Rise and Rule for Civ3:Conquests

I dont know if the developers did this on purpose but here are a couple of fixes that I had to do to my units.

None of the tanks had the blitzing ability enabled. Granted that it shouldnt be for the first generation of them (MKIV), but the others have it even specified in the 'pedia. I also turned blitzing on for attack copters, mech. inf. , attack subs, and aegis cruisers, but that is just a personal preference.

Also, a lot of units, including tanks, had to have their bombard ability toggled on. Basically, any ballistic unit, didnt have it.

So just be sure you go through and double check all of your unit abilities.
 
I seem to have worked out the problem, but I don't want to mess up the balance of the sea units. It seems the "treat all terrain as roads" flag as well as the "ignore movement cost in sea" flags both contributed to this problem, so it took me awhile to isolate it.

I guess my question would be, how do you recommend I rebalance the naval units on my mod if I remove these flags? For the moment I've just removed all the "ignore movement cost" flags and tripled the movment rates of all the naval units that "treat all terain as roads." Do you think this will be adequate? Do you disapprove of me meddling with these things? I can tell alot of thought went into this naval unit progression, I hate to ruin it. :/
 
AKtionFich said:
but there s the option that u give all pc-players all ur techs so that u can trade back techs.
and 100 turns are also thight to cnquer the world

Give the AI all your techs and trade back? :confused: Never heard of that.If you intention is then that they help you with there research-this effect would be so minimal, because there economy is weak...they are back in tech.
100 turns for conquering is tight, but it is still the better variant IMO.If he is leading in score he can of course just wait for a hist. victory.


I noticed that the trading ship is a worse version of the galley (1 fewer hit point, no attack power, more expensive) save the abillity to move an extra dude. Whats up with that?

It has higher transport capacity and is a pure transport ship.


Maybe the RAR creators can answer this question for me... My world map depends on having zero-movement water tiles around the outside of the map. I've done this int he past by making Ocean zero move and only putting it around the edges, and in C3C by using LMsea with 0 move. For some reason when I put LM sea with zero move in the RAR mod, it doesn't work. The LM sea still has a movement cost. I assume this has something to do with the complex modifications made to sea/ocean travel in RAR... I haven't really looked into it yet though, I was hoping I could get a definitive yes or no regarding whether I can make this work from someone who knows before I waste time on the problem.Thanks!

Hmm, have you tried to disable X- and/or Y-Wrapping? This should prevent leaving the edge of the map.


I dont know if the developers did this on purpose but here are a couple of fixes that I had to do to my units.

None of the tanks had the blitzing ability enabled. Granted that it shouldnt be for the first generation of them (MKIV), but the others have it even specified in the 'pedia. I also turned blitzing on for attack copters, mech. inf. , attack subs, and aegis cruisers, but that is just a personal preference.

Also, a lot of units, including tanks, had to have their bombard ability toggled on. Basically, any ballistic unit, didnt have it.

So just be sure you go through and double check all of your unit abilities.

Blitz: This is intentional.Since the modern units have a speeed of 3+, blitz would overpower them with a lot of extra attacks.Civilopedia is outdated here.

Bombardment: Don't get your point exactly.Most ballistic units have defense bombardment.Active bombardment would be unrealistic and overpowering (and the AI wouldn't use it most of the time).


I seem to have worked out the problem, but I don't want to mess up the balance of the sea units. It seems the "treat all terrain as roads" flag as well as the "ignore movement cost in sea" flags both contributed to this problem, so it took me awhile to isolate it.

I guess my question would be, how do you recommend I rebalance the naval units on my mod if I remove these flags? For the moment I've just removed all the "ignore movement cost" flags and tripled the movment rates of all the naval units that "treat all terain as roads." Do you think this will be adequate? Do you disapprove of me meddling with these things? I can tell alot of thought went into this naval unit progression, I hate to ruin it. :/

I'm not completly sure if I have understand your problem correctly, so I'm not sure, too, if my solution fits.If not...your solution is not perfect and takes away some realism and strategic decisions (as those flags are in to simulate differnt behaviour of ships in the differnt ocean depths), but it surely helps to keep things relatively balanced.
 
Owain said:
Maybe the RAR creators can answer this question for me... My world map depends on having zero-movement water tiles around the outside of the map. I've done this int he past by making Ocean zero move and only putting it around the edges, and in C3C by using LMsea with 0 move. For some reason when I put LM sea with zero move in the RAR mod, it doesn't work. The LM sea still has a movement cost. I assume this has something to do with the complex modifications made to sea/ocean travel in RAR... I haven't really looked into it yet though, I was hoping I could get a definitive yes or no regarding whether I can make this work from someone who knows before I waste time on the problem.

Thanks!

Have you tried turning off X and Y wrapping? This should make it so you don't pop out on the other side of the map when going off the east or west side.
 
I noticed that a lot of the later units have a defensive bombardment (bombardment with range 0) and a rate of fire higher than 1. This is slightly misleading as rate of fire is of no influence on defensive bombardment. Defensive bombardment always consists of only one shot. It hits or it misses and can only do one hitpoint of damage. People might think that their units are better defenders with this high rate of fire than they actually are.
 
Yes, we are aware of the one-shot rule. Those stats are left-overs from earlier DyP versions, where many units had an active bombard. Pure lazyness (would force us to update all those spreadsheets:) ).
But then, that value isn't even consistent in the unmodded game (with Privateers' RoF of zero)..
 
Hmm, is there any reason why the Cossack is significantly weaker than the Cavalry for which it is a UU variant? I mean, 8-3-3 to 5-3-3 is a pretty steep dropoff.
 
Your Double Your Pleasure Modpack rocked! I can't wait to get this one!
 
@ Cossack Stats

Yes, I was near considering the stats as underpowered recently...but then I notice that the civilopedia entry of the cossack is highly inaccurate.The stats are weaker but this is counterbalanced by blitz ability, lower costs and no upkeep.However it feels strange it needs horses, while cavalry doesn't (because horses are seen as common in this stage of history).
 
Pfeffersack said:
Highly unlikely...especially if you are ahead of the AI civs.You would have to reasearch them all by yourself...about 45 techs in 100 turns and building the parts...near impossible.The tech costs will increase and I doubt you will be able to increase your research speed so drastic.Better try to conquer.Your invest in research is however not lost, it will give you superior weapons for warfare.
Ok, thanks for the pointers :goodjob: I guess Ill just conquer the world :evil: :devil2:
On that topic, what's the best wartime government? I plan to capture all my continent (~50-60 cities total) and then just raze everything on the 2 other continents.


Also I notice some "addon" small wonders don't exist as described in the civpedia, for example according to the civpedia there should be a addon wonder to the national archives but I cant build it ;) and its an invalid link when I click on it in the civpedia :( did you forget to add these wonders? or is it just a civpedia mistake?
 
Turner_727 said:
Have you tried turning off X and Y wrapping? This should make it so you don't pop out on the other side of the map when going off the east or west side.


Sorry, you misunderstood my question... My map has both X- and Y-wrapping turned off already... The zero move tiles are used to make it possible for units to get from one corner of the map, to the other corner of the map without movement cost... I'll just keep tweaking... thanks... :)
 
The Cossack is a Dragoon-Replacement, 5(3).3.3,+2HP instead of 6(3).3.3,+1HP. But the Cossack has not only Blitz, but also costs no upkeep. And you can always build 6.3.3 +1HP Cuirassiers anyway. No unit support when units cost is 4gpt under some Governments....Cossacks rule :)
(Btw, was that way DyP already; see CZ02 in my sig to find out how great they are)

The Scientific add-on Small Wonders are 'Pedia leftovers from DyP (the commercial one- Brokerage Firm - is still in). In c3c, SWs can give +100% research, was only possible for WoW before.
 
I reinstalled Civ3 on my computer just to play RaR and I was not disappointed - it is great! So a big thank you to all the creators of it!

There are a few minor points, which I don't know if they had been mentioned - the Governments info in Civilopedia is wrong and also the city graphics are taken from the Napoleonic Europe folder, so the modern graphics do not appear.

Apart from this I didn't find any more bugs so far.
 
Is there anything that us ordinary folk can volunteer to do regarding the updates needed on the Civilopedia? Typing, proofing, etc. perhaps? I certainly don't have the skills to mod the game but I do know how to handle "routine" office work.
 
What i miss are a buildings qeue icons and unit icons in the qeue, also recource icons ;)

I work together with zappara to update the civilopedia and make these icons tio the game...

Maybe someone wishes to help us?

We will finish an update package soon if wanted with snoopys terrain and many updates to it for RAR...

Also we integrated citizen moods, 1000 turns and research needs much more time...
Its much too fast in the original game!
 
Hi guys,

I added shields and smileys to the ressource.pcx :)

Preview:
rar-d-plus-resources.jpg
 

Attachments

thank you...
i took some of your ideas and integrated them into my pcx file...

5 hours later i had all production, commerce and food icons on it ;)

I will upload the additional change package as soon as possible...but well its 11 MB big ;)
 

Attachments

I have a question about the military training in the ancient era: it allows imperial guard units to be built (or was it a small wonder that spwns them?) without even having discoverd gunpowder or something similar... Isn't that weird and aren't those units a bit overpowered there?

Or am I using an old version? I installed the patch before the mod and in the "civ content" I chose "RAR 1.00".
 
i would like to make a build queue and it would be nice to get my hands on the old DYP one, but i cant download it?!
Does someone still have it and could post it here, so i may be able to upgrade it?
 
Back
Top Bottom