Rise and Rule for Civ3:Conquests

I use Elephant Riders to build roads to my empire because they can do it faster than the workers plus in war time I can use them to attack/defense.

Dwarven Zerker said:
Would you be willing to send those changes to the DYP Dev. team? That would reduce the work for whoever will update it in the future plus give the rest of us a less patchwork pedia.
Yeah, I might do that. I also started adding sounds to units that were missing them and I made a 1000 turn version for myself because I find that default 540 turns too limited for huge maps. :)
 
DBear said:
some more minor glitches I noticed:

Marxism is flagged as an elective tech. However, it is a prereq for Unionization, which is a required tech. Therefore, Marxism cannot be elective.

What do I need to upgrade ships? I have some ancient ships I would like to get oceanworthy and I can't seem to upgrade them even when I have harbors and ports. I couldn't find anything in the civopedia about upgrades

And another question: How do I play a set map, like Rhye's Earth Map w/RoR resources, with this mod? When I launched, it gave me a random map.

1. Yes noticed that, too.Same with Screw-Propeller.
2. You need a ship yard, enough cash, often some ressources and of course the tech for the new ship.See the units entries to see which ships upgrade to which.
3.Place it in Conquests/Scenarios and choose the biq then with the menu option "civ content"
 
DBear said:
What do I need to upgrade ships? I have some ancient ships I would like to get oceanworthy and I can't seem to upgrade them even when I have harbors and ports. I couldn't find anything in the civopedia about upgrades
I think the building you need is Shipyard. It let's you make veteran sea units, so it should also let you upgrade ships.
 
I cant open RAR 1.00 basic.biq with editor. It says "not a valid Civ3 Scenario File". What should i do?
 
Yep, a shipyard was what I needed. Thanks everyone.
 
misanthrope said:
I cant open RAR 1.00 basic.biq with editor. It says "not a valid Civ3 Scenario File". What should i do?

Are you using the Conquests editor? (Don't use the Civ III editor or the PtW editor).

Do you have patch 1.22 installed?

Apart from that maybe the computer has worked out you're trying to cheat and is stopping you before you annoy your friends? :king:
 
Ah, the Conquests editor. Many thanks.

Btw, while doubling tech costs for slower games, i noticed a tech called "Language", which costs 0. What exactly is this and what would happen if i upped the value?
 
why are there improvements and wonders with the pre. tech marked unavailable, i noticed Machiavellis principle and assemble plant were two.
 
(...)
Btw, while doubling tech costs for slower games, i noticed a tech called "Language", which costs 0. What exactly is this and what would happen if i upped the value?

I don't know the reason for this, too...maybe a relict or a kind of dummy tech.But it doesn't show up as a tech in the game, so I assume simply increasing its cost wouldn't have any effect.


@ unavailable wonders/improvments

Some wonders and improvments are currently disabled because there is at the moment no way to implement them properly without running into bugs or causing serious sideffects (example: machiavelli and the shipment generating improvements)
Some other improvments are unbuildable for gameplay purposes;they should be only available with via great wonder (example assemblyplant by crystal palace wonder).

@ producer flavor

It was an attempt to make the AI build more production boosters; however this failed and those flavor is a relict of this attempt.It has zero or near zero influence on the game.
 
Language is another design relict.

The SG? Have a look here

My discussion thread

I just want to wait a few more days, if any crucial late-game bugs show up.

Edit: Just saw you were already there (and you're in Vostos :)); but anyone else interested is welcome. If I count correctly, we have 2 trainers and 3 scholars so far; 2 or 3 more scholars would be fine.
 
Shouldn't the Garrison improvement replace the barracks?? Then the Arc De Triumph (sorry if I misspelled, my French is not good!) should give a garrison in every city. It seems somewhat redundant to have both a barracks and garrison in the build queue.
 
ruiner said:
Shouldn't the Garrison improvement replace the barracks?? Then the Arc De Triumph (sorry if I misspelled, my French is not good!) should give a garrison in every city. It seems somewhat redundant to have both a barracks and garrison in the build queue.

No, it is designed this way - barracks and garrisons share the abilities to produce veteran land units, to heal units faster and upgrade them, but the garrison offers an additonal defense bonus.I agree, the barrack is redundant if you build a garrison and it is annoying that there is no "sell improvment X in every city function", but it makes sense you can still build barracks after the invention of garrisons.They are cheaper and you often only need their basic functions-imagine new founded or conquered cities under attack and you have to rush this kind of building...another reason why this mod has only a few buildings which go obsolete is the AI doen't understand it to sell them and pays their maintennace forever.Ok, it doesn't understand to sell redundant buildings, too...but here it has at least the advantage of a reserve building if the better one is destroyed by bombardment.
 
the ship the "clipper" is an upgrade of the 5-attack 5-defence galleon. The clipper's civilpedia entry says it can attack. However the clipper and its upgrades all have zero attack capability.

The trebuchet has the icon of the usermade graphic but in game looks like a catapult. Just use the conquests one!
 
Ok, I've been playing this mod since the day it was released yet I'm still only in the late industrial ages of my first game! :eek:

I've been going for a space race victory at regent difficulty, I'm WAY ahead of the AI in tech but with just less than 100 turns left I fear I won't be able to reach all those late game techs which allow spaceship parts :(
so I need opinions from the more experienced RAR players, is 100 turns enough to research all of the modern age and build the necessary parts? if not I'll just abandon my current "build everything scientific" strat and conquer everyone :evil:
FYI my I'm getting late industrial techs every ~3-5 turns

Thanks for any help :)
 
Yes, the clipper entry is -as many others- a bit outdated.The civilopedia is still under construction.However, the inability to attack is on purpose and not bug - at least for the moment.It is not unlikely that there will be further changes regarding naval transports.

Graphics are another point under construction.I agree on catapults and trebuchet, a different graphic would not be only eye candy, but also helpful in distinguishing the units.And the Conquest one is not bad at all.


Dease said:
Ok, I've been playing this mod since the day it was released yet I'm still only in the late industrial ages of my first game! :eek:

I've been going for a space race victory at regent difficulty, I'm WAY ahead of the AI in tech but with just less than 100 turns left I fear I won't be able to reach all those late game techs which allow spaceship parts :(
so I need opinions from the more experienced RAR players, is 100 turns enough to research all of the modern age and build the necessary parts? if not I'll just abandon my current "build everything scientific" strat and conquer everyone :evil:
FYI my I'm getting late industrial techs every ~3-5 turns

Thanks for any help :)

Highly unlikely...especially if you are ahead of the AI civs.You would have to reasearch them all by yourself...about 45 techs in 100 turns and building the parts...near impossible.The tech costs will increase and I doubt you will be able to increase your research speed so drastic.Better try to conquer.Your invest in research is however not lost, it will give you superior weapons for warfare.
 
but there s the option that u give all pc-players all ur techs so that u can trade back techs.
and 100 turns are also thight to cnquer the world
 
I noticed that the trading ship is a worse version of the galley (1 fewer hit point, no attack power, more expensive) save the abillity to move an extra dude. Whats up with that?
 
Maybe the RAR creators can answer this question for me... My world map depends on having zero-movement water tiles around the outside of the map. I've done this int he past by making Ocean zero move and only putting it around the edges, and in C3C by using LMsea with 0 move. For some reason when I put LM sea with zero move in the RAR mod, it doesn't work. The LM sea still has a movement cost. I assume this has something to do with the complex modifications made to sea/ocean travel in RAR... I haven't really looked into it yet though, I was hoping I could get a definitive yes or no regarding whether I can make this work from someone who knows before I waste time on the problem.

Thanks!
 
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