Rise and Rule for Civ3:Conquests

excellent mod btw, been playing it most of the time

Panzers can only attack once despite the paedia entry saying they have blitz, which is right? (btw i'm not reading 25 pages to seeif it has already been reported)
 
The .biq
Armors and Panzers aren't supposed to Blitz; this is unbalanced and too powerful (the AI doesn't know about the usefulness of Artillery to redline everything before attacking ;) ); to prevent the flood of MGLs (which, unlike the unmodded game, can rush lots of powerful and expensive IA/MA small wonders) you'd need to fill them into Armies to get 'Blitz'.
 
[Trying desperately to keep up with the flurry of posts]

Nikox said:
I used Pic-0.1 to check your pediaicons file and while I saw the missing files it said that I was missing the links for the f-15 and the modern worker too, so I checked it and I found a bug in the original C3C .ini files what is supposed to be corrected with PTW or at least I think so as I found the corrected .ini files in the PTW units folder for f-15 and modern worker.
I think that is a bug in Pic-0.1, or perhaps you have a special version of C3C - there is no Worker or F-15 folder in the Conquests/Art/Units folders, and there isn't supposed to be. The game will find the files just fine if they are in the Civ3PtW/Art/Units folder or even the Civilization III/Art/Units folder. :)

One more bug found with Pic-0.1 is the misssing sound in the Uniformly Medium Junk junkfidget.wav, I solved it copying the sound from another ship and renaming it.
Thanks. I'll copy in a file too.
 
Nikox said:
Here are the Missing graphic files what I found around, plus the new flavor units for germans what I loved to have.
..and the relative scenario file too, of course!! (nearby to forget to attach it :mischief: )
Thanks, I will check them out. :)

so I've time for one more question:
Do you know who had the idea to make flavor units??
I'm not sure, but I think Kal-el and Elucidus (of 'The Balancer' mod) were among the first to use them.

Talking about graphic ..I almost filled up all missing icons and changed them when I had the same icon for two different buildings, but I couldn't find any pedia image for philosopher school, manor, water mill. Any suggestion how can I solve it?
Sure, just create them for us ;)

One more graphic bug:
the large icon for the TECH Civil Liberties result as a wrong pcx file.
Weird. Well, fortunately I have Rufus T. Firefly's version handy, so that will be used in the next patch.

Found the answer for one of the minor bugs I reported:
- the RPIMa unit has the PRTO wrote "PRTO_Rpima" in the unit list inside the biq file instead of "PRTO_RPIMa" as wrote in the civilopedia e pediaicons files. Changing it with the editor (the mendax's editor...) it's working fine.
It's with capital letters in the Civilopedia file by mistake, but seems to be fine in the Pediaicons.txt.

Crewd said:
One thing about the Peasants, though. I've noticed that if you're an IND civ the serf -> peasant upgrade gives you nothing, instead you just get to pay the 1gpt upkeep. Serf is just as fast as a Peasant even though there's a 25% speed difference - what's up with that?
IND civs get an early advantage with the no-upkeep Serf, but are not supposed to go on having it. Remember that they still have a natural advantage (which we can't do anything about as it's hardcoded) that makes their workers work faster than other Civ's workers.

And the serf shouldn't be as fast as a Peasant, but remember that the 25% increase is rounded down, so if the task only takes 2-3 turns for a serf, it will take the same amount for a Peasant. If it doesn't work like that, then the Worker Strength functionality is definitely bugged (but I'm pretty sure it's not - though are settings in 1.02 are :) ).
 
It downloaded. It runs fine. I may tweak somethings to suit my own tastes, but I am not tinkering with graphics or units, way too much headache. Just rules. Like some city improvements that are useable like the winery and plantation I am going to make useable.


I do have a question, though. I was at with Mali and my frigate was fighting a Greater Galeas, and got prize ship. Which was fine, I had gotten two earlier fromt the Germans. But this time it looked like Elvis. Elvis walking on water, it was a little weird. I sent him to port and fortified him. Just wondering.


Ben
 
You got Elvis on the 8th, which happens to be his birthday. Firaxis put an Easter Egg in their games to have Elvis appear in various guises on his birthday. If you unfortify the prize ship now, it'll look like a small sailing ship.

BTW, what most people do with prize ships is disband them for the 18 shields.
 
Isak said:
IND civs get an early advantage with the no-upkeep Serf, but are not supposed to go on having it. Remember that they still have a natural advantage (which we can't do anything about as it's hardcoded) that makes their workers work faster than other Civ's workers.
And what a wonderful advantage it is - it's why I love playing with an IND civ the most :cool:. And I understand, of course, that the no-upkeep advantage is not supposed to last forever; my point was about the speed increase...

And the serf shouldn't be as fast as a Peasant, but remember that the 25% increase is rounded down, so if the task only takes 2-3 turns for a serf, it will take the same amount for a Peasant.
Yes, this is something I might have overlooked in my haste. But I think that at the time I made a notice about the serf->peasant upgrade giving me no distinct speed increase, I had put the Peasant to clear a forest and the task took the same 8 turns which it would've taken for a serf to do.

This was awhile ago and I haven't played since... have to check.

If it doesn't work like that, then the Worker Strength functionality is definitely bugged (but I'm pretty sure it's not - though are settings in 1.02 are :) ).
I was thinking that maybe for some reason the Peasant wouldn't be affected by the IND worker speed advantage... And there's always the possibility, that I had started that game with the faulty 1.02 version, which would make sense now that I think about it.
 
My C3 version is an english one (I bought it after someone told me about bugs in the italian version), but the C3C expansion pack is italian, but I took it as it's wrote it can support any languages. Of course my Windows XP home is italian too.
I don't know if all this mixed languages affected the installation of C3C, but I think Pic-1.01 is working fine as I've really two folders for f-15 and modern workers: one in the main C3 art\units with all files inside and one in the PTW art\units with just the ini file in it.
 
DocTS,

For the next RaR SG, I'd like to try to see just how many beakers we can get one city to produce.

2000, 3000?!?

Making full use of tourism (as I think you've noted once or twice) and all the collosi effects. Might be a fun puzzle. What do you think?
 
Bezhukov said:
DocTS,

For the next RaR SG, I'd like to try to see just how many beakers we can get one city to produce.

2000, 3000?!?

Making full use of tourism (as I think you've noted once or twice) and all the collosi effects. Might be a fun puzzle. What do you think?

I tried that once in PtW; got all Collosus wonders (except the Colossus itself, already expired), and the International Port in Carthago on Kal-el's 180x180WM. About 1200 "only". But Tourist boni will add some more here; just depends on the level - how many Ancient Wonders can you grab?
2000 should be doable...
 
First 2 have more to do with Conquests.. First what is the little white triangle on the right of the city name with some sort of sword or something. The other is what is the seed number on the beginning of the scenario?

I am enjoying the mod. Fixed the prize improvements to being just improvements that every 8 turns produce a serf, and increase production. The AI is taking advantage to improvement of terrain.

Next item

what would be the easiet and least painful way to add the dutch? Would the import function work or just screw things up. I know i would have to add the swiss merc, king unit, and being dutch. Would that be it? Thanks in advance. This is just for my whimsy I like playing the Dutch. I enjoyed in CTP and was happy to have them back, though I miss Queen Beatrix.


Have a blessed night

Ben
 
>I tried that once in PtW; got all Collosus wonders (except the Colossus itself, already >expired), and the International Port in Carthago on Kal-el's 180x180WM. About 1200 >"only". But Tourist boni will add some more here; just depends on the level - how many >Ancient Wonders can you grab?
>2000 should be doable...

I think my best was around 1450 (Malinese, Demi), wasn't trying for that specifically, but wound up noting it when it went off the edge of the screen. I usually don't build the ancient wonders you noted it would take, but that game my capital had a cow and two exotic woods and it kinda just happened.

:rolleyes:

Somehow the Slave Trade triggered my GA so I wanted to do something useful with those shields...

The interesting thing about tourism is that each wonder should eventually produce almost as much commerce as a colossus effect (14 gold vs. 20). With all the tech on RandR, sci leaders come fairly thick if you're in the tech lead (I've had seven or eight as Tibet).

Actually the highest tourism income I've seen was from a captured city. Perhaps this would be the non-obvious optimum strategy...
 
HTML:
One more graphic bug:
the large icon for the TECH Civil Liberties result as a wrong pcx file.


PHP:
Weird. Well, fortunately I have Rufus T. Firefly's version handy, so that will be used in the next patch.


I checked the Rufus T. Firefly thread, but he has just buildings inside it. I was talking about technology.

The wrong pic what I'm talking about is in the Art\tech chooser\icons folder named "civilLiberties-large.pcx"

is it coming from Rufus it too?

Can I have a copy of it without waiting your last release?? ;)
 
BenWilbur said:
First 2 have more to do with Conquests.. First what is the little white triangle on the right of the city name with some sort of sword or something.

It means that the city has barracks in it (or te be correct an improvement with the quality of giving veteran ground units and one-turn healing for ground combat-units; you will see it in RaR in your capital and FP cities, too)
It works like the anchor symbol and the one for airports - with one main difference: harbors and airports are displayed for enemy cities too, barracks not.


BenWilbur said:
The other is what is the seed number on the beginning of the scenario?

Seed influences the created world.It is useful if you want to play on the same map again.But be careful, you have to choose the same settings for landscape, clima etc. again or you will end up with a different world despite you have inserted the same seed. Also you have to choose the same civs if you want the same starting position again.


BenWilbur said:
(...)what would be the easiet and least painful way to add the dutch? Would the import function work or just screw things up. I know i would have to add the swiss merc, king unit, and being dutch. Would that be it?(...)

Wouldn't use import here (it might work, although I can't imagine how, but it will be almost sure more work than the other way I describe below, because you can't import only one civilization).Open the RaR biq in editor, choose the civilization page and replace one of the existing civs with the Dutch (no way to add them, since we have already 31+barbs).Before doing this, you should perhaps have a close look at the standard Conquest .biq to see the Dutch settings.Then mod the civ you want to replace to "become" the Dutch.And you have to deal with the UU.The Swiss Merc. isn't in RaR at the moment (it will be added in some way as replacement of Pikeman or Hellebardier), so your options are adding it (with all of the problems) or just duplicating an existing units and modding its states.Good luck!
 
Pfeffersack Thanks.

Its odd that Firaxis didn't include those Conquests things in the new booklet..


Ben
 
In case of the barracks icon, I guess they have left out the explanation because it is a minor thing and rather self-explaining (now all buildings which provide veteran units have a symbol - however, the fact the barrack icon shows only up in your own cities can be quite misleading if you don't know about it).

The seed thing was added with a patch.
 
Hey you guys just wanted to announce that i updated the map that i created of Rhye´s standard 180*180 earth map. it now contains the rulechanges of of RaR 1.02 extended.
it can be found here enjoy :D

p.s.: i will also post a 140*140 version soon as some of you asked for a smaller version
 
While installing the extras patch, I got the following message:

CRC failed in RAR\Art\Units\British Rifleman\BritishRiflemanDeath.wav

It later stated that "some" of the files were corrupt and advised to redownload. Has anyone else had this problem?
 
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