Rise and Rule for Civ3:Conquests

EvilCommieMan said:
Are there any other maps based on the DyP kal-el one for RAR? The jarrett one is, how can I say this... obscenely and ridiculousy hard to the umpteenth degree.

I open up the editor and select jarrett's map, hoping to find an accurate representation of the Kal-El map I've grown to favor above all other earth maps... and I find this.

attachment.php


Can you say "Hokee smokes!!!"??

I'm currently going through the mind-numbing task of deleting most of the barbarian camps, I'm no CivIII scenario guru, so if there's a faster way of doing this, please tell me, as I estimate there's at least150 barbarian camps on the map

And I actually tried playing the map btw, optimistic that maybe the barbarian camps would balance things. Nope. I was attacked within 2-3 turns, and without sufficient defense, it was goodbye Russia. And this was on Regent btw.

haschischman has put RaR resources on my 180x180 (huge) Earth map.
http://forums.civfanatics.com/showthread.php?t=100352
 
I just saw Rufus T. Firefly has posted a graphics patch (tech icons) for RAR.
He also says something about installing it BEFORE RAR... I don't really feel like installing it all over again.. :(

Is this in any way officially connected to the RAR project? Will we be getting the missing graphics in a patch anytime soon? There are quite a few with only a question mark still in the tech tree....
 
Dragonlord said:
I just saw Rufus T. Firefly has posted a graphics patch (tech icons) for RAR.
He also says something about installing it BEFORE RAR... I don't really feel like installing it all over again.. :(

Is this in any way officially connected to the RAR project? Will we be getting the missing graphics in a patch anytime soon? There are quite a few with only a question mark still in the tech tree....
He said that you'll have to
edit the scenario file and place the new path RAR1 before RAR path in the scenario properties. So you don't need to install it all over again...

Nice patch.. tech tree looks now much nicer. :)
 
I think the concept of Trade is a real good one. (I wish it could be activated, if anyone knows how to program this let me know...I want at least the function of the age of discovery type of trade)

When do you think the next patch will be out for this mod?(sorry if this has been asked/answered already)
 
kevincompton said:
I think the concept of Trade is a real good one. (I wish it could be activated, if anyone knows how to program this let me know...I want at least the function of the age of discovery type of trade)

When do you think the next patch will be out for this mod?(sorry if this has been asked/answered already)

Yes, it is sad the shipments are out, but as DocTs has explained, if they are implemented properly, they would prevent SGLs.
Hmm, if you desperately want them...I'm not an expert of this topic...but I will try to help you:
- open the RaR-.biq in the editor, open "Scenario Properties", uncheck "default game rules" and enable "Reverse capture the Flag"
- now go to the improvments/wonder tab and go through the entire list to find all the "shipment"-producers.The prequesite for them is currently a tech called "Unbuildable", select now the one you want to have (I guess somewhere in the MA is realistic, but you may select the ones the ressources becomes visible for example, too)
As far as I see it, this should be enough to make them work...post if you have a problem, but remember it is on your own risk to enable them and...you will have no more SGLs.

Next patch: The question already came up, however it is to early to give an answer.It depends on how many bugs etc. are found, too.
 
Doc Tsiolkovski said:
Re: French (German, Spanish,...) version of c3c.
As always, you can play RaR with any version of c3c - but you must have an English language version of Civ3!
Hi guys,

take a look in this thread:

http://forums.civfanatics.com/showthread.php?t=73272

There you find a tool whish makes it possible to play english scenarios and mods with german Civ3. Also you can find there a french adaption (postcount #15). ;)
 
looking at the oil entry in the civpedia results in the attached warning :(
I keep clicking it but it stays there and basically freezes the game (although it does let you save :) )

Maybe you should "unlink" some stuff ;)
 

Attachments

Yeah, with the maximum hypertext thing, the game doesnt crash--it just doesn't run. I for one am not able to save the game after the warning :(
 
I did finally get workers to build colonies, but the date bug remains. Also, their's this strange label on colonies (see attached screen shot.) Help!
 

Attachments

  • screen-shot.jpg
    screen-shot.jpg
    388.9 KB · Views: 1,842
:rotfl:
I really did laugh out loud.

It's the part at the end where it says Rome than just kills me.
 
jimmygeo said:
I did finally get workers to build colonies, but the date bug remains. Also, their's this strange label on colonies (see attached screen shot.) Help!

I've seen this problem before, it's caused by not having Conquests updated to patch 1.22
Check your version on the main menu when you just start the game.
 
...and Civ3 to 1.29 IIRC.

About the maximum hypertext thing:
Maybe you should "unlink" some stuff

Nothing we could do here, the links are autogenerated :sad:
FWIW, it was always that way in DyP...guess nobody looked in the resource entries :lol: . Best bet is simply to avoid the entries for those resources that are likely to be required by gazzillions of units (Iron, Horses, Oil).
 
i can't seem to figure out what i'm doing wrong with this mod related to acquiring tech. for overall play regent is too easy and monarch is just right for my level of play .... except for tech. on monarch (and sometimes regent!!) i basically just have to give up trying to keep up with tech against the AI's, i don't know what i'm doing wrong. by the time i meet an AI it already has more tech than i do, it gets more as i get my first settlers out, and by the time i've got something it wants (luxury/resources connected by roads for trading) the AI's are all so far ahead it basically looks impossible to catch up. i've tried quite a few monarch games with various tech strategies and haven't yet figured out a good way to keep up ... i'm not even trying to get ahead just keep up! one game i did nothing but make scouts and send them out all over the map trying to pop goodie huts with expansionist civ figuring at least that would give me a tech lead even if my civ sucked. but even that didn't work, the other civ's were STILL ahead of me if you can believe that one, and that was popping an average of one goodie hut every 5 or 8 turns. is anyone else having this problem or is it just me ?? i like the challenge of monarch more than regent on everything but tech ... i kind of wish there was a way to just tone it down a little bit so the game was more playable. i don't know what the AI's are doing that gives them such an advantage or what i'm doing wrong or whatever. i don't have this trouble with regular c3c.
 
@ the maximum hypertext link problem

As said before nothing could be done about it - except taking away ressource requirements, which would be huge sacrifice for a small trade-off.
Avoid clicking on links to potentially "dangerous" ressources and if you stumble in on, click on the link as often as it is necessary to make it go away(might be 20x or 30x).Otherwise there is the danger of this "freeze".

Perhaps is would be best to to make a list with known bugs near the download link in the first post and to describe this problem there.It would be a good one for the FAQs, too, but it is at always the problem that many people don't read them...



move_quietly said:
i can't seem to figure out what i'm doing wrong with this mod related to acquiring tech. for overall play regent is too easy and monarch is just right for my level of play .... except for tech. on monarch (and sometimes regent!!) i basically just have to give up trying to keep up with tech against the AI's, i don't know what i'm doing wrong. by the time i meet an AI it already has more tech than i do, it gets more as i get my first settlers out, and by the time i've got something it wants (luxury/resources connected by roads for trading) the AI's are all so far ahead it basically looks impossible to catch up. i've tried quite a few monarch games with various tech strategies and haven't yet figured out a good way to keep up ... i'm not even trying to get ahead just keep up! one game i did nothing but make scouts and send them out all over the map trying to pop goodie huts with expansionist civ figuring at least that would give me a tech lead even if my civ sucked. but even that didn't work, the other civ's were STILL ahead of me if you can believe that one, and that was popping an average of one goodie hut every 5 or 8 turns. is anyone else having this problem or is it just me ?? i like the challenge of monarch more than regent on everything but tech ... i kind of wish there was a way to just tone it down a little bit so the game was more playable. i don't know what the AI's are doing that gives them such an advantage or what i'm doing wrong or whatever. i don't have this trouble with regular c3c.

I understand your problem; I'm playing RaR on Emperor or sometimes Demigod(if I choose an agricultural civ) and the AIs tech lead is always huge. Sometimes I'm able to catch up in the early industrial age (often the AI economies are to weak to cope with the huge tech costs here), but in my current Emperor game, no chance.I'm not falling dangerously behind, but it is 2015, I am still at the beginning of the modern age and most of the AIs are 5 or 6 six techs away, while the tech leading civ is completing its spaceship.

Hmm, a save would be useful here (I would have a look on it, will send you PM with my e-mail)...it is difficult to say whats your exact problem.In the early ages it is often better to buy techs from the AI.Besure to build the right improvments - if you choose the way of buying focus on commerce boosters, if you research yourself build the science boosters.It is absolutely necessary to use a peacetime government with trade bonus (unless you plan heavy warmongering) to keep up.Choose civs which combat the problem; science, commerce or seafaring as traits are best.Scouts at the beginning are useful, but how useful depends on the landform you have choosen and solely relying on themtoo keep upin tech will not work.Trading with luxuries and strategic ressources for GpT is a good idea (but cannot solve the problem alone, of course); be sure to sell the luxuries to rich and big AIs to get the greatest reward and try to get imprtant strategic ressources like iron, salpeter and oil under your control.You can often sell iron for 120gpt per turn (in case you find the techleading civ, which bankrupts the other and this civ is without iron).Even if not, having iron is a good thing for waging a war which might bring you the tech in you don't get otherwise...or which at least destroys the AIs economy and prevent them from gaining more techs.
 
Re Hyperlinks: I've often seen this, but never had the game actually crash - all you have to do is click on the error messages until they finally go away, as Pfeffersack said. I think people erroneously assume it's a crash because you have to click those error popups multiple times. It may take a while, but they DO go away finally! ;)

Re Science Lead: I'm playing a Deity game as Babs just now and managed to conquer the Great Library from the Spanish. I got about 30 (!) techs on the next turn and was shocked to see how far behind I actually was on techs :eek: . My other neighbor, Siam, is STILL ahead of me in techs.

BTW, I had been researching techs at a rate or one every 3 or 4 turns for quite some time before that... it's incredible that they can still forge so far ahead! And since there are only the 3 of us on our continent, I don't believe they got them from trading with other civs.

Luckily, all those techs don't amount to an insurmountable disadvantage - you can still go for a warmonger strategy, as the new units have mostly incremental advantages. I took the Spanish cities with Elephant Riders, even though they already had some Cuirassiers... just not enough of them groucho
 
How is the AI doing with ship building? I like to have large naval battles, but the AI with DyP did not seem to handle it. I am in the industrial era in my first RaR game, playing England and the best I have seen from the AI are some outriggers, galleys, and one somewhat modern transport ship, not sure what it was, while I have numerous iron frigates, clippers, man-o-wars, and two Admirals of the Fleet.

Where do you put Snoopy's terrain mod in this to use?
 
Cieran said:
I'm also getting the Rifleman error. Here's the exact error:

Load Error
File Not Found
"Art\Units\American Rifleman\American Rifleman.INI"
Audio


The error crashes the game, and comes up on the same turn everytime. Man this is annoying, just when the game was started to get good :)

Greeat mod, besides the error of course. Any help?

:confused:

Did some trial and error checking and I believe that this problem is generated from one of the following Wonders:

Training Camp - producing Imperial Guard (icon 58)
Royal Tournament - producing Knights of the Realm (icon 15)
Military Academy - producing Kings Guard (icon 102)
Knights Templar - producing templar (icon 369)

I don't know enough about the editor and stuff to be able to dig any deeper or how to fix this bug; but hopefully this will help point the developers to the problem.
 
Where do you put Snoopy's terrain mod in this to use?

I think in the art/terrain section of the RaR folder, but make a backup of it(not a big thing, as there are only a few files in) before you try...


How is the AI doing with ship building? I like to have large naval battles, but the AI with DyP did not seem to handle it. I am in the industrial era in my first RaR game, playing England and the best I have seen from the AI are some outriggers, galleys, and one somewhat modern transport ship, not sure what it was, while I have numerous iron frigates, clippers, man-o-wars, and two Admirals of the Fleet.

Which difficulty do you play? The AI is weak at building a great navy, but on Emperor they have some ships around (but they often seem to have not enough money for upgrading them).The only possible reason I see for this is that ships are expensive in RaR as everything and that the AI is busy with building other stuff at the lower levels.Every civ has checked build naval units often, so this can't be the reason.


ppease said:
Did some trial and error checking and I believe that this problem is generated from one of the following Wonders:

Training Camp - producing Imperial Guard (icon 58)
Royal Tournament - producing Knights of the Realm (icon 15)
Military Academy - producing Kings Guard (icon 102)
Knights Templar - producing templar (icon 369)

I don't know enough about the editor and stuff to be able to dig any deeper or how to fix this bug; but hopefully this will help point the developers to the problem.

I doubt this is the case; it is related to the missing PTW extra units...
 
Back
Top Bottom