completely screws up the city view. The city view is hardcoded to only show the first 65 improvements in the build list, and the amount of work that it would require to figure that particular screen out especially since it is only for less than half of the improvements is more work than any of us are willing to put in. Sorry, but that is a mod bug, and one that doesn't look like it is going to be fixed.
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