Search results

  1. Doc Tsiolkovski

    Rise And Rule Revisited (epic mod)

    Tempting, but I won't find the time in the foreseeable future. Anyway, I'm sure you caught the spirit of DYP/RAR :), so you have my blessing to change really a lot. I somewhat remember the reason behind some of the more puzzling features - RR with Explosives, seemingly overpowered WW1+2...
  2. Doc Tsiolkovski

    Rise And Rule Revisited (epic mod)

    Ohhh...great! Thanks a lot for keeping the mod and the RAR community alive and bringing the mod to a new height. I really apologize for not answering, but well...I stopped from playing Civ out of frustration when CIV came out, and since I also stopped visiting CFC and other forums...well, I...
  3. Doc Tsiolkovski

    Civ 5 criticism – looking beyond the detail

    Interesting thread, so far. May I add one more general point why I consider CV far worse than the AI-free CII, leader-rushes-all wonders CIII and I-couldn't-see-what-happened-during-interturn CIV vanilla versions? It won't run on my 3year old machine. Not like before, when a new incarnation...
  4. Doc Tsiolkovski

    CCM1 (epic mod)

    Looks extremely promising :) Now help a poor late-comer: Why no armies? For balance reasons, or because the AI doesn't fill them? The later could be solved easily with capacity=1, and +10HP, and the AI will use them adequately (but you know this already, I'd guess). Why is the Palace a Small...
  5. Doc Tsiolkovski

    Rise and Rule for Civ3:Conquests

    It does not work. There really went a lot time in RaR for playtesting, and a lot of experience from DyP, and we had to disable quite some seemingly nice stuff that does not work properly, like the plantations or hidden nationality land units. What do you use the plantations for? The unit they...
  6. Doc Tsiolkovski

    El-J 03 ~ Going Rogue, AoI Style

    I've played Italy in AoI3.0 (Demigod or Deity equivalent, can't remember), and I don't think they're much fun in a SG (or anywhere else!). Only AoI game of 10 or so I didn't finish, being clearly in the lead. While it was really interesting to get them started (lending cash everywhere, to...
  7. Doc Tsiolkovski

    Rise and Rule for Civ3:Conquests

    Glad you like it. :) Some comments: The map, yes. But, why do real life armies field Recon units? ;) That is deliberate. But if you don't like it - easy to change. Correct, if you only look at the raw A/D stats. But, they do have their uses: Tanks etc are wheeled, thus cannot enter hard...
  8. Doc Tsiolkovski

    Rise and Rule for Civ3:Conquests

    Actually, there's no need to preserve 1.03. The 1.04pre Beta is the last quasi-official evolution step to RaR (it just got never released formally), and includes anything included in 1.03. And IMHO, it fixes all issues with former releases, save some graphics/sounds (which I admittedly didn't...
  9. Doc Tsiolkovski

    Medieval European Mod II

    I admittedly never cared to reproduce it in DEBUG. I've seen it happen pretty regularly in Rood & Dragon, so I wasn't really surprised to see it again in MEM II. The problem to me is not the fact you can capture such a wonder; the part that hurts is the wonder no longer working. And that was...
  10. Doc Tsiolkovski

    Medieval European Mod II

    Ok, some pictures say more than 1000 words ;) : Dijon Captured from Serbia. Note: No culture from the SW, and substantial corruption. Florence Built after capture as usual; 1cpt and zero corruption (both cities have Town Halls) And, Florence is about twice as far from my...
  11. Doc Tsiolkovski

    Medieval European Mod II

    Not convinced. In Plotinus' Rood and Dragoon, you can have several 'Warrior Hall' SWs, even in the same city. And they do work (autoproducing units).
  12. Doc Tsiolkovski

    Medieval European Mod II

    Here's an oddity: 1) You are in Feudalism/Caliphat/... 2) You capture a former capital where another AI has already built the matching Small Wonder. 3) The Small Wonder will survive the capture (little known fact; Gov-specific SWs never get destroyed). 4) But, it won't work any longer...
  13. Doc Tsiolkovski

    A change to feudalism.

    Surprise...free unit support is exactly the way Feudalism was originally intended to work. This was revealed after release of C3C, so it's not like I'm telling you a secret from the beta-testing. And, anyone who ever tried something similar in modding will tell you the same... Sadly, it...
  14. Doc Tsiolkovski

    Medieval European Mod II

    Reason is that the AI is hardcoded to never join a unit to an Army that is slower. And since C3C-Armies gain +1 MP...they need to have another unit with the same strategy flag (usually offense) at hand. And in RaR there simply is a much larger unit pool, especially since here the AI alternates...
  15. Doc Tsiolkovski

    Medieval European Mod II

    Well...if only the AI would form Armies. :wallbash:
  16. Doc Tsiolkovski

    rise and rule's mistake

    The answer is: Those stats are autogenerated, and thus correct. But: Many modern ships (and curraghs) in RaR are ATAR (all terrain as roads).
  17. Doc Tsiolkovski

    Playing Conquests as unplayable civs

    Easy? Have a look on your best cities...
  18. Doc Tsiolkovski

    Playing Conquests as unplayable civs

    Even better, there is a Rome version of this conquest made by Gobi Bear, the designer of the original FoR conquest. http://www.civfanatics.net/uploads6/Rome_Everlasting.zip And here is Western Rome as SG: http://forums.civfanatics.com/showthread.php?s=&threadid=80490 Just making those two Civs...
  19. Doc Tsiolkovski

    Rise and Rule for Civ3:Conquests

    Feature, not a bug.
  20. Doc Tsiolkovski

    Whats your favorite firaxis scenario.

    Middle Ages, by a wide margin. A masterpiece of game balance; slim but historically as accurate as it could be. IMHO by far the best C3C scen I've seen so far (regarding gameplay, that is), with only Plotinus' Rood and Dragon coming somewhat close. Also like Napoleon and FoR (especially the...
Top Bottom