Rise and Rule for Civ3:Conquests

Please help! I haven't played Civ 3 in a year and have been waiting for this mod! Whenever I try to download this file in XP, it saves as html instead of exe. I am right clicking the link to save it. When I left click on the link, it just opens an html page. Help!
 
What do you mean? Click on the link on the first page, then scroll down to "Start download."


Right now I'm the Vikings, in the early mideval ages on Regent. I am waging war with the Celts and Ethiopians but slightly losing. :sad: My offinsive campain is weakining. I am still the most powerful civ.
 
i might have to get out of monarch and go back to regent, not because i can't survive but just because the AI's keep pulling too far ahead in tech, i can't seem to keep up in any of my games with this mod. i always have a little trouble keeping up with the AI's in tech in the beginning but this is crazy lol, the AI's are much more effective at getting/trading tech than i am.
 
Thanks. I actually did that earlier but the link wouldn't open, just that crazy html page. Apparently the server was down for a time. Anyway, working now. Yahooo!!!
 
Made a version of my map: Owain's World for RaR:

Owain's World, Party Time! Excellent! Woowoowoo!

One should be aware when playing this map that there is zero move LM sea around the outside edges and there is no X- or Y-wrapping.

Let me know where its all gone terribly wrong. I just threw this together.

Here's a minimap preview:
 

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Isak said:
Thanks - I wish I had something clever to say about it right now, but .. frankly ... i'm blank. :ack:

Harrier? DocTS? Pfeffersack? Rufus? RobO? Got any RAR poems or screenshots you wish to share? No?... Anyone else? :scan:

There is my pdf file about govs (see post #76), if you like it and if it is correct.

Question:
1) it's possible modding the mod? I want to change some name and wonder (like Illuminism instead Humanism and International Court instead Supreme court)... or you have the copyright? ;)
2) I had begun to make a graphic pack: I can post it on the forum or you want to have the veto about it?
 
I think this is a great mod, however I´ve noticed one thing that really bothers me. It´s way to easy to advance in the ages, most of my discoveries only take 2-3 turns is it supposed to be this way? I´m playing on the monarch difficulty. Another thing is the athletics discovery, it seems to be useless? Otherwise I think you have done a grat job, there´s a lot of units and unit varietys and all new icons look fresh :) Just wondering about the extended version from the dyp mod, will there be any such in rise and rule?

keep up the good work :goodjob:
 
why not use new unit graphics? for a large number of custom units in this mod, there have been made new graphics which are a lot better.
i believe most of the tanks have been done by ripptide and many ships by wyrmshadow. the quality of these units is definately worth the space they would take. check cdgroup.
 
think this is a great mod, however I´ve noticed one thing that really bothers me. It´s way to easy to advance in the ages, most of my discoveries only take 2-3 turns is it supposed to be this way? I´m playing on the monarch difficulty. Another thing is the athletics discovery, it seems to be useless? Otherwise I think you have done a grat job, there´s a lot of units and unit varietys and all new icons look fresh Just wondering about the extended version from the dyp mod, will there be any such in rise and rule?

keep up the good work
I did notice that the tech advance is fast, but a simple adjustment. If you want a longer game simply change the cost in the editor for each or few of the techs.
 
Would it be possible to split the file into about 3 parts? I have tried two download it 2 times, but my ISP disconnects me about halfway through the process. Both times. Eight hours wasted.
 
jshetley said:
Would it be possible to split the file into about 3 parts? I have tried two download it 2 times, but my ISP disconnects me about halfway through the process. Both times. Eight hours wasted.
Get Getright (www.getright.com). It's a free download accelerater with no strings attached, which allows you to resume download. It's quite a popular programme, and works well.
 
Get right does not work for the File Planet or the 3ddownload. I tried it in both places without success. It calls both download links a webpage and then exits.
 
Some bug due by scenario folder use:

1) European/Mediterranean cities are the Napoleonic Europe one: no modern one.

2) Musketman (for Arquebusier) utilize the Napoleonic Europe one: actually it could be use as musketman unit (with leadership): you must rename the original musketman from Civ3 Vanilla.
 
could the musketmen from the flintlock or leadership or whatever that final middle age tech is utilize the Napoleonic Europe graphic? It is much better than the usermade one.
 
Turner_727 said:
Are there going to be smiley face pop heads available for d/l?


Yes there will be. :)

I already have a version based on the beta test versions.

I guess we will release it on the web-site with the next update.

There will also be a resources icon update (to indicate - strategic or luxuries). :)
 
jshetley said:
Get right does not work for the File Planet or the 3ddownload. I tried it in both places without success. It calls both download links a webpage and then exits.


I use Lightning download , and the only way I got it to work OK was as follows;

On 3d downloads, select download and a window pops up showing you how long your queue is. Eventually a button appears for you to download, right click and copy link location, paste this link into lightning and away it went.

Took me a while to figure it out, but it works OK.
 
owain, i'm enjoying your map a lot! vikings up to 550 a.d. regent level, actually one of the best civ games i've ever played. monarch with this mod is just too much for me, i'm not such a good player that i can keep up. i think regent with this mod is basically monarch in regular conquests.

i seriously need a faster cpu or something, here at 550 a.d. it's like 5 minutes or more between moves while the computer figures everything out for the ai's. when i settle a new town now i click the settle button and no joke it takes like 90 seconds or 2 minutes for it to actually draw the new city haha, it just sits there like it's locked up for that long.

edit// and i want to say again how much i like the mod. again, it's the subtle things in it that i really like, having levels of knights from horseman through a number of riders up to cavalier, etc, and creating wind mills and things for relatively small increases in production. playing the mod gives you a feeling like you have a lot more choices, which i really like, i'm sure everyone does. i'm a relatively sloppy player most times, i automate my workers sometimes, don't trade most of the time, etc ... but with this mod i've found a new desire to micro-manage everything, i think it's because there just so many interesting things to build, etc, you want to squeeze out that extra shield of production to get the things you want your folks to have. the same for techs, i find myself doing all kinds of horse trading to move myself along the tree towards what i want, more than i normally would. it's a lot of fun.

there are things i find myself wishing c3c had in it. (1) when trades of resources end it would be nice if there was a popup saying, hey, your stuff is available again. the trades go on long enough that with only a few resources you just don't feel like checking every turn to see if you can make new trades. another thing (2) that i wish c3c had was some indication on the main map that one of your cities had more unhappy faces than happy ones. i know i can open the advisor and look, but if you have a lot of cities it's a hassle to scroll through the list and count faces every turn just to make sure your folks aren't going to start tearing up the city. sure that's part of the game, keeping your folks content ... but it doesn't have to be a giant secret that folks in one of your cities are unhappy. for this mod specifically (3) all the stuff about what vessels can traverse what kind of bodies of water isn't real clear to me in the mod. maybe i just read it wrong. i remember some of the pedia entries would say things like ... such-and-such can't end it's turn in an ocean square. or enter an ocean square ... etc, it's not really clear. i was going along doing something and suddenly realized my longboats could do things that i didn't understand they could do from reading the pedia entries. and i think it was the cogs that i accidentally figured out could carry passengers. and i learned from someone here on this thread that ancient ships won't traverse ocean squares even if you have magnetism, which is great ... but it's not obvious from reading the pedia entries, at least it wasn't to me. and another thing (4) i wish c3c had in it is a change to the trade window. of course right now if another civ has 2 wool and you don't have any you can trade something for one of them and help out your folks. but why can't you trade for both of them ? sure your folks only need one of them but then you could use the other one for putting together deals of your own. maybe that isn't possible with the way the game works since it could maybe bring up some odd things if trade routes get messed up or if a war breaks out, etc, i don't know.
 
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