Rise and Rule for Civ3:Conquests

I downloaded the file but I cant open it.


What file is it? What extension does it have?

WHAT PROGRAMME TO USE to open it?

Greetings
 
Whats the icon of the file you have loaded down? If it is the windows symbol for a normal file, it is very likely that it was corrupted during the download process.You should have a compressed archive file (symbol: yellow box with coloured books in it) which should self extract if doubleclicked or rightclicked (choose "Open").
 
T-34 is a PtW extras unit. This was repeatedly reported to be missing, but I have no clue why - maybe Isak forgot it in the selection for RaR d/l? :confused:
I have the folder, everything is spelled correctly...I can only advice to get the Extras from Firaxis again.

Palace_Garden:
That's a more serious problem. That item only happens to be the first the game looks for, thus this error is what you get when you're missing substantial parts of the mod.
Alireza, are you sure you have a complete version of RaR? Either 1.00 and the 1.02 patch, or 1.02 complete (in both cases, it need to be around 130MB).
 
I want patch 1.03b for RAR for play your world map :)
 
Doc Tsiolkovski said:
T-34 is a PtW extras unit. This was repeatedly reported to be missing, but I have no clue why - maybe Isak forgot it in the selection for RaR d/l? :confused:
I have the folder, everything is spelled correctly...I can only advice to get the Extras from Firaxis again.

Palace_Garden:
That's a more serious problem. That item only happens to be the first the game looks for, thus this error is what you get when you're missing substantial parts of the mod.
Alireza, are you sure you have a complete version of RaR? Either 1.00 and the 1.02 patch, or 1.02 complete (in both cases, it need to be around 130MB).

Doc, I am SURE I have the complete version of RAR. (the 1.02 COMPLETE)

And YES, it was 130 mb.
 
Found a couple of bugs (at least I think they're bugs):

Motorized Infantry have the wrong number of HP. The Civilopedia indicates they get +1 HP, and they do, but they probably should have +4 HP. The contemporary units for the Motorized Infantry are regular Infantry (9.6.2, +3 HP, 160 shields) and Armor (20.14.3, +4 HP, 320 shields). Motorized Infantry are 8.10.4 with +1 HP for 360 shields. They upgrade to Mechanized Infantry for 60 gold/20 shields, and go to 18.26.4, +5 HP!

I also saw something unexpected. I razed an enemy city with an Armor Army, but the army was badly damaged. So I tried the trick of surrounding the injured army with captured workers, expecting to sacrifice them to save the army. Well ... an enemy MK IV captured a worker ... and then proceeded to attack and kill the Army! So either a unit has blitz and it's not supposed to, or capturing workers doesn't count as an attack, which doesn't square with what I remember about the C3C engine. Is any of this intentional or new?
 
One thing Ive noticed is that the motorized infantry absolutely sucks compared to its contemporaries, as does the early version of helicopter gunships (cant remember unit name). Im not sure if this is intentional or not.

btw, can we break the upgrade path from cavalry -> helicopters? It feels a little weird to upgrade those horses into helicopters. State of the art bioengineering perhaps?
 
T_McC said:
Found a couple of bugs (at least I think they're bugs):

Motorized Infantry have the wrong number of HP. The Civilopedia indicates they get +1 HP, and they do, but they probably should have +4 HP. The contemporary units for the Motorized Infantry are regular Infantry (9.6.2, +3 HP, 160 shields) and Armor (20.14.3, +4 HP, 320 shields). Motorized Infantry are 8.10.4 with +1 HP for 360 shields. They upgrade to Mechanized Infantry for 60 gold/20 shields, and go to 18.26.4, +5 HP!? (...)

Noticed the hit-point thing recently, too.I have put it on the todo list and if there is no special reason for this, it will surely be changed.The rest of the stats is poor, too...but maybe it is historical correct, because the first motoried infantery wasn't too good in comabat.No idea.


T_McC said:
I also saw something unexpected. I razed an enemy city with an Armor Army, but the army was badly damaged. So I tried the trick of surrounding the injured army with captured workers, expecting to sacrifice them to save the army. Well ... an enemy MK IV captured a worker ... and then proceeded to attack and kill the Army! So either a unit has blitz and it's not supposed to, or capturing workers doesn't count as an attack, which doesn't square with what I remember about the C3C engine. Is any of this intentional or new?

AFAIK, this was introduce with Conquests.It only works this way, not the other way round.The AI uses it quite frequently.



rhialto said:
One thing Ive noticed is that the motorized infantry absolutely sucks compared to its contemporaries, as does the early version of helicopter gunships (cant remember unit name). Im not sure if this is intentional or not.

About motorized infantery, see my comment above.I disagree about air cavalry, they are strong enough due their speed and the fact they are land-class units for the game engine (which means for example that you can put them in armies)


rhialto said:
btw, can we break the upgrade path from cavalry -> helicopters? It feels a little weird to upgrade those horses into helicopters. State of the art bioengineering perhaps?

Upgrading Iron frigates into battleships is hard to imagine, too...for me upgrading units in Civ-style games is not restricted to a pure technic upgrade; it can also mean training the crew for new weapons (perhaps the horses just got sold?).Of course it is debatable if the upgrade is too cheap, since gunships are so powerful...
 
btw, can we break the upgrade path from cavalry -> helicopters? It feels a little weird to upgrade those horses into helicopters. State of the art bioengineering perhaps?
Well, then look at what became out of the US Cavalry Regiments...Choppers ;).
Historically correct; and, they do serve the same purpose.
 
I just played 1.03 extended game, and it gave me a 20 turn end of game warning in 1850 (not a typo). Is that correct or has a file gotten changed somewhere?
 
The extended game has a minor bug in that it isn't actually 915 game turns, I'm afraid you have to set the turn limit manually
 
Found another bug (or at least curiosity):

By the Civilopedia, Storm Troopers are Amphibious. (Don't know for sure, never tried.) When I created a mixed army with Storm Troopers and Marines, the Army did not have Amphibious assault. The game gave a message something like "The Army must be All Marines to do that".

Is this a general phenomenon? That the game only checks for homogeneity of units, then decides Army abilities. Or is the game capable of checking for homogeneity of unit abilities?
 
I came across a very interesting phenomenon when I modded the Troubadour unit from 1.03 to an invisible ranger with defence str. of 2, normal hitpoints and no attack str (also ignores movement cost on all land terrain).

The interesting thing here was that the AI was able to attack this ranger with its workers and settler-units -- unbelievable but it happened. Of course the attackers always died with no affect to the ranger. Also, it deemed to be a very powerful defender, way better than a spearman for example (on any terrain)...

I've tried invisible scout units without defence str. before and with them the game behaved naturally -- but this.. this was weird :-).
 
The AI doesn't exactly "attack" your invisible unit - they really do not know it's there (unlike VC3/PtW), and run their Workers/Settlers into it. Bet your Scout tests were before C3C.


@T_McC:
That's a general phenomenon - you can't mix Berserks and Marines in unmodded as well. Pretty stupid....
You really have to use exclusively one marine type unit for an Army to get an amphibious Army.
 
Doc Tsiolkovski said:
The AI doesn't exactly "attack" your invisible unit -
they really do not know it's there (unlike VC3/PtW), and run their
Workers/Settlers into it.
I see... does the same happen if I run my worker into an invisible AI unit in C3C? Shouldn't it just simply not be able to move to the square which my unit is occupying and give a message saying so like in PTW?

And now that I think about it, the AI first attacked my ranger with a military unit to declare war -- they never run into the ranger with non-combat units at peacetime.

Bet your Scout tests were before C3C.
Actually it was with C3C + RaR 1.01.
 
Pfeffersack said:
[size=-2](about RaR barbarians)[/size]
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.

I found that there is a method to put terror to barbarians and even get advantage on them: to play Aztecs with their 2/1/2 (@10, no HP penalty) Jaguar Warriors. I have tried Aztecs recently and the first goody hut gave 3 barbarians: 3 wins and 3 slaves :) It was a huge advantage at the beginning of the game (and the next goody hut gave me a settler...). I think Jag. Warriors are unbalanced.


Best regards,

Slawomir Stachniewicz.
 
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