Rise and Rule for Civ3:Conquests

For people interested in trying the treasure producing structures in a game, would somebody post tech assignments for the improvements?

I ask this becuase I don't really expect Civ 3 to be patched again and I am personally interested in trying a few games this way, if it means there are no SGLs.

Alternately I could request that an alternate biq be posted.

thanks
 
In earlier versions was a late middle age tech called "plantation systems".Or you could make them available with the techs which make the ressources visible they need.I would prefer a middle age tech.

However, since I read a workaround for the SGL-problem here on the forum(see post 30 in this thread: http://forums.civfanatics.com/showthread.php?t=101826 ), shipments might find there way in RAR again, even if there is no more Firaxis patch...no promise on this, since everything has to be tested, but I'm optimistic.
 
I just ran RaR through the new pediaicons checker, here's the report -
(couldn't do a text file for some reason so I had to make a screenshot ;))
 

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Rise and Rule 1.01

Simply put the .biq file into the …/Conquests/Scenarios folder (next to RaR1.00.biq)

Please also go to your …/Conquests/Scenarios/RaR/Art/Units folder; make a copy of the “Longbow Apache” folder, and rename it to “Apache Longbow”. In this new folder, rename the “Longbow Apache.ini” file to “Apache Longbow.ini”. (Better keep the original folder instead of renaming it, in future updates the txt files may be changed)

Since the RaR Barbarians are more than a small nuisance, it is also recommended to add the line NoAIPatrol=0 to your conquests.ini file (in the Conquests main folder). This will restore the PtW Barbarian behaviour. Note this will cause the AI to patrol its borders again, leading to lags on slower machines after the Ancient Era; for that reason, you can simply change the line to NoAIPatrol=1 once Barbarians are no longer important (usually around mid-Medieval). Still a matter of personnal preference, though.

Changelog to RaR 1.00
Fixed:
*Social Democracy unit support cost now 5gpt.
*Hardy Cultivator: All Worker jobs enabled.
*Archer enslaves to Slave now.
*Leopard 2 is now the Spanish Modern Armor flavour (was Leclerc).
*Self-propellered Artillery: Upgrade flag checked.
*Flak and Mobile SAM AA values were backwards. Flak also: Upgrade flag checked, cost lowered to 80spt.
*Curragh: Sinks in Ocean now (as well as in Sea).
*Heavy Frigate: Sp cost 140 (was 14).
*Carrier: Now has only 3HP bonus (was 5).
*Super Carrier: Now has only 5HP bonus (was 3).
*Boomer Submarine: Naval Missile Transport enabled.
*Interceptor and flavours (Mig-29, F-15, Harrier): Lethal Land Bombardment enabled.
*Precision Missile: Cost increased to 200sp. Disabled Stealth Attack. Increased range to 30.
*Athletics Tech now required for the Circus Maximus
*Submarine: Attack lowered to 16, Stealth Attack enabled (all surface vessels)
*Attack Submarine: Attack 20, Defence 16, Stealth Attack enabled (all ships including Subs)
*Gurkha: Movement 2. Checked Offense AI strategy.
*Cossack: Was erroneously at 5.3.2 instead of 5.2.3 ADM.
*Conquistador: Offense AI strategy checked
*Recycling Center: Now also gives -4 pollution units

Edit:
*Assault Transport: Transport capacity increased to 8 (like Transports).
*Ironclad: Requires Coal (and Iron).
*Steam Frigate: Requires Coal (and Iron).
*Dreadnaught: Requires now Iron and Coal instead of Oil.
*Cruise Missile: Bombard strength reduced to 35, cost lowered to 140sp
*Submersible: Attack lowered to 12

Civilopedia update is in the work, will be avaialble soon also :)

Edit (10/29/04): File removed; please go there now.
 
Great, great, great.
Thank you sooooo much.
Awaiting that superb civilopedia work and Kal-el graphics.
Great work.
 
Thank you for the update!
 
Thanks for the update! I'll get right on it.
 
Wonderful. Thank you for all your efforts. Your latest update is much valued and appreciated. Easily among my most cherished possesions.
 
erickcid said:
....Easily among my most cherished possesions.

I love this mod too....but isn't that a little much? :crazyeye:
 
Bouchart: When I consider how many hours I spend playing this, I can not see it another way.
 
erickcid said:
Bouchart: When I consider how many hours I spend playing this, I can not see it another way.

Ha ha, I understand. It's quality stuff.
 
A little strange thing: from ironclad to modern ships they waste 2 moves in sea and ocean. Is there an explanation or is it a bug? Thanks.
 
It is on purpose for ironclads...they were slow in history and rather designed to operate in coastal areas.RaR reflects this by the unability to enter ocean squares and slowed movement and even danger of sinking in sea tiles.So be careful with them.
 
Ok, I also find that the modern ones have the all as road flag checked so no problem with their movement. Thanks.
 
Pfeffersack said:
It is on purpose for ironclads...they were slow in history and rather designed to operate in coastal areas.RaR reflects this by the unability to enter ocean squares and slowed movement and even danger of sinking in sea tiles.So be careful with them.

Are you sure about that "danger of sinking". How did they mod this as the technology that allows safe sea travel is far earlier in the techtree than the technology that allows ironclads (I know about the wheeled feature that disallows ocean travel). Maybe this is a civilopedia inaccuracy or am I missing something here?
 
Roland Johansen said:
Are you sure about that "danger of sinking". How did they mod this as the technology that allows safe sea travel is far earlier in the techtree than the technology that allows ironclads (I know about the wheeled feature that disallows ocean travel). Maybe this is a civilopedia inaccuracy or am I missing something here?

:blush: Of course you are right, I have forgotten for a moment that the unit settings regarding traveling water are always overwritten by the techs.I don't know at the moment what the civilopedia says, but the editor setting is "can sink in sea".Nevertheless it has of course no influence here.
 
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