Rise and Rule for Civ3:Conquests

I'm sorry if this question has been asked and answered in the past 36 pages. I understand that certain improvements and wonders are government specific and stop functioning if I change governments. However, do they still generate culture and cost gp after the governmental change?
 
@ Arvin

There are some RaR world maps out there, for example here:

http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=7725

You could of course take any Civ3 world map yourself and simply import RaR rules, but then you might need to tweak some rules yourself to keep balance.


@ YNCS

Government specific structures "disappear" if you leave the government they are based on.They stop polluting, producing culture and executing their other functions and you don't have to pay maintenance for them.However, if you change back to the government, they will reappear and start to work again as before.
 
Hello all. Just wondering if anyone is making a 256x256 or greater sized map with RaR resources etc. I don't mind if the tech rates etc. stay the same becuase I think we can all tweak that to taste.
I love this mod but a 180x180 World Map is too small and is usually out of scale. Time between turns doesn't matter.
 
YNCS

I am new to RAR so I do not know the answer to your question, I was wondering that myself. However you can download the whole thread in a text format to your machine and search it locally in notepad or word. In the top left corner click on thread tools and select to download the thread. Since it is in text it does not take long, and then you can search at your leisure. I did that on several questions I had. This one, I will find out by experimentation.

Love RAR, got to be the best mod out there.
 
May I suggest that instead of making castles a defensive structure, theat they instead act as a government-specific courthouse for feudalism (ideally also for absolute monarchy and monarchy, but I suspect the game engine can't handle that). Historically, acting as centres for law and order was the main role of castles, not military defence.
 
I am a total rookie with all of these modpacks, etc - I just start the game as initially prodiced by the manufacturer and play it. However, I am interested in this RAR mod, but I have some questions about the basics. If I download the pack and don't like it, or even if I do like it but would simply lime to play Conquests without it, can I do that? Can anyone give me the basics on this stuff ? Any help is greatly appreciated.
 
First welcome to CFCs!

To answer your question: Yes, you can still play Conquests as before.After you have installed the mod you choose it in the main menu under the section "civ content"; the standard epic game is available under "new game" as before.
 
I recently downlaoded RAR... Great MOD except I want to play it with El Mencey's huge (362x362) world map. Also, the resource icons seem to be missing for RAR and I don't know why... The resource names appear in the drop down box in the "Select Resource", but no icon when I put it on the terrain. :( BTW, I am a n00b.
 
Oh, and forgot to mention that I have the 1.00 conquests version of RaR... And I got an error message when importing the RaR rules, etc. to one of my maps stating that there was a "performed partial import". What's up with that? :cry:
But other than the resource issue... So far that I have noticed, everything works. :confused: :confused: :confused: :confused: :confused: :confused:
 
I'm currently playing a large map in LAN multiplayer (my wife and I and 6 AI) with RAR 1.01.

The workers always work at the base speed, no matter if they are workers, peasants, laborers, slaves or not, if the government increases their efficiency etc. As the game is going on, this is becoming increasingly annoing... because at the rate laborers work it has been a challenge to make just a few of all the railroad we should make.

Anyways, I checked the .biq file and everything seems all right. I mean, worker strength of peasant is 125, laborer 150, etc... plus I don't understand why the gov. bonus doesn't apply too.

Anyone has an idea ? I'd like this "feature" to not show up again in our next game ^^
 
This is an absolutely outstanding modpack! Great job I can't stop playing it right now! I can't wait to get out of this prison called work so that I can continue playing!

Anyway I just thought I'd comment on one thing. I noticed that a lot of large/small icons are missing from both the tech tree and city windows. Are there any plans on filling these in?
 
The missing icons will be added in further patches (at least most of them, depends if there are icons available).
 
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?

I'm getting the same problem. Did something not get included in the last update?
 
onedreamer said:
I'm currently playing a large map in LAN multiplayer (my wife and I and 6 AI) with RAR 1.01.

The workers always work at the base speed, no matter if they are workers, peasants, laborers, slaves or not, if the government increases their efficiency etc. As the game is going on, this is becoming increasingly annoing... because at the rate laborers work it has been a challenge to make just a few of all the railroad we should make.

Anyways, I checked the .biq file and everything seems all right. I mean, worker strength of peasant is 125, laborer 150, etc... plus I don't understand why the gov. bonus doesn't apply too.

Anyone has an idea ? I'd like this "feature" to not show up again in our next game ^^

I'm having a similar problem, it seems. I've just started with RaR and I've noticed that my workers are going at the same speed regardless of whether or not I'm an industrious civ -- 3 turns to build a road on plains, 6 through forests, etc. It's not supposed to be this way, is it?
 
Tamori Shosei said:
I'm getting the same problem. Did something not get included in the last update?

No idea what could be the reason for it; RaR 1.01 works find for me.Have you messed around in any way with folders or do you use Rufus T. Fireflys Graphic Patch? Pure guessing of course; only trying to exclude some possible reasonsf or this.Have you played RaR with 1.00, too and if, have you got this error, too?


@ Vostos and all others, who have this problem ("Load Error
File Not Found Art\Civilopedia\Icons\buildings\harborancsmall.pcx")

Same questions...any altered/deleted folders? Inoff. Graphic patch used (and what version of it?) Have you experienced the problem with 1.00? Any other special actions/events?

Want to see if there is a special condition under which this occurs.Sorry, for the problem, we will find a solution as soon as we have found out what went wrong.Anyone pleast post who suffers the problem, too!


onedreamer said:
I'm currently playing a large map in LAN multiplayer (my wife and I and 6 AI) with RAR 1.01.

The workers always work at the base speed, no matter if they are workers, peasants, laborers, slaves or not, if the government increases their efficiency etc. As the game is going on, this is becoming increasingly annoing... because at the rate laborers work it has been a challenge to make just a few of all the railroad we should make.

Anyways, I checked the .biq file and everything seems all right. I mean, worker strength of peasant is 125, laborer 150, etc... plus I don't understand why the gov. bonus doesn't apply too.

Anyone has an idea ? I'd like this "feature" to not show up again in our next game ^^

The D said:
I'm having a similar problem, it seems. I've just started with RaR and I've noticed that my workers are going at the same speed regardless of whether or not I'm an industrious civ -- 3 turns to build a road on plains, 6 through forests, etc. It's not supposed to be this way, is it?


I don't play MP games, so there might be a special multiplayer problem with the boni.Noticed no problems in SP so far.
And for the industrious trait...it is intended that serfs doesn't build terrain improvments faster.There advantage is instead that they doesn't cost maintenance.
 
Pfeffersack said:
No idea what could be the reason for it; RaR 1.01 works find for me.Have you messed around in any way with folders or do you use Rufus T. Fireflys Graphic Patch? Pure guessing of course; only trying to exclude some possible reasonsf or this.Have you played RaR with 1.00, too and if, have you got this error, too?

I haven't messed around with the folders. I've tried both with 1.00 and 1.01, and have installed the most recent version of the graphic patch (I downloaded it from the graphic patch thread earlier today). The error message seems to come up when I try and go into the Science Advisor screen - it seems to draw the tree limbs, then try to start drawing the first advance icon and crash somwhere after that. I tried searching the civ directory, and found the following entries in the RaR pediaicons.txt:

Pediaicons.txt said:
#ICON_BLDG_Harbor
ERA
52
art\civilopedia\icons\buildings\harboranclarge.pcx
art\civilopedia\icons\buildings\harborrenlarge.pcx
art\civilopedia\icons\buildings\harborindlarge.pcx
art\civilopedia\icons\buildings\harbormodlarge.pcx
art\civilopedia\icons\buildings\harborancsmall.pcx
art\civilopedia\icons\buildings\harborrensmall.pcx
art\civilopedia\icons\buildings\harborindsmall.pcx
art\civilopedia\icons\buildings\harbormodsmall.pcx
 
Don't know if that has been report yet.

Bug Report: International port does not allow the city to grow past size 15.
 
Tamori Shosei said:
I haven't messed around with the folders. I've tried both with 1.00 and 1.01, and have installed the most recent version of the graphic patch (I downloaded it from the graphic patch thread earlier today). The error message seems to come up when I try and go into the Science Advisor screen - it seems to draw the tree limbs, then try to start drawing the first advance icon and crash somwhere after that. I tried searching the civ directory, and found the following entries in the RaR pediaicons.txt:

Then the reason might be the graphic patch; at least the last or some of the newer versions.I only use the very first version of it, since Rufus T. Firefly has changed the compression standard and I haven't found time to download the necessary program for uncrompessing the files yet.

Have you ever tried to play RaR 1.00 or 1.01 without the graphic patch? If not and you don't mind the work, try to install again without the graphic patch.If it works than for you, we would have the explanation and you could post the error again in the Graphic Patch thread.Only Rufus can fix it properly, if it is caused by his modifications.

Anyone else with the problem using this patch and which version of it?


EDIT: This is the part with the harbor of my pediaicons (the one shipped with the very first version of the graphic patch):

#ICON_BLDG_Harbor
ERA
52
art\civilopedia\icons\buildings\harbormodlarge.pcx
art\civilopedia\icons\buildings\harbormodlarge.pcx
art\civilopedia\icons\buildings\harbormodlarge.pcx
art\civilopedia\icons\buildings\harbormodlarge.pcx
art\civilopedia\icons\buildings\harbormodsmall.pcx
art\civilopedia\icons\buildings\harbormodsmall.pcx
art\civilopedia\icons\buildings\harbormodsmall.pcx
art\civilopedia\icons\buildings\harbormodsmall.pcx

So I guess we have to search for the reason here.I haven't installed the building pack in which I suppose the graphic files for the harbor are in.You should have it somewhere in the RAR1 folder which is created by the graphic patch.Try to find the harbor files there, perhaps they are missing completly or their name/the pediaicons is just misstyped.

EDIT2: Having a look in the graphic patch thraed again...there seem to be some problems with the later versions of the pack, including missing files and typo erros.I recommend to abstain from using it, until he has fixed those errors. For those who can't resist (which I fully understand, there are a lot of beautiful graphics in ;) ), refer to this thread for workarounds, questions and errors reports:

http://forums.civfanatics.com/showthread.php?t=100947&page=2



@ international port: Why it should allow growing beyond 15? It is very powerful as it is, so powerful the pollution was added later... Is your point it would be more realistic or are you refering to the (older) civilopedia or spreadsheets? If there is such a note, it is outdated.
 
The civlopedia says that it allow that. So I just assumed it was supposed to and got missed in the file. Guess the civlopedia has the error then.

BTW: Major Port == allows a city to grow beyond size 7. Shouldn't a major port give an additional bonus like taxes or someting. Or am I giving too much since a Port gives taxes and a Major Port costs less shields then an Aqueduct.
 
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