Rise and Rule for Civ3:Conquests

Pfeffersack said:
What version you are using? If you are using still 1.02 (or a game started with the 1.02 biq.), this might be due a bug.I'm no expert at worker issues, but my experience is they are slower, even if upgraded.
I am using 1.02. Is there a new version, since you said "still"?
 
Beta 1.03 patch

This fixes the worker strength issues. However, you need to be aware there were other things broken by the new unit bug in the editor that were not found until 1.03 was put out.
For instance all Anti-Aircraft defense strengths were reset to zero, among other things.
 
Thanks
Will I be able to play with my current 1.02 biq with the new patch?
 
sausnebb said:
Thanks
Will I be able to play with my current 1.02 biq with the new patch?
The patch contains a new biq, (1.03).
If you want the worker issue fixed, you will have to start a new game using the 1.03 biq.
Any save games started with 1.02 will not be affected by the patch since the biq is part of the save. :(

HTH
 
Pfeffersack said:
But is has an influence on how the seafaring and wonder boni on ship movement work, too.ATAR means 2 tiles movement bonus, while ignoring movement bonus gives only 1 tile movement bonus.

Yes, I know that. However, a naval battle or bombardment effectively takes 2 halves of MP instead of just 1 MP.

Another remark: in RaR barbarians are very strong! While Barbarian Raiders are still manageable, Barbarian Riders (4/3/2 IIRC) are the strongest units in the Ancient Era. In unpatched C3C I used to play with Raging Barbarians, in RaR I set them two levels lower and often run away with defenders and let them pillage my towns.


Best regards,

Slawomir Stachniewicz.
 
I have bene playing a conquest game for days i am finaly at modern age and things are heating up but now i get error messeges, cannot find file Art\Units\M26 Pershing\M26 Pershing.ini and there is one that says american rifleman.ini, please what can i do to fix this problem
 
First post to this thread. I haven't had a chance to read the entire thread, so a few things I say might have been answered earlier, if so, please excuse.

First, let me say, I LOVE RAR!! :) It's pretty much all I'm playing anymore since I first tried it about two months ago. The next week I got the upgrade patch, which helped. I'm only playing on Warlord level so far; I tried Regent and lost every game FAST, while in C3C I was trying some games at Monarch and doing OK. I'll play Warlord to get the hang of it, then move up from there.

1. I noticed the worker strength issues, and went ahead and did my own 'mod' of RAR to change that (just put the worker strength option at the appropriate number, using the Editor). Is that appropriate, or does the 1.03 mod have different &/or other changes?

2. Why is the Culture Victory value so low?? One game I was really enjoying ended waaay too soon because I hit the 50,000 mark too soon. I've taken to turning the Culture Victory option off when I start a game.

3. What's the deal with the Army II, Army III, &c. units? I've looked and can't see any way to get them into the game other than modding the .biq. I'm suspecting that it's a problem with the increase in size from the Pentagon -- am I right, or is there more to it?

4. I *hate* barbarians in RAR!! Not the concept or the changes, just that it always p's me off when a bunch of them start attacking me, or when they are the only thing standing between me and a needed AA resource. It took me a while to figure out how to handle them; in standard C3C, two or three units could usually handle a half-dozen barbarians (Regent level). In RAR, that's near impossible! Four or five archers with supporting tribal guardians MIGHT handle that. It certainly makes the game more ... shall we say, interesting?

5. Something I figured out last night: Garrisons are kinda like Super-Barracks; they have the benefits of barracks plus the 25% defense. BUT when you build garrisons in a city that already has a barracks, you're still paying for both. It is a *very* good idea to sell off barracks as soon as you build garrisons, to get extra gold and reduce the maintenance cost. Are there any similar ways to save a few gp that anyone else has figured out? Is there a way to make the Garrisons a kind of 'upgrade' to the Barracks, so that Garrisons replace Barracks instead of being in addition to them?

6. I *really* like the new governments, especially in the patch. I've only been playing for a month, so I haven't tried *all* of them nearly as thoroughly as I'd like. My general strategy so far is to go for Monarchy first to get rid of the tile penalty, then switch to Republic not too far down the line. That gets the trade bonus, and the 'low' war weariness is managable (in most games). Later on, if I'm in a warmongering mood, I'll switch to Absolute Monarchy for a time. Either way, eventually I'll switch to either Constitutional Monarchy or Federal Republic to get my trade bonus back and reduce corruption. Communism is an option later on if I have a large empire. I've not had a chance to try Social Democracy yet, though I'll probably get to that tonight. Feudal Monarchy, though, still seems to be almost as useless as it was in C3C. Can anyone point out any advantages to switching to that type of government at ANY time?

7. I love the fact that at almost any age you can build units that are amphibious. In C3C, I could just build a city on a 1-tile island and not worry about defending it (exc. for from Vikings, if any) until the modern age. That's not an option in RAR! I was never (and still am not) very good at seaborne warfare, but the expanded options for it in RAR are making me a fan very quickly! Right now, I'm nearing the end of the Industrial Age in a game playing the Siamese, and I keep a transport full of Amphibious Infantry standing off-shore for whenever the Romans (on the continent next to mine) feel like declaring war. I've got a few extra Rifleman to go in and guard the city I take, plus a few extra Transports to get them there quickly. (Along with an Army of MKIV's to quickly take out any slow-moving attack units they might send.)

Anyhow, that's all I have time for right now, so let me say again: I love RAR! A lot of time and work went into this! Thanks!

-- WCiv
 
I've downloaded the mod and installed but I can't tell if I'm playing it or not- the tech tree seems to be the same. This is the first mod I've downloaded so I really don't know what I'm doing. Can anyone help?
 
open the bic from "civ content" folder
 
WhimpyCiv said:
(...) 1. I noticed the worker strength issues, and went ahead and did my own 'mod' of RAR to change that (just put the worker strength option at the appropriate number, using the Editor). Is that appropriate, or does the 1.03 mod have different &/or other changes?

No, it is just fine this way.1.03 (beta - there will be another, complete 1.03 soon) fixes only the worker strength issue introduced with 1.02.


2. Why is the Culture Victory value so low?? One game I was really enjoying ended waaay too soon because I hit the 50,000 mark too soon. I've taken to turning the Culture Victory option off when I start a game.

Yes, the solution is not perfect.It was made this way for AI purposes; the AI should have better chances to hit the mark.BTW, to win culturally it is also important to have the duoble amount of culture compared to the strongest AI.If you move up in difficulty, your game will last longer, because there will be AIs with 25000 or more culture points.


3. What's the deal with the Army II, Army III, &c. units? I've looked and can't see any way to get them into the game other than modding the .biq. I'm suspecting that it's a problem with the increase in size from the Pentagon -- am I right, or is there more to it?

The pentagon is not the problem, at least not on the technical side.The reason why they are disabled is again the AI - it doesn't use upgradeable armies.So they were taken out to avoid a human-only-advantage and generally overpowered armies.


4. I *hate* barbarians in RAR!! Not the concept or the changes, just that it always p's me off when a bunch of them start attacking me, or when they are the only thing standing between me and a needed AA resource. It took me a while to figure out how to handle them; in standard C3C, two or three units could usually handle a half-dozen barbarians (Regent level). In RAR, that's near impossible! Four or five archers with supporting tribal guardians MIGHT handle that. It certainly makes the game more ... shall we say, interesting?

Yes, their role changes completly.No longer cannon fodder for promotions or a cheap source of gold/workers.Especially if you have activated AI patrol in the .ini file (which restores there old "moving" behaviour in PTW), the can be terror.It could be wise to reduce frequency about one or two levels from Conquests for the beginning.


5. Something I figured out last night: Garrisons are kinda like Super-Barracks; they have the benefits of barracks plus the 25% defense. BUT when you build garrisons in a city that already has a barracks, you're still paying for both. It is a *very* good idea to sell off barracks as soon as you build garrisons, to get extra gold and reduce the maintenance cost. Are there any similar ways to save a few gp that anyone else has figured out? Is there a way to make the Garrisons a kind of 'upgrade' to the Barracks, so that Garrisons replace Barracks instead of being in addition to them?

There is indeed no need to have both barracks and a garrison in place (beside the advantage you still have one of both if one is destroyed by enemy bombardment).Most other buildings are cumulative, but you will see similar effects with the pollution cleaners (however, this matter is more complicated, since there are differences between pollution caused by citiziens and improvements).Selling the barracks is a good idea.
There is ability to let improvements go obsolete with Conquests.Slavemarkets,
Castles and Worker Houses go obsolete in RaR, the reason why we haven't more of them in is one more time...the AI.It is too dumb to sell obsolete improvements and pays the maintenance forever.It doesn't sell redundant buildings, too...but it gets at least a slight benefit out of them and if the AI builds veteran ground units frequent, it is a good thing.


6. I *really* like the new governments, especially in the patch. I've only been playing for a month, so I haven't tried *all* of them nearly as thoroughly as I'd like. My general strategy so far is to go for Monarchy first to get rid of the tile penalty, then switch to Republic not too far down the line. That gets the trade bonus, and the 'low' war weariness is managable (in most games). Later on, if I'm in a warmongering mood, I'll switch to Absolute Monarchy for a time. Either way, eventually I'll switch to either Constitutional Monarchy or Federal Republic to get my trade bonus back and reduce corruption. Communism is an option later on if I have a large empire. I've not had a chance to try Social Democracy yet, though I'll probably get to that tonight. Feudal Monarchy, though, still seems to be almost as useless as it was in C3C. Can anyone point out any advantages to switching to that type of government at ANY time? (...)

Social Democracy is an excellent option for a peaceful endgame.If you don't have too much units, you will profit strongly from no building maintenance.
Feudal Monarchy is a goverment for a special situation.If you are far behind and your cities are small, you can support a decent army to go warmongering.I never used it, but it might be useful if you space your cities very tight and they don't grow past 7 citizien.
My favourite government for most of the time is Repulic.Trade bonus and low unit support...most of the time thats all I'm looking for.
 
2. Why is the Culture Victory value so low?? One game I was really enjoying ended waaay too soon because I hit the 50,000 mark too soon. I've taken to turning the Culture Victory option off when I start a game.

The real problem is that the mechanism to have different marks for different map-sizes is hard-coded, and not accessable for modding.
50k for Standard size maps is fine; already at Monarch, it's more about doubling the next AI.
For Large maps, on the lower levels, you can indeed incidentially hit it. If you play mostly large or huge map, I would advice to increase the mark. 75k for large, 100k for huge sounds reasonable.
The general idea behind is to help the AI. They will hardly ever reach 100k, so if we use that for standard maps, the whole pressure to build culture at all (because the AI can win by culture) would be missing.
 
If this has been asked and answered before I apologize. Is there anyway to
play past the 915 turns? After investing a lot of time into building up my
empire and knocking off most of the other players, there is nothing more frustrating than getting that 20 year notice. thanks for the great mod!!!
 
You can extend turns to 1000, AFAIK.Normally, you can go on with a game after retirement; however I'm not sure if this is possible if you have set the limit already to 1000 turns.
The extended version of RaR is meant to play for 915 turns, but since the absolute turn limit isn't set to 915, the game ends in 1.03 after the usual 540 turns.If you haven't changed this for 1.03, than your problem might be caused by this bug.915 turns is a quite long time to play and should be enough for getting through the game.
 
Pfeffersack said:
My favourite government for most of the time is Repulic.Trade bonus and low unit support...most of the time thats all I'm looking for.

I've found I stay in Republic for a *long* time in this game. Trade bonus, lots of units, and WW doesn't kick in for a long time and is still manageable.

So far though once I stablize in the late industrial or early modern I look to Constitutional Monarchy. WW may be high BUT there are a ton of improvements to offset this for a long time. Key here is to have a calm period of time in which you can build these improvements and wonders so that you can rage war again. There is a balance though as you pay a lot more for units, but corruption overall is lower. If you have a very large army it might not pay off and you'd be better to stay republic.

Absolute Monarchy is very interesting. Every game I say I'm going to go to that when I end up at war with everyone but I seem to have been able to manage WW in every game so far. I'm up to Emp. level now so it might get harder as I move up to contain the WW.

All the Government options are great. I always have a pretty large army so I don't get the chance to try things like Social Democracy. Wars seem to follow me around no matter what. :cool:
 
3. What's the deal with the Army II, Army III, &c. units? I've looked and can't see any way to get them into the game other than modding the .biq. I'm suspecting that it's a problem with the increase in size from the Pentagon -- am I right, or is there more to it?
The pentagon is not the problem, at least not on the technical side.The reason why they are disabled is again the AI - it doesn't use upgradeable armies.So they were taken out to avoid a human-only-advantage and generally overpowered armies.
Another way to solve the Army dilemma is: instead of increasing Transport Capacity for the Army, add more Hitpoints.
Examples:
Army I: 1-unit army with +4 Hitpoints
Army II: 1-unit army with +8 Hitpoints
 
I think there has already been discussion about this, but I had the following error.

In the rules, the Civlopedia Entry is: PRTO_Ship_of_the_Line

Does anyone have any suggestions of what is wrong... What should the unit file and files in the unit file be titled?

BK
 
Yes, a known bug which will be corrected with final 1.03. For the moment you can solve it by renaming the line in the pediaicons.See post #1062 in this thread or the quote from it here:

muffins said:
I found your problem

In the Pediaicons.txt in the RAR/text folder very near the bottom it has -

"#ANIMNAME_PRTO_Heavy_Frigate
Ship_of_the_Line"

It SHOULD say "Ship of the Line" (the name of the unit folder) and NOT "Ship_of_the_Line"



Jaybe said:
Another way to solve the Army dilemma is: instead of increasing Transport Capacity for the Army, add more Hitpoints.
Examples:
Army I: 1-unit army with +4 Hitpoints
Army II: 1-unit army with +8 Hitpoints

I like the one-unit-army idea quite a lot, because it solves the AI problem with army loading and reduces the strength a bit.But the upgrade issue would still exist and it is not possible to assign always the newest available army to a MGL (not a big deal, since the AI cannot use it anyway and it would work only in the favor of the human).You can of course introduce a new wonder which spreads them, without making I upgradable to II.
 
Slave Trade is a double-edge Wonder: it gives commercial bonus and extra production but also causes unhappiness (2, but some GW's raise it to 4). At my first RaR games I had considered it to be the game breaker, then I have decided to play a few games without it. I noticed that the civ that managed to build ST was always the strongest AI opponent in the game.

I think it gives a big boost at the beginning, when you did not have enough time to build many production increasing improvements. Later its production bonus is marginal and often forces you to increase luxury slider but you still have commercial bonus in (usually) your Science City, 1000 science/turn in the late Industrial Age is nothing unusual.

Perhaps I will try a few games with ST now - and if unhappiness gets painful I always may research Emancipation ;)


Best regards,

Slawomir Stachniewicz.
 
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