Rise and Rule for Civ3:Conquests

Not sure if it's been pointed out already, but:

a) you can't build cities in tundra (thing with which I strongly disagree. Tundra in Civ3 is not intended like real tundra but more like snowy/icy plains like Alaska/Groenland.)
b) however, if a tile of tundra has forest on it, it will be called "forest" and therefor, you will be able to build a city there. This doesn't make much sense to me... why not just leave the ability to build in tundras ? Actually building a city in a forest is less likely than in a tundra to me... unless it's an elven city.
 
Slc193
Many thanks for your help - I have now started the basics of creating my own map with the knowledge that it will be saved with all the functionality of this superb mod - much appreciate your help :)
 
Hello, I seem to have run into a bug. I'm playing as England and I have reached modern era, researched Mechanized Infantry, but everytime I try to upgrade my MKIVs to Churchills, the game throws out an error box - File not found - Art\Units\Churchill\Churchill.INI.

Could somebody help me please, what's wrong :? I apologize if this has been mentioned before, I just don't have the patience to go through all 23 pages.
 
Old_Lion said:
Is it a bug ?

The french UU is supposed to be an improved musketeer.
but its stats are 5(2)/2/1. that's not precisely a defensive unit.
Everything (unit's stats/civclopedia) seems consistent, but I don't think it's correct.

A civilopedia error.The musketmen/musketeer unit in RaR are designed as offensive units.


onedreamer said:
Not sure if it's been pointed out already, but:

a) you can't build cities in tundra (thing with which I strongly disagree. Tundra in Civ3 is not intended like real tundra but more like snowy/icy plains like Alaska/Groenland.)
b) however, if a tile of tundra has forest on it, it will be called "forest" and therefor, you will be able to build a city there. This doesn't make much sense to me... why not just leave the ability to build in tundras ? Actually building a city in a forest is less likely than in a tundra to me... unless it's an elven city.

a) This is intended to reduce the number of cities and strengthen the impact of colonies.I also do not see your point with tundra in reality and game.Some of the tundra tiles represent real tundra (those with trees on), some the icy plains you have mentioned)
b) The "forest terrain" problem is sadly hardcoded and not a solely RaR problem.Disabling cities on forest would make things even worse, since the AI wouldn't be able to make use of forest rich regions (it is not programmed to chop forest first down to build then a city on the plane land)


roshee said:
hello, i seem to have run into a bug. i'm playing as England and I have reacher modern era, researched Mechanized Infantry, but everytime I try to upgrade my MKIVs to Churchills, the game throws out an error box - Fail not found - Art\Units\Churchill\Churchill.INI.

could somebody help me please, what's wrong :? i apologize if this has been mentioned before, i just don't have the patience to go through all 23 pages.

Sounds like you have runned into the PTW-extras problem.If you haven't installed PTW seperate before Conquests you haven't the extra units which shipped with the first Addon (they were left out for some reason in Conquests).You have to download them seperatly (they are available on the official civ3 homepage), the link exists a few times in this thread, including hints where to put them exactly in.
 
Based on what Pfeffersack has said to found a city on tundra, all you need to due is grow a forest on the tile first. something I'm sure the AI would not think of doing.
 
roshee said:
Hello, I seem to have run into a bug. I'm playing as England and I have reached modern era, researched Mechanized Infantry, but everytime I try to upgrade my MKIVs to Churchills, the game throws out an error box - File not found - Art\Units\Churchill\Churchill.INI.

Could somebody help me please, what's wrong :? I apologize if this has been mentioned before, I just don't have the patience to go through all 23 pages.


Look at posts 537, 538 and 543 they should solve your problem
 
First of all, Super Mod. :goodjob:

I think I've found a bug (or a Civilopedia error). Most of the later Wonders indicate that they increase the number of unhappy faces derived from Slave Markets, but state the effect in not cumulative. I hadn't built any Slave Markets myself, but during a war captured the Great Wonder that gives one to every city. My gov't was Federal Republic, and on the next turn I saw a large increase in unhappiness. The citizens complained that "Some of the improvements ..." to the tune of about 5 unhappiness/city.

So one of the following happened:
(a) There is an error and War Weariness is being labeled incorrectly, instead being referred to as improvement-based.
(b) There's a bug and the unhappiness "bonuses" are cumulative.
(c) The "bonuses" are intended to be cumulative, and the Civilopedia is wrong.
(d) The Civilopedia is correct, but is poorly worded. I think the text states "unhappiness from slave markets is doubled, but the effect is not cumulative". Technically that is correct, as having 4 Industrial Wonders does not bump the unhappiness from 1 -> 2 -> 4 -> 8 -> 16. What it does appear to do is bump the unhappiness from 1 -> 5. So the Civilopedia should read "each slave market generates an additional unhappy face, and this effect is cumulative".
 
the primary reason for disabling cities on tundra was to limit AI city sprawl. yes, it is possible for the human player to plant a forest and then build a city in the tundra forest, and yes it is true that this is something the AI will not do. I don't really see this as too big an advantage for the human player, though. While it is true that there may be the occasional tundra tile that would make a useful city location, on the whole most of them won't really be worth all that much, or so it seems to me. Additionally, the disadvantage to the AI from; 1) building cities in useless tundra locations simply because it can, and 2) preventing the settling of forested tiles, far outweigh the slight advantage gained by the human.

or so it seems to me.
 
Re: tundra cities on forests.
To minimize the situation, just have the Worker Job for Tundra be NONE. No planting of forests on tundra.
 
Kal-El - I've had a lot of cities that could have done well because of food bonus' in the sea, and a couple on land. Seems like it's happened to at least two places on each of the games I've had. Sorry - no saves, but while no cities on Tundra may slow down the growth (which I understand is part of the reason of this mod) it doesn't actually stop it.
 
Im playing the v 1.01 and keep getting this error
Load Error
File Not Found
Art\Civilopedia\Icons\buildings\harborancsmall.pcx

Ive downloaded the patch and the new civilopedia and followed the install instructions, so what could I possibly be doing wrong?
 
Forgive me if this has been mentioned within the last 36 pages but....

When I have recruited a elephant rider there is no sound to acompany its movement. Has anyone else noted this to ensure feedback is given or is something wrong with my installation...?

Thanks for any help :)
 
Please, can someone make more maps for this mod ? Ok, random maps are nice, but i like realistic maps more, but there's just one map for this mod done... :rolleyes:
 
Danae said:
Im playing the v 1.01 and keep getting this error
Load Error
File Not Found
Art\Civilopedia\Icons\buildings\harborancsmall.pcx

Ive downloaded the patch and the new civilopedia and followed the install instructions, so what could I possibly be doing wrong?

that's happened to me to
 
Tried to download R&R but it keeps throwing me back to the top of the page when i hit the download button at the bottom of the page! can anyone help?
How do i join the queue? : :confused:
 
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