Rise and Rule for Civ3:Conquests

1.04 isn't officially released yet.

Honestly I don't know what you mean by "maintain movement limitation" (haven't played Rhye's mod)...so I'm unable to say how it would fit in RaR.Can you explain it a bit more in detail?
 
I thought the idea of lethal land bombard for rare, elite units was a really good one though, what about removing the AoF's enslave capability instead?
 
I ran into two problems.
Maybe you know about them allready (you probably do), but I will post them nevertheless - better be save than sorry.
The first concerns the ship of the line.
When I capture a city, this unit is buildt by default and the game crashes because it cannot find the file ".../ship_of_the_line/ship_of_the_line.ini" (note the underscores).
If I rename the file, and want to build such a ship manually, suddenly the ".../ship of the line/ship of the line.ini" is missing (no nderscores). Pretty weird.
I was trying to duplicate the folder and have one with and one without underscores, but couldn`t test if it works, because suddenly the heavy frigate is produced if I conquer a city.

The other problem is that slaves will continue to work at the speed of slaves, even after I upgraded them (I manually modded the worker speeds like Pfeffersack suggested).
 
The Ship-of-the-Line issue is known and will be fixed with 1.04.

AFAIK, foreign worker-type units will always work at half speed.However, there should be a difference to Slaves, if you upgrade them...are you playing with 1.03? 1.02 has the worker speed problem...
 
Slaves are not affected by Government speed boni; they always work at 1/2 x Unit Worker Strength.
Natives at Unit Worker Strength x Gov bonus.

Note "100%" Gov speed is already a bonus (technically this is 'Worker Speed 2')!
So, in Chiefdom, a 'Slave Worker' is indeed half as fast as a native Worker.
In Fascism, a Slave Engineer only 1/8th of a Native.
That whole equitation is even more in favor of Natives if you play an IND Civ (Slaves not affected), and because of rounding effects.

In short (since that is what people complain about usually ;) ):

Slaves are not suited for RR.

That's a job for the specialists.

Base duration for RR on flat ground is 24 turns. That's a bit misleading, since it means "24 turns at worker speed 1".

And 'Worker Speed 1' is a standard worker in a Gov with 50% Gov Speed (Chiefdom, Theocracy, Anarchy - the later in unmodded as well).

In other words:
You need 8 native Laborers to lay RR in one turn (flat ground, non-IND, AbsMon/Rep/Demo/Feud). Or 32 Slave Laborers. ;)

But, RR is about the only job that takes longer in RAR than unmodded (intentionally, to fight the despised 'Rail-Spamming').

Clean Pollution, Mining and Roading take half as long (in terms of base turns)...
 
I`m playing 1.02. I was looking for 1.03, but couldn`t find a download-link anywhere. So I changed the worker speed manually. Maybe I screwed that up, or I did it after I started the game... :mischief:
Anyway my foreign labourer are as useless as foreign slaves were, after all the money I investested into them. Ungratefull brats.
However, I will just build a couple of native labourers, no problem.
Btw, the increased ship-speed and reduced road movement have the very nice effect that is is actually faster to ship your units around rather than having them walking across the continent. Quite realistic, I like it.
One more thing about ships: Currags are awesome. A seafaring civ with the lighthouse can meet nearly everyone on a huge archipelago map in the AA. Insanely powerfull, especially since currags are cheap as chips.
On the other hand, boatbuilding isn`t worth crap for trading. Even together with warfare it isn`t worth cultivation or domestication, so it is probably balanced.
 
graphics are loaded each time afresh. changing graphics shouldnt affect the game (even a saved>loaded game) as long as the names are kept the same. and u don't delete any files it's looking for without renaming where to look or renaming the new files to replace the old ones.
 
Did a bunch of digging in the thread, found the 1.03 beta link. Dunno if there's a nonbeta 1.03, buut, this is the one I'm using, and it works just fine. For those that don't want to mess with the editor.

Isak said:
Yes, a new version for all of you, and it's been made available for download by our generous host Thunderfall. Check the DYP/RAR Website for details.

What you won't see there yet though, is that we've already been made aware of an annoying bug. It seems that all Worker Strengths have been reset to zero, so workers will take a long time especially completing later Worker Tasks.

There is a fix for this problem - sort of an unofficial patch 1.03 - attached to this post. Once we're sure that this is the only major problem with 1.02, we will release 1.03 officially. :)


@Surge: Not sure, but if so, I'm sure that Rufus will be working hard to get it updated.

@Kal-el: You've only made them for the Vanilla Civ3 and PTW versions as far as I can remember, but it wouldn't be that mean a feat for someone to simply load one of those maps in the Conquests editor, together with the RAR ruleset, and then spread a few of the new resources and terrains across the map. Any takers for that assignment? :mischief:

(actually I believe someone was working on that in our tester forums, but not sure how long it's been since those maps were updated)


Edit: Oops. I forgot that EXE attachments are not allowed, so here is instead a link to the Beta 1.03 patch
 
This is becoming embarrassing... but I have a problem, again. :blush:

I played the extended version, but the game forced my to retire 1850 AD. Why is that?
 
No final 1.03, the beta 1.03 is the right one.Only difference to 1.02 is the worker speed correction.

The too early retirement in the extended version is a bug which will be fixed with the upcoming 1.04.
 
Well I am really looking forward to 1.04.
I never had so much fun with civ. I don´t think I will ever touch the standard game again.
Btw, I think that there is something wrong with the industrial age infantry upgrades. The rifles upgrade to trencher, wich seems fine. But the problem is, that your garrison troops switch from the defensive to the offensive unit tree. You end up with offensive units guarding your cities.
It would probably be better to upgrade rifles to machinegunners.
 
I think they knew what they were doing there, machine gunners are a new line and seem to be more "elite" defense units, while trenchers are standard defense/offense (which started with musketmen). The offensive units really are the amphibious infantry. (even thoguh they are marines). This was my interpretation.

Also, you could try using Civ multi tool to extend the number of turns. Its save game editor can do that.
 
Landmonitor said:
Also, you could try using Civ multi tool to extend the number of turns. Its save game editor can do that.
You don't even need a special tool unless you are fixing an existing game.

For a new game just open up the 1.03 BIC with the scenario editor, goto the scenario properties and set the number of turns to the correct setting for 940 turns. Took me a few tries to get the setting to take, but eventually I got it.

The number of turns shows when you start a new game, so you can tell then if you fixed the issue or not.

I can't wait for 1.04 though :)

One question: Has anyone taken Kal-el's old world map for DyP and modified it for RaR? Or any world map for that matter?

As I said before, the RaR crew rocks. :rockon:
 
jeffelammar said:
(...) One question: Has anyone taken Kal-el's old world map for DyP and modified it for RaR? Or any world map for that matter?

As I said before, the RaR crew rocks. :rockon:

Yes, Jarett has converted Kal-Els map:

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

Unfortunately, the conversion was made more than a half year ago and not updated anymore since a few months (Jarett, correct me if I'm wrong...), so you will have to fiddle in the changes in the last versions (manually or via the import function).
 
plarq said:
May I raise a question?
How will I gain Army II,III and IV during the game?THX.
This is not implemented in game yet. I think they were having trouble balancing it.
 
If you build a government specific building and quit that government, will you lose these building, or do they just become obsolete?

If you lose them, do they come back if you return to that government?
 
They just become obsolete, I've tried it. They reactivate if you switch back. Can't remeber if they still require maintenance, but I'm not usually on razor-thin budgets in this game.

Can't wait for 1.04!!
 
As Landmonitor already explained they vanish if you leave the government and reappear if you change back.While vanished, no maintenance is payed.
 
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