Rise and Rule for Civ3:Conquests

Hey everyone. I found something else that the RaR programmers should know about. I'm having trouble using the Air Transport's airlift command. I've loaded a guerilla in and couldn't use it, then tried a worker, then tried Radar Artillery, then tried a Special Forces Army. Tried it in 2 different cities, one with an airport, one without.

I can load the units in and out easily, but can't airlift them anywhere. The command appears to be missing. I don't know if the Helicoptor has the same problem.

Anyway, keep up the good work guys, and I'll help with finding bugs. Least I can do to contribute to a great mod.
 
Dease - Keep in mind that there are plenty of improvements (all forbidden palaces, garrisons and others that escape ne now) that add defensive bonus'. So that 8def trencher becomes a 12 def with a garrison, and a 14 def with garrison and fortified. So while I agree there are some heavily offensive units and light defensive, the defensive bonus' (Bonii?) really stack up. Took me quite a tech lead before I was winning one on one instead of three or four on one.

Nooble - have you tried reinstalling RnR? It should overwrite any files, and would probably be easier for you to do ti that way instead of d/l'ing individual files. however, you'll need to install RTF's stuff to a different directory and manually move them over. Unless Rufus has a fix for that.
 
Turner_727 said:
Dease - Keep in mind that there are plenty of improvements (all forbidden palaces, garrisons and others that escape ne now) that add defensive bonus'. So that 8def trencher becomes a 12 def with a garrison, and a 14 def with garrison and fortified. So while I agree there are some heavily offensive units and light defensive, the defensive bonus' (Bonii?) really stack up. Took me quite a tech lead before I was winning one on one instead of three or four on one.

Do the different defensive bonusses of buildings add up? I know that metropolis bonus and fortified bonus and building bonusses add up, but the game civilopedia tells us that only the best building defence works. I never tested this with the debug mode of the editor and maybe it's not necessary if someone around here has tested it or has read about a test.
 
Not sure. I know the garrison adds def bonus, and I recall now what you're saying about only the highest working.

I think, tho, that the garrison is the only one that will stay. I'll have to check the .biq when I can and see.
 
The best defensive building only for defense bonus for units. But defense against Bombard adds up.

This was one of many questions answered by Soren about a year and a half ago (other interesting thing is that anti-WW buildings are cumulative). :)

But IMHO the unit-balance is fine nevertheless; if you're an age ahead, sure it's easy...but believe me, once the AI comes with Tanks, you'll have a really hard time yourself even with Armors :)
I agree however that Armies are incredible strong late game, but I fail to see a solution here :( . Cavalry Armies are definitely NOT overpowered, but a single Tank Army is unstoppable.

@Bouchart:
Air Transports aren't supposed to airdrop, that's insanely overpowered, and unrealistic. Their funktion is to rebase with units aboard.
 
Well, doc, in the case of the AI having tanks (not if I have any say in it! Steal that oil!) then I go to my 'Offense-As-Defense' strat and attack them before they have the chance to attack.

It's kind of insane, tho, having a tank unit Fortified in a city and using it as the defender.

And I know how easy it isn't with tech parity... the early game was more hold my own unitl I got enough units to overwhelm them. Arty really makes the difference here.

But I gotta say, I'm lovin' the mod.
 
QuoVadisNation said:
This is going to sound dumb, but I honestly feel like I'm the only person here who DOESN'T know how to install mods into my civilization game. I have conquests and the latest patch, but I never am able to correctly install it. I downloaded it twice all ready and always mess up somehow.

Can anyone please give me a layman's ( basic! ) step-by-step process to how I am can install this? please, I know it needs to go in the civIII/scenerios/folder..but...where exactly DO I put it? Do I type it in somewhere or am I supossed to find it in my browse..option? As you guess, I'm horrible at computers... gar..

Oddly enough, I did play this game before all the updates. You'd be amazed how mad I was when I reached the first Tank units and my game crashed. :( But all in all, This is a great game. ( and I'd really really like to get to the modern age! :) )

Please help?

0. Make sure that you have installed PTW or in case you only have Conquests load down the extra bonus units from PTW.
1. Download the whole file.
2. Search the place on the harddisk where to you have saved the package.
3. Double click it and follow instructions
4. If it comes to choosing a folder (I assume you use the default path for the civ installation), use the browse potion in the dialogue and found the following path .../civ3/conquests/scenarios.Install it here.
5. If you want to play select the mod.biq via "Civ Content" in the main menu of Conquests.
6. Ask again if you have further questions/problems! :)


Hey everyone, I love the mod so I don't want to appear critical when I point out some of the bugs (or what I think are bugs). But I noticed that the PPS-15 Radar, you can only use it's reconaissance on the tile it is standing on.

Although I was not involved in the design of this unit and I am not completly sure...I think it is intentional.These contruction may to seem to be a bit odd, bot as long as using th recon command extends the scourting range of the radar, it makes sense.And it makes sense too, that it hasn't a large operational range - it is not a plane.


@ defense

I while ago, I have read somewhere that RaR is designed to be difficult, if you solely relay on defense (and IIRC, the reason for this is it was to easy in DyP).I like these conception, especially because it boosts strategic questions.You can do your empires defense a whole good if you choose hills as city sides or settle at the right edge of an river.In the Middle Ages you have the option of building a castle...it is expensive, but for a border city under attack it is nice to have.

In the industrial age defense becomes more of a problem, but I think it is just realistic that it is difficult to withstand the attack of tanks.But this problem exists IMO also in Conquests (although I agree, to a lesser extend because stats are closer here)...and RaR combats it with another changes: Tanks are very expensive compared to infantery units.You need a good shield production to build them and because of RaRs epic design, you will inevitably loose the shield spended for tanks for buildings etc.,w hich may damage economy and scientific progress.

And a last point again...difficulty level has a huge impact on how the game plays...on the lower levels the AI is weak in the last two ages (if it reaches them), simply because they got killed with the costs for science and other stuff.On Emperor+ things chance, beside the fact you still have to catch up in IA (if the game goes on well, I usually reach tech parity in the middle/late IA), the AI has defended its cities with greater numbers of units and even if you manage to take a city, you will be faced with a countertattack of tanks.
My preference is a playing a level I don't win usually; so my first goal is to ensure to survive and sometimes then there is a chance to win...
 
I have a question. I noticed a lot of duplicate graphix. Any chance there might be a graphix patch that adds more visual variety to the units and leaders? Or am I on my own there. If I am I would eventually fix that and then upload, but that would be a while, so if a graphix patch was in the works, I won't worry about it.
 
Hey pfeffersack, thanks for the help!
Now if I only had the time to play a full game again. :) But, seriously, thanks.
 
tjedge1 said:
I have a question. I noticed a lot of duplicate graphix. Any chance there might be a graphix patch that adds more visual variety to the units and leaders? Or am I on my own there. If I am I would eventually fix that and then upload, but that would be a while, so if a graphix patch was in the works, I won't worry about it.

Graphics are a point under construction and any help is welcome...Rufus T. Firefly has already opened a thread called "RaR graphic patch" and those changes will surely find there way in RaR (units, buildings, tech icons).The double leader heads are still an open field, AFAIK.There will be a graphic patch and the more helping hands there are, the sooner it will be available.
 
I noticed that the last units that you can make by draft are Machine Gunner and Infantry. Shouldn't for example TOW Infantry, Grunt or Modern Infantry be also draftable unit? Modern era is full of high attack value tanks/helicopters but there aren't new infantry units that you can draft to defend your cities during wartime. This is also a problem for AI because it likes to draft a lot and you'll conquer easily its cities when there are only infantry units against your tank/helicopter armies (infantry defense 6, Gunship attack 42).

BTW, TOW Infantry is superior to Grunt while Grunt comes available a lot later than TOW Infantry. I know that Grunt has 2 movement points but that doesn't actually matter when you're the defender. Actually TOW Infantry has the best defense (20) among foot units.
 
Doc Tsiolkovski: Thanks for clearing that up, I thought the Air Transport was essentially an improved Helicoptor unit. But rebasing with a ton of units on board, that's a good idea. But it is a shame that the AI probably won't put that to effective use.
 
Ok, I see your point regarding defense :)
Although I do find it VERY frustrating to have to build brand spankin new mech infantry(or motorized ;)) to have a decent defense against all the highpowered offensive modern units instead of being able to upgrade from spearmen. Although it's good to play a game that "feels" different from civ, it forces me to change some bad habits :rolleyes:
I think my next game I'm going to move up to monarch, I've never ever even played a level higher than regent, but it just wasn't challenging enough IMO on regent. although the first 2 ages were tough, the last two were very easy, probably because of all the wonders I was abel to build :king:
 
To every one who has posted about the CIVILOPEDIA.

I have been off-line for some time. But the Civilopedia is being updated. We took the DyP (PtW - Civilopedia ) as the start point. Initially we wanted to get in the new units (including flavours - etc.), techs etc. Into the game. (Including things that did not work in a Mod.)

But as we started from scratch with R&R, a lot of details regarding units, improvements etc. changed.

A lot of work has been done both before and after the first public release to get the Civilopedia up dated.

So a lot of current anomolies will disappear.

But please - keep on posting about problems you encounter. Because we might miss them.
 
BaalRoG said:
Where can i get the update`?


If you are refering to the Civilopedia - it will be updated in the first patch to R$R.
 
First of all I think this is a great Mod and I want to thank you for your effort. :goodjob:

Now a couple of questions:

- Is the Man-O-War used by any Civ? (Personally I'd prefer it to be removed).

- Is there an estimateted release time for the upgrade or the full graphics version?

Suggestions for your consideration:

- Would be great to have a Steam Cruiser (req:Coal) in the upgrade path of the Cruiser and move the Iron Frigate to the Destroyer upgrade path.

- So would be to have UU for some of the Naval Units. ( The AEGIS cruiser could be renamed as Modern Cruiser and then have UU like AEGIS,Kirov,etc)

- Spain uses the Leopard2 instead of the Leclerc

- For the problem of the AI not building Navy, don't know if checking build often sea units and not checking the other ones would solve the problem.

Sorry for the extension and for my English. And once again keep up the good work :king:
 
Hey guys, I'm semi-back. I have a couple weeks before my Advanced Training starts, unfortunately I don't have Civ here or any of my graphics programs. Just bought a new laptop and all my files are still back home on my other PC.

Regarding the graphics updates, they will continue to be updated as new units are released. So, as Kinboat, Utah, Ripptide, Muffins, and Aaglo produce new units, those new units will be added and there will be fewer duplications. We look to Ukas and Rufus to add new improvement icons, and those fellas are machines when it comes to pumping out new art assets.

Other than that, we are really just hoping beyond hope that a new patch is released for C3C so that we can fully implement all the ideas that we had when we went into this project. Either that or we will all have to wait for Civ4. :)
 
AeroSp said:
First of all I think this is a great Mod and I want to thank you for your effort. :goodjob:

Now a couple of questions:

- Is the Man-O-War used by any Civ? (Personally I'd prefer it to be removed).

- Is there an estimateted release time for the upgrade or the full graphics version?

Suggestions for your consideration:

- Would be great to have a Steam Cruiser (req:Coal) in the upgrade path of the Cruiser and move the Iron Frigate to the Destroyer upgrade path.

- So would be to have UU for some of the Naval Units. ( The AEGIS cruiser could be renamed as Modern Cruiser and then have UU like AEGIS,Kirov,etc)

- Spain uses the Leopard2 instead of the Leclerc

- For the problem of the AI not building Navy, don't know if checking build often sea units and not checking the other ones would solve the problem.

Sorry for the extension and for my English. And once again keep up the good work :king:


Welcome to Civfanatics! No problems with language and extension :)

1. Yes, it is the English UU and replaces the Ship-of-the-Line/Rocket Tongkang.It don't see the reason for removing it...but the civilopedia isn't right here again - it says the English UU is the longbowman, which isn't true and doesn't have a not that it is the MoW.

2. No.I wouldn't expect it too soon.

3. Could be...if there is agraphic and if it fits in from stats/balance.

4. If you mean flavour units, nothing against it...but again, graphics are needed.

5. Yes, I remember this was proposed earlier during beta tested and never changed.Good point.

6. "Build naval often" is already checked for all civs and beside that only few others...and sadly the influence of these flags is minimal in general.
 
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