Rise and Rule for Civ3:Conquests

the original pikeman and the swiss halberdier were both meant to be in the mod. the thing is isak doesn't really concern himself with the graphics side (that's my job) instead he works his rear off getting the thing to be playable. Once I get C3 back up and running I will be able to take a closer look at what is where and the team and I can work on the graphics update patch.
 
Pfeffersack said:
@ rare ressources

A conquest "problem", not a special thing in RAR.As Dease said, there might be coal under cities (which is btw not bad idea to build on it - could no be pillaged, could not deplete and a nice shield output on the city tile).

What? Are you sure about this? Granted, it can't be pillaged, but AFAIK building on the resource has no effect on depletion.
Also, I've always taken care NOT to build on resources and bonus tiles, because AFAIK the bonuses are NOT added to city production/income - the city always has the same shields and income regardless of location (except for river bonuses); that's why you should always build on the poorest tile, not the richest.

Unless something has changed in a C3C patch recently - I haven't actually tried building on a resource tile lately..
 
Dragonlord said:
What? Are you sure about this? Granted, it can't be pillaged, but AFAIK building on the resource has no effect on depletion.
Also, I've always taken care NOT to build on resources and bonus tiles, because AFAIK the bonuses are NOT added to city production/income - the city always has the same shields and income regardless of location (except for river bonuses); that's why you should always build on the poorest tile, not the richest.

Unless something has changed in a C3C patch recently - I haven't actually tried building on a resource tile lately..

Additional gold is contributed to the treasurey when building on a resource. I recently captured a city on a tea luxury next to a river and it's pumping out 7 gold for the square. Funny thing is that the tea next to the city is only 6 gold w/ RR. I'm not a commercial civ and most likely miscounted the gold in the city but it is definitely putting out more than the 3 for a road/river square would.
 
AFAIK the bonuses are NOT added to city production/income - the city always has the same shields and income regardless of location
Opposite is true. Commerce is retained, and shields depending on city size. Always settle on base 2spt tiles like Hills, that way the city starts with 2spt from the city spot!
 
Doc Tsiolkovski said:
:confused: Of course it can. Since my only source of Saltpeter (on the 1-tile Orkney's) depleted in a game on Kal-el's 180x180 map, I know for sure. ;) (...)

Ok, than I am sorry for the missinformation and thankful for clearing it up, too.I have read that several times on this forum, so I assumed it is correct (since I never experienced depletion on city tiles and I tend to build often on the top of strategic ressources).
But even without this, I recommend settling on shields and commerce giving ressources, especially in RaR - it is a save way to avoid placing cities on locations where later a food bonus pops up.

EDIT: Now it has happened to me, too.Founded a city on aluminium which disappeared a few dozen turns later...
 
To whoever came up with the animations for the T-90 tank:

Brilliant! When my T-90 got promoted I really laughed. Anyone who's seen it before will know what I mean.
 
pfeffersack & others, i'm very interested in the exact rule being discussed about settling and bonuses, would someone mind just going over the entire situation so it's really clear ? my understanding from reading this, and i'm probably understanding wrong, thus the request ... is that when you settle you get all the shields of whatever you settle on (plus 1 ?) and all the commerce (plus 1 ?) and all the luxury or strategic bonus like if it's on iron or incense or what have you, but that you don't get food bonuses like if you settle on wheat or cattle. is that correct ? what about horses, you get the horses for building purposes but don't get the horse food bonus ?
 
move_quietly said:
pfeffersack & others, i'm very interested in the exact rule being discussed about settling and bonuses, would someone mind just going over the entire situation so it's really clear ? my understanding from reading this, and i'm probably understanding wrong, thus the request ... is that when you settle you get all the shields of whatever you settle on (plus 1 ?) and all the commerce (plus 1 ?) and all the luxury or strategic bonus like if it's on iron or incense or what have you, but that you don't get food bonuses like if you settle on wheat or cattle. is that correct ? what about horses, you get the horses for building purposes but don't get the horse food bonus ?


You understand it almost correct.The kind of ressource (bonus, luxury, strategic) has no influence, it only depends on the kind (and in case of shields sometimes the amount) of harvest (food, shields, commerce) the ressource brings:

You lose the complete bonus for food if settling on it.
You get the complete bonus for commerce.
You get the shield bonus complete if the city grows to size 2 and before, if the base shield output of the tile + ressource bonus is 2 or more shields.

For example horses, you loose the food and gain the commerce.

The output is further modified by city size, the commercial/industrious/ seafaring/agricultural trait, tile penalty, standard trade bonus and a capital commerce bonus.
There is somewhere on this forum a post with a nice comprehension of rules and exceptions...but I'm not able to find it at the moment.
 
Bug: The curragh (The seafaring unit I presume, you should mention it in the civilopedia) is able to transverse ocean squares without sinking, but oddly enough still sink in sea squares.

EDIT: Sorry, just noticed this was said before.
 
I keep running into errors where the game says it cant find an art file that it needs. The game then closes some of the ones that I remember are american rifleman, german rifleman, wf109(might be off but german plane)

Please help.... I love this mod but cant get a game to go all the way through.

thanks in advance.

Jason
 
Hey I found something. The Stealth Fighter can't use recon missions. I don't know if it is a Civilopedia error or unit error, but I thought someone should know.

Nevertheless, love the mod!
 
just a few things I've noticed in my current game -
1. seals appear can appear on any coast tile, I don't think having seals in the tropics is very realistic ;) maybe they could be a resource that only appears on tundra? it'd be better than coast IMO
2. the elephant resource seems to be quite abundant, out of 5 civs on my continent, 3 I'm positive have elephants and I'm unsure about the rest. IMO they should be rarer to match history and give a larger advantage to thos who are fourtunate to have them :)

I was also wondering what the reasoning was behind disallowing mining on grassland, was it purely for balance purposes?
 
Zlater said:
I keep running into errors where the game says it cant find an art file that it needs. The game then closes some of the ones that I remember are american rifleman, german rifleman, wf109(might be off but german plane)

Please help.... I love this mod but cant get a game to go all the way through.

thanks in advance.

Jason

I think that means that you need the PTW extras pack
 
Zlater said:
I keep running into errors where the game says it cant find an art file that it needs. The game then closes some of the ones that I remember are american rifleman, german rifleman, wf109(might be off but german plane)

Please help.... I love this mod but cant get a game to go all the way through.

thanks in advance.

Jason
go to www.civ3.com and find the conquest downloads. Under terrain (dont know why, should be under units), download the ww2 pack. Then stick those folders and overwrite the ptw extras or whatever. Or stick them in the RAR units folder.
 
better than DyP :)
 
Just a little bug, I think:
Don't know if this has been said before but the attack sub has a defence of 6.
I think that's not right as the normal sub has a defence of 10.
 
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