Rise and Rule for Civ3:Conquests

jatibi said:
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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.
(...)

If reducing costs of ships is no way out (which makes sense, because the problem seems to bethe building prioriety...I remember my last game...Spain has no navy in modern ages, until they start building suddenly battleships.The managed to gain 10 or so, then get in a war with the neighbours, stop building more and lost most of their built ones in battle), I think the only kind of solution is moving up in difficulty.The AI gets a discount on costs and can build more overall, it tends to have more money for upgrading (which is the second problem beside lacking shipyards) and it is more unlikely to get under pressure - from the human, but also from other AIs.I notice a tendence that AIs are better on destroying other AIs on higher difficulties; the boni tend to strenghten the strong and weak the weak.

However the problem with this solution is that every advantage in production always means an advantage in research, too.And at least for me it feels that the AI has far less problems with gaining tech than with building enough and effective.
 
Why not have a wonder (or multiples if they are allowed to expire) that puts a shipyard in every city capable of building one? I don't see how that would be any different than wonders that give every city a barracks. Of course it is possible the human player would always build that wonder to keep it out of AI hands, but if AI build it things might be evened up a little.
 
Sounds good at first sight, however there is a big problem (at least, it was that way in ptw, and I cannot imagine that changed:
Such a wonder would give shipyards to any city, not only coastal ones. But since the shipyard needs to be coastal, that may cause the game to crash :sad:

Of course, one could always make a 'Veteran Naval Units' improvement that's granted only from a wonder.
 
Should Troubadour only have one movement point? It's between other scout units which have 2 movement points.

Army II has upgrade flag but it doesn't have "Upgrade to:" set.

Hardy Cultivator is missing worker actions. It is suppose to be flavor unit for Agricultural civilizations right? So shouldn't it have those actions like Hardy Clans do?

Civilopedia says in "War Weariness" and in "Absolute Monarchy" that Absolute Monarchy has low war weariness but in scenario file it has war weariness set to none. Which one is correct information?
 
zappara said:
Should Troubadour only have one movement point? It's between other scout units which have 2 movement points.

Army II has upgrade flag but it doesn't have "Upgrade to:" set.

Hardy Cultivator is missing worker actions. It is suppose to be flavor unit for Agricultural civilizations right? So shouldn't it have those actions like Hardy Clans do?

Civilopedia says in "War Weariness" and in "Absolute Monarchy" that Absolute Monarchy has low war weariness but in scenario file it has war weariness set to none. Which one is correct information?

1. troubadour: Indeed this is a bit strange; maybe for historical reasons.
2. army II: I agree, but I'm not sure if it has any influence in the game, since the high level armies are disabled.
3. hardy cultivator: Yes, seems to be an oversight.
4. WW under AbsMon: none is correct; civilopedia outdated here.
 
Last week I played this mod at monarch on a huge map, but without Iron, horses and elephants, I must say it is VERY difficult to stay alive! Having spearman and archers while others have pikeman, medieval infantry, knights etc.

And I still need to find a balance in expanding, building improvements and building army. Espacially on a small map tech goes way too fast to build those improvements (even on a huge map I think tech goes too fast).
 
I noticed more bugs (don't know if they had already been mentioned) Flak and SP Artillery are supposed to upgrade to SAM and Radar Arty respectively, but they don't - the 'upgrade' check box isn't checked.

Also currently the icon used for Motorised Infantry is same as for Mech Infantry, but there definitely is a units_32 icon for Motorised Inf somewhere on this forum.

Also Genetic Engineering tech doesn't seem to do anything.
 
Doc Tsiolkovski said:
Sounds good at first sight, however there is a big problem (at least, it was that way in ptw, and I cannot imagine that changed:
Such a wonder would give shipyards to any city, not only coastal ones. But since the shipyard needs to be coastal, that may cause the game to crash :sad:

Of course, one could always make a 'Veteran Naval Units' improvement that's granted only from a wonder.

I wondered about that. I wonder if it really would cause a crash...not curious enough to mess with it though. The Vet. Naval wonder just might solve the problem. I'm assuming it would have to be built in a coastal city. Would it just upgrade everything one time only when built or would it continue to function as a free shipyard in that city? It could be really lethal if it upgraded all ships immediately when built regardless of the vessals' locations.
 
Also, Supercarrier has a smaller HP bonus than Carrier, which I think is unintentional and Machine gunner has the grunt icon and animation.
 
sgrig said:
I noticed more bugs (don't know if they had already been mentioned) Flak and SP Artillery are supposed to upgrade to SAM and Radar Arty respectively, but they don't - the 'upgrade' check box isn't checked.


Looking at this, I noticed that flak has a better anti air value than Mobile Sam (flak 10, mobile sam 6). Probably also unintended.
 
Here is the error message:

Load Error:

FILE NOT FOUND

"Art\Units\American Rifleman\American Rifleman.INI"

The game will now exit.
 

Attachments

  • Civ Screen Exit.JPG
    Civ Screen Exit.JPG
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This is a known bug. If you have PTW installed, it shouldn't be an issue. If you don't, go here and dlownload the WW2 extras pack.
 
sgrig said:
I noticed more bugs (don't know if they had already been mentioned) Flak and SP Artillery are supposed to upgrade to SAM and Radar Arty respectively, but they don't - the 'upgrade' check box isn't checked.

Also currently the icon used for Motorised Infantry is same as for Mech Infantry, but there definitely is a units_32 icon for Motorised Inf somewhere on this forum.

Also Genetic Engineering tech doesn't seem to do anything.

@ upgrades flak/SP artillery: Yes, this seems to be an unintentional oversight.
@ unit animations/icons: Units are a point under construction.
@ Genetic engineering tech: Checked the tech and is indeed one without any effect.


Also, Supercarrier has a smaller HP bonus than Carrier, which I think is unintentional and Machine gunner has the grunt icon and animation.

@ carrier/supercarrier: I agree this doesn't make much sense.Thanks for noticing it!


Looking at this, I noticed that flak has a better anti air value than Mobile Sam (flak 10, mobile sam 6). Probably also unintended.

@ flak/mobile SAM AA values: Yes, definitly unintented.Already posted a while ago(IIRC), noted and fixed in next version.
 
Turner_727 said:
This is a known bug. If you have PTW installed, it shouldn't be an issue. If you don't, go here and dlownload the WW2 extras pack.

Does this also fix the Pershing .ini problem as well?

Thx!
 
Dunno.

But I came across another bug. I'll have to run it down, I forgot to copy it. It was a late 2nd age wonder, tho. Last tier or two.
 
it fixes the pershing bug as well.

Just follow Turner's link and click on the ww2 graphics... under the terrain section (even though they are unit graphics)
 
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