Rise and Rule for Civ3:Conquests

I don't think so. I just took off the auto produce, picked an appropriate time for the building of the item, and made it available.

I first made the different plantations available when the resource became available and was connected to the city. However the auto produce gave me these packets of cotton, tea, etc. which I could do nothing with. In the editor I found that these were auto-produced (lower right side of screen). So I unchecked the auto produce of that. I assume that the makers had wanted to trade the 'tea' or 'cotton' that was produced but never were able to add that into the equation.
So I then went to the building and added a number to the production to get some value of the Tea Plantation for the expense of building it. This gave me a return on my investment if you will.

I hope that this helps explain it better to you. I have made sure that the resource was in city limits also so you wouldn't be able to build Tea Plantations in all cities, just those that had the Tea nearby, which only makes sense.

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 were intented to produce is useless and especially has no AI strategy, unless it is a victory point scenario. If no VP scen, you cannot get cash, disbanding for shields does not work for the AI, and leader properties is to much (and it would not work anyway!).
Of course, if you simply add another commerce building....sure...that will work...but do you need it? There are tons of them already.
There is admitteldy a lot of gfx and especially sound that was finished. But the balance + testing is fine.

It is also a point of (n)etiquette to (at least try to) contact scenario/mod designers before substantially altering + reuploading stuff under the original name. Permission granted for all maps, sound + gfx changes, of course.

But if you alter the mechanics => please do not simply call it "RaR1.0x", but something like "micokesman's/Ward's RaR adaption".

Thanks.
DocT
 
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 were intented to produce is useless and especially has no AI strategy, unless it is a victory point scenario. If no VP scen, you cannot get cash, disbanding for shields does not work for the AI, and leader properties is to much (and it would not work anyway!).
Of course, if you simply add another commerce building....sure...that will work...but do you need it? There are tons of them already.
There is admitteldy a lot of gfx and especially sound that was finished. But the balance + testing is fine.

It is also a point of (n)etiquette to (at least try to) contact scenario/mod designers before substantially altering + reuploading stuff under the original name. Permission granted for all maps, sound + gfx changes, of course.

But if you alter the mechanics => please do not simply call it "RaR1.0x", but something like "micokesman's/Ward's RaR adaption".

Thanks.
DocT

Doc Tsiolkovski is still alive. :):goodjob:

Doc, I think there are two methods to make these buildings somewhat working for random maps:

1. Set autoplace of VPs for the start of the game, victory point scoring, reverse capture the flag, allow anyone to capture any flag, let the buildings autoproduce flag units, set victory point scoring at least at one, and an amount of gold for capture (in CCM I set it to 25).

The cash flows when the flag-unit is escorted to a VP.

2. Set capture the unit, victory point scoring, allow anyone to capture any flag, let the buildings autoproduce flag units, set victory point scoring at least at one, and an amount of gold for capture (in CCM I set it to 25).

The cash now flows when the flag-unit is escorted to the capital of a civ (= the palace).

Both methods work for random maps, so the AI doesn´t use them well.
 
Am I normal? this mod is terrible, I played it once, all the way up to 1912 with the Mongols. The Tech race was so slow, we were only in the halfway through the middle ages, and the Arabs the most advanced, they were just 4 techs above me!
Secondly, it was slow building cities, when I finally built 4 cities in 500 AD, I was expecting then to begin my horse archer army to attack Russia, like in hisotry.
Nope, my immediate neighbors were Greece and Netherlands and Portugal?
They ran out of space in Europe and everyone starts settling siberia. The New World is basically unexplored in 1912, since no one has astronomy either! (because of slow techs)
So I was extremely bored playing this huge map, waiting for the low turn button to change, over and over again. What we were loading was the other half of the world that I will be lucky to explore by the year 2000. Maybe we wil have left the middle ages by then.

I came from Rhyes and Fall of Civilization 4. And this played the best! Very perfect, the timing was perfect Unique History Victory and the borders of the world stayed in their real life boundaries, making interesting alternate history scenarios.

I regret playing Rhyes and Fall for over 6 hours. Rather play any other mod.
 
DAMN IT DAMN IT DAMN IT!11!!!!!
The above post makes NO SENSE! I posted it in the wrong mod thread XD
I wanted Rhyes and Fall, not Rise and Rule XD
Sorry about that above review, ;)
This mod has had no such problems is a great mod!
 
v1.04 doesnt work for me unfortunately
I keep getting FILE NOT FOUND "art\units\longboat\LongShipRun.amb"
game will now exit

Don't really understand why it has to quit because it can't find a .amb (which is presumably a sound) file rather than just not play the noise either
 
I thought I posted a fix for "Long Ship" This is a pile of files I used. I'm not sure what I did but if you stick this in the unit folder and try renaming the ini files it could work.:crazyeye:
 
Well I will try again,but in case it does not work and even if it does I recall that I used files from both units and had to rename (i think) ini files too. So I tried and it told me I had already uploaded the file. I will look for that post and list it in an edit.:crazyeye:
Yes it can found at post #2222 and #2220. You will find many gems reading the whole thread.
 
I have played Rise and Rule since it first came out and still am not tired of it. I've gone through at least 4 computers and now have it installed on my new iMac. I only wish there were some new maps available. I would love a map of the world for one. I find regular Civ3 boring after R&R and I can't stand Civ4.
 
Thank you Jobarto for the maps. I think they are great. You mentioned earlier that it is easy to convert a map to use in RAR. Is it something you could explain or describe easily? Thanks again.
-Joe
 
Thank you Jobarto for the maps. I think they are great. You mentioned earlier that it is easy to convert a map to use in RAR. Is it something you could explain or describe easily? Thanks again.
-Joe

Glad you like them. :) I haven't been playing RAR much since then but converting maps to be compatible with it is easy, if somewhat time consuming. All you have to do is import the RAR rulset into the map you want to convert and replace the objects (resources, etc.).

If you don't know how to do that, here's step by step instructions.

1. Open RAR basic or RAR extended in ConquestEdit.

2. Go to the Scenario tab and copy the text in the Scenario Search Folders field.

3. Now close RAR and open the map you want to convert.

4. Open the Scenario Tab and paste the text you copied from RAR into the same field on the map you're changing.

5. Now go to the File tab and click Import. If you get a warning just press OK.

6. Check the Rules box on the next screen and hit OK.

7. Browse the list of files until you find the RAR file you opened earlier. Double click on it.

8. If you did everything right, you should be able to place RAR objects (resources, units, etc.) on the map the same way you would with default objects. When you're done, save the map under a new name unless you want to overwrite the original.

That's all there really is to it. Just note that if the map had resources to begin with, they may be replaced with RAR ones upon importing the rules. For example, all wheat will be replaced with tea. If you're going for accurate resources it can take some time to place them all.
 
i have a question, it may have been asked before, but i couldn't find the answer to it, anyways, i notice the flak and mobile sam have no anti air value, are they suppose to have no value? with no anti value, does that mean there is no reason to build them
 
I am not sure about 1.02, but 1.04 flak has 5 AA. Mobile Sam has 10 AA. I know some tweaks are mentioned in the change log, just not sure what and when.
 
Looking at the pdf for 1.03, it does not even list AA for any units, so it may well be only in 1.04 that Doc T made.
 
thank your for the reply, i was scrolling through the map editor in 1.02 version of the map, i guess in the new version they are changed
 
Too bad the 1.04 was never added to the first page. 1.03 was meant for team play. I know TheRat used 1.04 in some SG's. That is where I found the link for it.
 
sorry for not searching all 115 pages but...I'm getting a crash for Art\Units\M26 Pershing and I don't see a folder by that name in Units folder. I'm playing Hypno earth map with 1.02. Didn't any any other patches on first page. Help

Never mind! I'm just an idiot who extracted the extra units patch into the wrong folder! Not a total loss I downloaded Jabarto's maps as well. Feed back soon
 
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