Rise and Rule for Civ3:Conquests

I've made a 1.04 extended. Simply I've taken the 1.02 extended properties and rules and transfered them to 1.04, but it is 1.04.

Download link is Here

Feel free to posts comments or suggestions.

Doc or a RaR developer: Please try it, and if it is acceptable, please link to it from the main RaR page. Thanks.
 
I am at a loss here. I need help bad. :cry:

When i installed RAR 1.04 all the advisors have the industrial age look, and i have industrial age music.

I reinstalled the mod many times and i get the same result.

Anyone help me please?
 
I know you sent me a PM, and I had no advice in that, but if it's just the industrial age look & music, but you're actually starting out in the AA, then I would just deal with it and play the mod.

I'm sure there's some kind of switch in the editor for what file appears where....but I don't know the editor well enough to say where.
 
I am at a loss here. I need help bad. :cry:

When i installed RAR 1.04 all the advisors have the industrial age look, and i have industrial age music.

I reinstalled the mod many times and i get the same result.

Anyone help me please?

Isn't that the case with all versions of RaR?
IIRC the reason was that C3C doesn't use the generic music and advisor files for mods/scenarios, but the last ones from the Conquests (Napo/WW2), which only contain the industrial era files. You won't notice that often, since most Scens/mods ship with music + advisor artwork

A possible fix would be to simply copy the generic Civ3 files into the RaR folder....never bothered myself, but IMHO it should do it.
 
Okay guys, I've read everything I can find on DyP and RaR. I have Civ3 Complete. I would like to get patches to enhance the game. What are the patches, where can I find them and where do they go once I download them? I know this is alot but I'm unaccustomed to these things. All help is greatly appreciated.
 
Hey michapr77,

This is what worked for me: Get the 1.02 Mod at post #1, 1.03 at post #1058 (page 53), and 1.04 at post #1985 (page 100). Just unpack them in that order to the C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios folder (that will be a little different for you since you have Civ Complete, but wherever the Conquests\Scenarios folder is), clicking "yes to all" for overwriting old files, and you should be good to go.

Hope that helps!
 
I guess that everyone has gone to civ iv!

I am still playing this RaR mod and continue to enjoy it. I have added a few buildings and factories over time as I like production.

I think that is one of my complaints and was what I wanted to see in civ iv. I have got the computer to load iv, so I will continue on with iii.

But I added a Rubber Plant (based on the Factory) to those cities that Rubber within its boundaries. I also implemented the Cotton, Coffee and other plantations that were not done so. I did eliminate the auto build of the product. I added production for output. The extra production does give me the ability in later years to build a tank in one turn sometimes, but I figure that with a city population of 5,000,000, it ought to have more than one factory if possible. And if the resources were there to add to production (not trade) why not take advantage of that.

All in all, it adds to my enjoyment. I find that the AI uses these also for when I take a city, I find them built.
 
Is there any way around this limitation? I am getting close and have some that I would like to add.

I have eliminated some things and just wonder if I could make buildings something else and have them do the same things?

Any ideas?
 
Is there any way around this limitation? I am getting close and have some that I would like to add.

I have eliminated some things and just wonder if I could make buildings something else and have them do the same things?

Any ideas?

No, sorry but there isn't. That stupid limitation chopped my mod. It was supposed to have more than 256 buildings; but i'm stuck at the limit now. My mod can't reach it's full potential. :(
 
Heretic,

Thanks for the reply. I didn't have the email notification turned on, so I missed that you had replied.

I would like the modern times to become more productive as they are now in reality. I always thought that a city the size of 5,000,000 should have factories, warehouses, and the production factilities to give the population of that size a place to work.

As the population in real life changed from agrian to urban and went to the cities for work as the ability to farm the land and provide for one's family went away due to the size of available land because of inheritence (second son, third son, etc.) and just over-population in general, in real life the cities of New York, London, Paris, etc. all had multiple factories develop during the industrial revolution and by modern times, the industrial park was born. Maybe that ought to be a building in itself showing up around the time of modern armor/supersonic flight. That would entail mulitple factories and allow a lot of production from a large city. And the cost could be set to take several rounds to build so that it would be on par with the shopping mall.

Then when the advanced computer tech comes in, have a Technology Park with the same type of production and when the genetics tech comes on, have the BioTech Park with its businesses cropping up and their production.

This would be one way to show the late 20th century production boom and have greater production in a city of large size.

What do you think?
 
That would entail mulitple factories and allow a lot of production from a large city.
I hope you didn't mean that literaly (?) I mean that's not possible from the editor. :)

What you can do, is add an expensive building(Industrial Park) late in the game that increases production by 50% or somthing like that.
The Technology Park would require an Industrial park in the city and will increase production with another 100% or smthing. (in other words it won't replace the industrial park)
Same with BioTech Park that requires the Tech Park.

Sounds good. :)
 
Actually, if you really want a huge production boost in the late game, the way to go is adding/editing a late game resource with insane # of spt.
Also, you can easily add + x% production to any late game city improvement; the RaR Crystal Palace IIRC triples base shields already.
Remember that any structure only adds to the base production, that's why a single +10spt tile will change more than several city improvements.

But:
This severely cripples the AI. Period.

And that's why we already may have gone a bit too far in RaR with production boosting. Definitely the reason why RaR is actually easier on the lower level than unmodded.
Why? The human player's best use of those boosters is to turn mediocre cities into production monsters. The AI does not do this; they only build boosters in high-spt cities, where it absolutely is no help for them (since those cities churn out a unit/turn anyway). Ok, they may be able to build a WoW in a turn as well - but, the human will have a prebuild at hand anyway.

So, feel free to change whatever you want, but: You have been warned ;) .
You will end with an even less competitive AI.
 
But:
This severely cripples the AI. Period.

I have played many a game where I have 5 more cities than the AI but when I go to attack the AI, I come across a stack of 30 plus spearman or horsemen or whatever the current dominate force is. And that is near virtually every city that I take.

If the AI has 10 cities or so, I plan a blitzkrieg, bypassing those stacks, and just take over the cities and the stacks disappear when i take the final city and there are no outstanding pioneers/clansmen etc. to re-establish them.

Otherwise, I have to fight it out with those stacks and that makes the war last several turns longer, especially if there are multiple stacks as I usually find.

How is the AI severely handicapped if it can build and sustain such an army?
Does it get extra production to have the extra units just hanging around in those stacks? It is taking advantage of some production isn't it?
 
But:
How is the AI severely handicapped if it can build and sustain such an army?
Does it get extra production to have the extra units just hanging around in those stacks? It is taking advantage of some production isn't it?

The point is: The AI will waste shields for production boosters in cities that don't need them (since those churn out a unit/turn anyway), and won't build them in those cities that would really benefit.
It may seem an impressive army they still can field - but, have you ever played the C3C Middle Ages conquest? Here, the weaker Civs have no distraction/alternative to building units...and really, that's what I call impressive stacks.

Those RaR production boosters are fine on Emperor and above to help the human to survive. Just like corruption reducing structures (which are of almost no use for the AI as well). And since Emperor+ players tend to prebuild wonders, the AI habbit of stacking boosters in their best cities even helps to rebalance things: A prebuild doesn't really help if a Deity AI with only 60% shields required can build that wonder in one turn...
 
I just used Social Democracy for the first time, and I was pleasantly surprised. Even with the high unit support, I was still making more GPT due to free building upkeep. I started building a lot more stuff than I would have previously, simply because the 6gpt for a Casino wasn't a big deal anymore. Good thing this gov't doesn't come earlier.
 
I've been playing my game up to the industrial age, and now every turn takes ages (10 - 20 minutes). It's obsurd. Can anyone tell me exactly why this takes so long?

The exact periods when I get these 5 minute wait times are in between diplo pop-ups, and right after I go through the recently constructed buildings.

My computer system is not to blame, either. It's only 2 months old.

Thanks for any explanations, and any possible solution.
 
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