Rise and Rule for Civ3:Conquests

Just Wondering, is 1.04pb still the lastest version?
@madviking
hi, where did you get that "last" one? asked some time ago if/when i could go from 1.02 to 1.04 but no answer yet.
 
There was a beta release (from the RAR beta test board) that was only going to take a couple of weeks (its been over a month now).

Try going to the RAR/DYP forum and finding the beta board or wait for the public release of 1.04...

Hopefully Real Life will allow the guys some free time to get the public release out there...

Looking forward to the release so that i can update the maps in my sig...
 
I can tell you that there will be almost no changes from 1.04beta to final; there were no substantial problems.
I can't, however, tell you when it will be publically available - that lies in Isak's hands, since only he can upload the files.

So, anyone desperately waiting for 104 should either try to get access to the tester forum, or you can make a manual install with some tweaking with those files:

http://forums.civfanatics.com/showpost.php?p=2687194&postcount=65
Please read the next posts in that thread as well carefully.
And, you should apply one more tweak: Republic unit support cost needs to be increased to 2gpt.
There are a few more changes, but those are really minor issues.

If you are not familiar with the Civ structure, better abstain from the installation, though.
And, after installing these files, games in older version my crash. So better finish them before.
 
I can tell you that there will be almost no changes from 1.04beta to final; there were no substantial problems.

I thought there were boat file issues on install of the beta? Also, there was talk of changing resource requirements for some units. Among other things...

Personally I don't want to release a map for 1.04 beta... I will wait for the public release...
 
thank you guys for your reply, i tried the RAR/DYP forum approach but messed up so i'll wait for the public release.
happy modding.
 
Craterus22 said:
I thought there were boat file issues on install of the beta? Also, there was talk of changing resource requirements for some units. Among other things...
Yep. The resource-free ship, and Rangers without support costs, and the MilAc shouldn't require a victorious Army. But you have to admit, those are all comparably minor issues.
 
Yes - minor issues (though I would disagree about missing boat files)

I would also suggest that there might be other changes that they have not told us yet - regardless - I don't want to release a map - make changes which are time consuming and then have to release a different version if there are other changes.

And what could be adding 6-8 weeks between beta and public release?

Real Life...

My real life makes me want to avoid making changes to the same map twice...

I will continue to look forward to the public release, so that I can make my map updates
 
I just encountered the "1850 mandatory retirement bug." :sad: :( I understand that 1.04 will fix it, but will I lose my game? I've had so much fun and invested so much time... :cry: :cry:

I also cannot run the pb. I extracted everything to the correct folders but am now getting "scenarios/rar/text Pediaicon.txt Icon_BLDG_Holy_Relic" and a crash. There is NO holy relic bldg - it's a unit and an UNUSED one at that...what gives?? :( :mad:
 
@ VladTepes

You can use a save game editor, like Civ3 multi tool to extend the number of turns in the game. I downloaded this when I was playing a very interesting map then realized I had turned on that stupid 1-city-lost-and-your-civ-collapses option.
 
Landmonitor said:
@ VladTepes

You can use a save game editor, like Civ3 multi tool to extend the number of turns in the game. I downloaded this when I was playing a very interesting map then realized I had turned on that stupid 1-city-lost-and-your-civ-collapses option.


Where can I get this?

I also seemed to have fixed the Holy_relic thing - just added an entry with # 250 and the "no icon" pcx.
 
VladTepes said:
Where can I get this?

I also seemed to have fixed the Holy_relic thing - just added an entry with # 250 and the "no icon" pcx.


Arrgh! I can't change the time! I loaded the savegame, changed it to end in January 2020 but it STILL GOES IN YEARS IN THE GAME!! :mad: :mad:
 
To fix that 1850 bug, edit the biq file to change teh number of turns to 915. This will only correct new games - any games already started will end on (or ahead off really) schedule.
 
VladTepes said:
Arrgh! I can't change the time! I loaded the savegame, changed it to end in January 2020 but it STILL GOES IN YEARS IN THE GAME!! :mad: :mad:

Oh, okay, I didn't know about that, I changed my game to end in 2050 and right now around 1880 and its changing in years, but Ididn't think that was really a problem. I guess you'll have to just have it change in years for this game and edit the biq file for your next game. That shouldn't be enough to kill the enjoyment though?!
 
Boris Badinov said:
@Landmonitor:
US last decommisioned their battle ships around 1992. They were used in Korea, Viet Nam, Lebonon and Persian Gulf #1.

As for enabling the transport of Cruise Missles on BB's... Open the editor and compare the Cruiser and Battleship entries and find the missing 'FLAG'. Can't tell you which flag it is as I'm not at the PC that has CIV3 on it. Of course remember to back up the BIQ file before messing with it.

Yeah, I was going to enable this once 1.04 comes out. I'm not at a PC with Civ on it either (for about another 2 weeks). Thanks for the historical info. My military history knowledge comes to an abrupt end after August 1945!

And on another topic, people were discussing governments, I agree with the people who tend to pick republic (versus Democracy or Monarchy) early game, as it has the trade bonus without the high WW and low unit support of Democracy, and in the time it takes for WW to kick in, I can usually accomplish what I need to in an ancient era or medieval war.

I've stayed away from Absolute Monarchy since it doesn't have the trade bonus and I don't like long wars, but once I enter the Industrial Era, I go straight for Consitutional Moarchy. That unit support of 2 for middle-level cities, the tomb of the unknown soldier, and the war monments just make it more attractive to me than Federal Republic, and I can't go fascism as I agree with DocT, I can't imagine late game RaR without cash rushing, and it hurts too much to lose the trade bonus late game. If I didn't like late game wars so much, I'd probably go Federal Republic, but I do, so I can't!
 
craterus22 said:
Yes - minor issues (though I would disagree about missing boat files)
Those are not in the pre-beta, only in the beta. But I agree, that was a bigger problem.

Vladtepes said:
I also cannot run the pb. I extracted everything to the correct folders but am now getting "scenarios/rar/text Pediaicon.txt Icon_BLDG_Holy_Relic" and a crash. There is NO holy relic bldg - it's a unit and an UNUSED one at that...what gives??
I explicitely and several times stated that you cannot continue started games in earlier versions after installing the 1.04 prebeta (and beta). That is exactly the reason why I put several disclaimers about it in the post in this thread as well as other one.
And, the pre-beta doesn't include an extended version anyway.

So, again:
Please do not use the prebeta unless you have a basic understanding of the Civ structure.

It does work like a charme if applied correctly; after all, it is this version that all current RaR SGs use.
 
I worked around it, and used the Civ3Multi tool to extend the game, so now it'll stop in 2100.

On another note, I switched from Rep to FedRep and had to reduce my sci slider to 20....so I reloaded and am now building sci and gold enhancers, THEN I'll switch. To be honest, however, there does not seem to be any real reason to switch from rep to fedrep or conmon. Corruption is less, yes, but build courthouses, dist. courts, prisons and the Supreme Court wonder and it still works fine. There needs to be some other tweaking to the gov types to make htem more enticing (and more necessary....)

But it's still the best mod I've seen! :goodjob:
 
Doc Tsiolkovski said:
Those are not in the pre-beta, only in the beta. But I agree, that was a bigger problem.
I don't know how many different beta versions there are of the 1.04, but in the pre-beta (your link earlier in this thread) the Great Galleas still do not rotate when attacking. Looks kind of silly when the ship fires its cannons in a different direction than where the enemy is :rolleyes:

Not a big deal, but just an observation about the naming of the "Galleass" shiptypes. There are the Galleass and the Egyptian Galleass (which in the civiliopedia is refferred to as Egyptian Galleas) and then the Great Galleas. I have no idea, but it seems that you should make a decision how many s's should there actually be in the names :p. Or am I wrong?
 
Speaking of the great galeass not rotating:
The wargelley does rotate, and shouldn`t (looks pretty funny when these two are fighting).
It`s very easy to fix, so it is really a very minor issue. Still it would be nice if it would be adressed in the final 1.04.
 
Man, I'm like a five year old waiting for Christmas here...anticipating 1.04 full version and EXTENDED too.... :crazyeye:
 
Back
Top Bottom