Rise and Rule for Civ3:Conquests

Someoen has obviously confused the ironclads with the US monitor class. Ironclads outclassed anything that had previously sailed the seas, perhaps not in total poundage of guns, but certainly in armour and speed. Their weakness was that once their coal supply ran out, their sail speed was low compared to traditional sail ships.

The US monitors were non-sailed ships that relied exclusively on coal for power, and their hull shape was such that they were not seaworthy in deep waters.

Have a search for HMS Warrior for an early example of the ironclad class. She looks nothing like the graphic used (which is actually a monitor).
 
the HMS Warrior class of ironclads are represented as the Iron Frigates. We use the Ironclad moniker to represent, as you said, the USS Monitor class, which were the first ironclads used in combat.
 
May I humbly suggest that you rename those two units to better match both the graphics used and the names of the historical units they represent?
 
rhialto said:
Have a search for HMS Warrior for an early example of the ironclad class...

When Napoleon III spotted her anchored amongst a crowd of previously invincible 90-100 gun Ships-of-the-Line, he was reported to have said:

Napoleon III said:
She looks like a black snake among rabbits

One of my favorite quotes! :)

Civilopedia/Bug Report:

The civilopedia does not show an upgrade path for at least three of the Wonder-produced units (Knights of the Realm, Templars, and Kings Guard). However the KotR DOES upgrade to Cuirassier. What about the other two?
 
Thanx for the upgrade, have DLed and followed your change suggestions (Longbow, barbs).

I'm still playing RaR exclusively and enjoying it very much! Playing my first ever game as Germans on Deity. Had a very tough game until the Modern Age, with the neighboring Romans and Carthaginians wayyy ahead of me in everything, especially military strength - each could have crushed me like a bug! :eek: I managed to keep them at each other's throats, though (history repeating itself :D ) and after finally getting to my UU the Panzer IV, I've just finished rolling up the Carthaginians with Panzer Armies... 11 of them by now.. :D
The Romans were my allies in that fight, but they're next - they just don't know it yet... :lol:

The only serious niggles I have with this mod are the missing/duplicated graphics and the many civilopedia errors, both of which have been adressed exhaustively on this thread. I'd very much appreciate an update here ASAP.. :whipped: :whipped:

Thanks again for a great mod! :worship:
 
Pfeffersack said:
Templars do not upgrade to anything........

Two questions (and a comment):

1) How many of the remainining units don't have an upgrade path? I have to ask, since the civilopedia isn't reliable in that regard.

2) What was the thought process behind "no upgrades" for the Templars? It's true that the order was outlawed in the early 1300's, but the vast majority of it's members re-affilated with other military orders (such as the Hospitallers) or pursued other feudal opportunities. It just seems odd to leave any units in a permanently obsolete condition (other than army contents, but that's an unavoidable "Civ Bug")
 
1) No idea, the only way I see to find it out is the editor.
2) I'm not sure if this is intended (if, I would guess for balance reasons), maybe an oversight or as the Templar wonder was implemented later, something which has not been worked on yet.

Upgrade everything...I tend to disagree.Some units would become to powerful and for others it wouldn't be very realistc.But of course there might be some in RAR which have missing or incorrect paths.
 
Bug/Design Issue: Plagues are checked to be active, but are essentially useless. Strength and duration are zero, while max occurrences is one. If Plagues are intended to be part of R&R (and they should be), then this needs to be reworked.

Pfeffersack said:
1) No idea, the only way I see to find it out is the editor.

Challenge accepted :)
 
I'm enjoying RaR and appreciate all the hard work it took to put together. I was wondering beyond updating the civilpedia entries and some of the unit graphics, are there any intentions of replacing the duplicate leaderheads? I know I can do it myself with some of the previously posted leaderheads from elsewhere on this site but if new leaderheads are going to be part of an upcoming patch, I'll wait.

Thanks
 
because leaderhead files are so huge we decided not to include them in the basic download. There are plans to create an add-on pack that will replace the duplicates, but we haven't gotten around to that yet.
 
I have an idea for using units as city specific improvements through use of the immobile flag, no load, no airlift. This would allow design of units that would be usable city specific improvements, perhaps for peaceful civs that desire only to defend their cities with no standing army, or to fullfil the role of a local police force that can not leave the city. You could experiment with the unit values as improvements. For example fixed gun batteries, tower archers, civil guard/militia, policemen, townwatch, all these units being tied to the city. Perhaps slightly higher defense than mobile units of the era at equal or lower cost. Certainly an immobile improvement that detected invisible would be worthwhile. The units could be varied in design, as they could be modeled as active improvements. I think this would be excellent for defensive purposes, keeping no standing/mobile army, yet reaping benefit of military police, as well as keeping your cities nicely defended, using features like immobile/blitz/bombard, zone of control, etc. Perhaps long range fixed position bombard canons or missile batteries, or a very high cost weapon with long/infinite bombard range that could be used in the modern/future era for long distance warfare similar to nuclear weapons, but without the area devestation. I believe, without having tried it myself as yet, that experimenting with the immobile function, and creating city tied units as improvements adds enormous flexibility to the engine and its good for the imagination.
 
Question:

If I fill an Army with Elephant Riders, can the Army enslave?
Thanks.
 
Results from the Editor Review (Upgrade Path Issues Only):

1) Impi (the African Spearman Flavor) upgrades to the Inti Warrior (the Incan Warrior Flavor). The correct upgrade would be "Pikeman".
2) Several other issues involve the Inti Warrior. Although technically the Incan Warrior Flavor unit (it's Tech Pre-req is "Warrior Code"), this unit is extremely overpowered at 4-2-2. It seems a more likely candidate for the Medieval Infantry Group, and this may have been the original intention since it upgrades to "arquebusier". When and if these fixes are made, be sure to also go back and insert an Incan path from Warrior to Swordsman to Inti Warrior.
3) The Commando line ends at Spetsnaz. Should it continue on to Shadow Force?
4) Light Artillery is a mid-20th Century dead-end. Technologically speaking, didn't this evolve into man-portable rockets, ala TOW Infantry?
5) The Fighter line ends with Harrier. Should this link to Advanced Fighter? (Which otherwise appears from nowhere - nothing else links to it.)
6) As previously discussed, the Templar unit has no upgrade. Would it make sense for this to follow the path of other religious-type units (such as Crusader) and upgrade into the Patriot line?

Major Issue: When the Units were set up in the editor, flavor units were linked together in an upgrade path in such a way that only one of them contains the REAL upgrade link (i.e. to the next generation of unit). Because of this, the Civilopedia will only show an upgrade path for ONE of these units. For example, let's examine the 11 flavors of the Spearman Group - Spearman (generic), European, Germanic, African, Asian (Otomo), Arabian (bad-linked as "Eastern" in the Spearman civilopedia entry), Javelineers, Hoplites, Numidian, Impi, and Immortals. Only one of these (Germanic) contains the upgrade link to "Pikeman". Another example - even more convoluted - is the only link between the Warrior Group and the Swordsman Group (from "champion" into "Frankish Axeman"). Which isn't intuitive, to put it mildly. ;)

Unfortunately, this means that if the civilopedia is ever going to include upgrade links for all units, the only solution is to go back into Units editor and change all the upgrade links. Using the Spearman example from above, that means all 11 flavors would have to link directly into "Pikeman".
 
The upgrade paths are a necessary evil. There is no way to make every Spearman flavor upgrade directly to Pikeman unfortunately, as this would mean that we would have to make as many flavors of the Tribal Guardian as there are Spearman flavors.

Suppose for example that an African civ has a Tribal Guardian and wants to upgrade it to an African Spearman flavor. The Tribal Guardian unit would then have to be explicitly set to upgrade to African Spearman, which would mean that all other civ's Tribal Guardians would upgrade to African Spearmen too.

The upgrade path is set up the way it is, to allow the game to simply go through the path until it finds a unit the Civ can actually build. It will then allow you to upgrade to that, and unfortunately the Civilopedia was set up so you only see the upgrade path of the Flavor units that you can build. If you play an african civ for example, you won't see the upgrade for Germanic Spearman, but the one for African Spearmen instead. It's a minor nuisance perhaps, but certainly beats having 31 identical Tribal Guardians (and any other start-of-path unit) in the game ;)
 
Firstly what a great MOD. Thanks to everybody involved!

I have been playing as England reached 1973 and as I discover Mechanized Warfare I get the following message,

Art\Units\Churchill\Churchill.INI

File not found

Game will now exit

Baring in mind its a wonder I managed to download and install your wonderful MOD with my limited technical ability is there a quick fix so I can continue my game. I have CivIII, Conquests and Patch 1.22 installed.
 
Kull said:
Bug/Design Issue: Plagues are checked to be active, but are essentially useless. Strength and duration are zero, while max occurrences is one. If Plagues are intended to be part of R&R (and they should be), then this needs to be reworked. (...)

Agreed, they were designed to be in and obviously don't work if important variables are missing.Good observation, thanks for posting!


Bouchart said:
Question: If I fill an Army with Elephant Riders, can the Army enslave? Thanks.

Yes, this should work.Most of the special abilities work in armies, if they consist only of one unit type.Different units with the same ability DO NOT work, at least not for all abilities.


tdfkap said:
Firstly what a great MOD. Thanks to everybody involved!

I have been playing as England reached 1973 and as I discover Mechanized Warfare I get the following message,

Art\Units\Churchill\Churchill.INI

File not found

Game will now exit

Baring in mind its a wonder I managed to download and install your wonderful MOD with my limited technical ability is there a quick fix so I can continue my game. I have CivIII, Conquests and Patch 1.22 installed.

From what you wrote, I assume you don't have PTW.If this is the case, be sure to download the extra units (link should be one the first page or on several other sites of this thread).If you have PTW and those units are in the right place...then...well, then I have no idea for the moment.
 
Yes, this should work.Most of the special abilities work in armies, if they consist only of one unit type.Different units with the same ability DO NOT work, at least not for all abilities.

Thanks. Just asking because I knew one or two things didn't work in Armies (like build forts, and I think Paradrop). And I want those slaves.
 
Excuse me, but the links to get the mod don't work. I just got a new CD drive, so I can finally play Civ again, and I really want this mod. But unfortunately, the 3Ddownlaods or whatever it's called, is not working at all, and the other link requires membership at their site. Any other places this awesome mod can be downloaded?
 
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