Rise and Rule for Civ3:Conquests

Turner_727 said:
Thanks for the link, gothe. Doesn't do me much good, unless it's in english. No, I haven't checked yet. ;) I might work on this if I get a chance.
Et voilà: I made an english version of my excel-spreadsheet. It's compatible to version 1.01. I hope you enjoy it. :)
 

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ManOfMiracles said:
Why can a source of camels be depleted when a source of horses cannot?

Maybe they taste better ;)
 
I wonder... has anyone else noticed how america-centric teh "legalized gambling" tech is? Historically, illegal gambling is the real anomaly. There is a grand tradition going back centuries of gambling being legal.
 
rhialto: Don't think gambling is 'free' in many countries; sure, it is not as penalized as in the U.S., but still nothing like a fastfood restaurant. In most nations you'd need to fulfill quite a lot requirements, mainly because they want a large part of the $$$
(Note the current RaR team is only 1/5 American, so we're not that prone to an American-centric view of the world ;) )
 
Well, I didn't mean to imply that it wasn't taxed (note I never said it was 'free'), but calling the tech "legalized" implies that before you discover the tech, gambling is utterly banned. Perhaps rename the tech to "Gaming Industry"?
 
I fail to see the significance is specifically singling out gambling as its own tech.
 
I dont think that this is supposed to be a technology like gunpowder or steam engines. Rather a social development similar to ecology, unionization, social contract,etc. It is the acceptance of gambling as an established business, rather than something that people do behind closed doors w/ just their friends, or the like. Basically the "technology" in RnR represents that recognization of the social acceptance of gambling.
 
slc193 said:
I dont think that this is supposed to be a technology like gunpowder or steam engines. Rather a social development similar to ecology, unionization, social contract,etc. It is the acceptance of gambling as an established business, rather than something that people do behind closed doors w/ just their friends, or the like. Basically the "technology" in RnR represents that recognization of the social acceptance of gambling.
yep, pretty much hit the nail on the head with that response.
 
Doc Tsiolkovski said:
Fujisan said:
I cannot play RaR with the Japanese version of C3C...
@Fujisan: That's an interesting problem. If a city improvement or unit graphic cannot be found at the location the pediaicon.txt points to, the game will exit with the 'file not found' message when that particular item is placed on the map. If an entry in the txt files is missing, the game will exit with an error message during loading.
However, if the city graphics are lost, exactly what you describe should happen - CTD without message (same applies for citizens when you open the cityscreen).
Could you check if the city graphics are were they are supposed to be? IIRC, for unknown reasons (at least to me) RaR uses the 'Napoleonic Europe' ones, have you fiddled with those files perhaps?
I resolved this. The problem was in labels.txt, strictly speaking in the #INTERFACE_LABELS section. I just copied that several lines from my original labels.txt (in Japanese) to that of RaR folder. And that's all. It works!
 
A suggestion (and a request :)) :

The Spartan War School (http://forums.civfanatics.com/showthread.php?t=103487) is an excellent wonder, or improvement, for the Ancient period. Perhaps you could make a "Hoplite" resource, and have it require that. As a wonder it could put a barracks in every city (replacing the Sphinx; I really don't like this wonder, why does it cause barracks? Maybe I'm lacking in my knowledge of the Sphinx), or it could produce a really good Hoplite every 20 turns or so.

Alternatively, as an improvement perhaps it could create elite units? Is that possible? In the case of this, it would be nice if it had to have the resource within its city radius, and make the resource very rare, so only one or two cities can make use of the improvement.
 
Producing elite units is impossible; only workaround would be giving such a unit a hp-bonus from the start, but then it would gain more hitpoints with promotion and would end up probably overpowered.

IMO, the effect of the Sphinx are difficult to implement in CivIII...on the one side it is just a monument, on the other side it has mythological backround.I guess baracks should represent the fear it causes to everyone, until those mystic question is solved.
Getting the barracks from the Spartan War School would be more straight forward...perhaps the Sphinx could give another military benefit? Lower war weariness for example (if it spreads terror and fear, it could force the people to be more tolerant if its owner wages war).I see sense behind giving a miliatristic benefit, but no speacial reason for barracks.

Hoplite ressource...don't know if it is possible, IIRC there is a ressource limit which RaR has reached.And it would feel a bit odd in between all the natural ressources in RaR, too.If the School spreads "hoplites", a new unit would have to be created, since the Greak hoplite is a UU.
 
Important: No changes to RaR1.01 except now an updated Civilopedia is included
If you already downloaded RaR101, here is the Civilopedia file

Thanks to Harrier for the work!

Rise and Rule 1.01

Simply put the .biq file into the …\Conquests\Scenarios folder (next to RaR1.00.biq)
Replace the Civilopedia.txt file (...\Conquests\Scenarios\RaR\Text) with the new one.

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
 

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Bouchart said:
Thanks for updating the Civilopedia! :)


That is OK, we are here to please. :) And we appreciate the thanks. :)

Infact, I have done a lot more updates since DocT released the current version, well a few. It will be released with the next update. But please keep posting on things that do not seem to work. :goodjob: The mod is so huge - and we keep on refining things it is difficult to keep the Civilopedia up to date. :)

Thanks from Harrier.
 
Harrier: A few more things things I noticed about the Civilopedia:

1)Shadow Force has Amphibious attack, yet not described as such.
2)The text in the PPS-15 Radar says that it needs Aluminum to build, yet in the 'Resources' box at the bottom of the screen, it doesn't show the Aluminum requirement.
3)Battleship has lethal sea bombardment but not stated as such.

I'll keep on the lookout for more things to update. Least I can do to contribute :)
 
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