Rise and Rule for Civ3:Conquests

Hi, I'm not sure if this was reported before or not but I was playing and the game crashed because it couldn't find the Italian Rifleman.ini file.
 
pirke said:
I have a question about the military training in the ancient era: it allows imperial guard units to be built (or was it a small wonder that spwns them?) without even having discoverd gunpowder or something similar... Isn't that weird and aren't those units a bit overpowered there?

Or am I using an old version? I installed the patch before the mod and in the "civ content" I chose "RAR 1.00".

IGs are spawned by the "Training Camp" SW at a frequency of one every 15 turns.
Think of them as elite units, as place guard which is armed with the best available weapons; the used gunpowder could be importet in small amounts etc. I don't think they are unbalancing or overpowered, in fact they help weaker (resource-poor) and smaller nations against larger ones.And to get them you have to invest a lot of shields in a small wonder which could be spend in settlers or other useful projects otherwise.
 
If you build the crystal Palace, are you not supposed to get an assembly plant in each city? I built the crystal palace and saw no assembly plants.

What is the natives resource for? I cannot even place it in the editor to the map.

When I upgraded Laborers to Engineers, they still look like Laborers.

Stupid AI will not build a navy and barely build anything resembling an air force. When I hit the modern era, I have hordes of bombers raining death from above, numerous fighters over each city, artillery raining rockets and shells, while my navy makes mincemeat out of the coastal improvements and cities! ARGH, for a real naval battle!!!
 
BaalRoG said:
What i miss are a buildings qeue icons and unit icons in the qeue, also recource icons ;)

I work together with zappara to update the civilopedia and make these icons tio the game...

Maybe someone wishes to help us?

We will finish an update package soon if wanted with snoopys terrain and many updates to it for RAR...

Also we integrated citizen moods, 1000 turns and research needs much more time...
Its much too fast in the original game!

Sounds GREAT. How to make a wonderful mod even better. :goodjob:

jimmygeo
 
Ronnoc said:
If you build the crystal Palace, are you not supposed to get an assembly plant in each city? I built the crystal palace and saw no assembly plants.

What is the natives resource for? I cannot even place it in the editor to the map.

When I upgraded Laborers to Engineers, they still look like Laborers.

Stupid AI will not build a navy and barely build anything resembling an air force. When I hit the modern era, I have hordes of bombers raining death from above, numerous fighters over each city, artillery raining rockets and shells, while my navy makes mincemeat out of the coastal improvements and cities! ARGH, for a real naval battle!!!

1. crystal palace/assembly plant: Since this is not the first report on this, there seems to be bug/problem.However, I checked it twice in the editor and can't find the reason for this.
2. A relict from a very early version, I guess.
3. Yes, not ideal.Unit graphics are a point under construction, further changes are likely here.
4. I agree on naval units, but not on air units.My last game (Emperor) had two AIs which huge air force at the end of the game, each around 60 planes (naval forces almost none, here is something wrong).Which level do you play and is it a level you dominate (=are you winning the level constantly or rarely)? My experience is that the AI tends to focus first on ground forces and if gets under pressure it is often busy with building land units.
 
great mod, I loved DyP, and RaR is even better. Two things I have noticed. In modern times the fortress/barricade as well as outpost graphics do not upgrade, they remain industrial. The big issue, though, is the lack of a folder for Apache Longbow when playing America. Attack Helicopter is present, but not Apache. The game crashes looking for the .INI. Could you post this so I can keep playing? Also, great new graphics for Air Cav, beats the old DyP hands down. Thanks for all the work!
 
Pfeffersack said:
1. crystal palace/assembly plant: Since this is not the first report on this, there seems to be bug/problem.However, I checked it twice in the editor and can't find the reason for this.
3. Yes, not ideal.Unit graphics are a point under construction, further changes are likely here.
1. My crystal palace puts an assembly plant in my cities, maybe you need a factory? also, it doesn't cost maintenance for me so there may be something wrong there ;)
3. then might I suggest the first unit in this thread for the african pikeman :mischief:
 
1. My crystal palace puts an assembly plant in my cities, maybe you need a factory? also, it doesn't cost maintenance for me so there may be something wrong there ;)
(...)

Ok, this would be an explanation.Since there is those rule in the game that the powerplants only work if there is factory in place and this rule also aplies to the Hoover Dam, I guess this is the case for this wonder, too.The crystal palace needs a factory in city to be build and the other cities need factories to use the assembly plant.
The crystal palace doesn't cost maintenance nor do the granted assembly plants.This is a general rule for all wonder-granted improvments, regardless of the editor setting for maintenance (which is 1 for the assembly plant).
@ all who have the problem: are there assembly plants in cities with factories?
 
Pfeffersack said:
The crystal palace doesn't cost maintenance, however the assembly plants do(1) - at least thats what is set in the editor.Maybe the maintenance setting is generally ignored for wonder-granted improvements.
that's what I meant, my assembly plants don't cost any maintenance ;) :confused:
 
Pfeffersack said:
Ok, this would be an explanation.Since there is those rule in the game that the powerplants only work if there is factory in place and this rule also aplies to the Hoover Dam, I guess this is the case for this wonder, too.The crystal palace needs a factory in city to be build and the other cities need factories to use the assembly plant.
The crystal palace doesn't cost maintenance nor do the granted assembly plants.This is a general rule for all wonder-granted improvments, regardless of the editor setting for maintenance (which is 1 for the assembly plant).
@ all who have the problem: are there assembly plants in cities with factories?

I have the Crystal Palace, factories, and Hoover dam, and no assembly plants in any city. In fact I have all three in one city.

Pfeffersack, as to the naval, I am playing regent, my first RaR game. The Souix are huge, though behind in tech somewhat, I am getting worried that I may not be able to hold them back, never have really had this issue too much in Civ, kind of fun. No air force that I have seen, and I bomb them with impunity.

I am also curious that with bombardment, I only get troops, never city improvements, was this intentional?
 
In regards to my earlier post, the folder for the Apache attack chopper is misnamed. The correct file path should be:
RAR/Art/Units/Apache Longbow/Apache Longbow.ini. If you change the folder name and .ini name over from Longbow Apache it seems to run fine; no crash.
 
I just noticed another thing, has anyone else had a problem with the Pentagon not allowing 4 units in an Army? Or are wonder generated armies not able to utilize this this upgrade?
 
crystal palace: again, have no idea whats wrong here.I have even checked the Aztecs in my last save...they have build the CP and have assembly plants in there cities.Even in the small ones and the production bonus applies even without factory.

AI behavior air force/navy: I guess on Regent the AI is busy with building other stuff.The modern ships may be to expensive for them, since in AA and MidA there are plenty ships around.

bombardment: This was change with Conquests.Artillery hits troops first.

pentagon: It works, but it increases army size to 3, because base size is 2.
 
Ronnoc said:
What is the natives resource for? I cannot even place it in the editor to the map.
Pfeffersack said:
A relict from a very early version, I guess.

Absolutely correct. IIRC it was originally used for construction of the Slave Trade wonder. It was removed very early in DyP development, I think because there were too many resources.

Just a little bit of useless trivia. :D


torrasque
 
Hi,

Does anyone know how to fit the download link into Download Accelerator and make it 'Resume' because i have dialup and don't want to restart downloading everytime i go online since my connection time limit is 4 hours. Any help would be good thanks.
 
That mod is great, although i modified it a bit - doubled the turns, and increased the minimal research time to 4 turns; so i got time to build all that crazy stuff!

My question: Is there any solution to the naval problem yet? In the three games i began, the AI doesn´t build nearly any ships - some galleys and that kind of ships, and holds them until modern age - never builds new ones.

In the next game i play, i´ll try decreasing the costs of ships, maybe that will work.

Great mod!
 
Ships are already pretty cheap (not only that Frigate for14sp :lol: ); the problem seems that the AI has too many other things to build. In general, in c3c the AI builds less modern ships. What hurts the AI more is requiring Shipyards to upgrade their old ones...I've seen Battleships escorting a Canue with a Marine :wallbash:.

However, that changes from game to game; sometimes they build a pretty strong navy, sometimes the don't bother with ships at all. I don't recommend changing anything here, cost is definitely not the problem for the AI, but cheaper ships help the human.
 
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