Rise and Rule for Civ3:Conquests

Orignally posted by Kull:
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?

Phew, you really made me nervous here ;)

All is fine!
You're confusing Warfare (1st tier tech, Archers) with Warrior Code (late Ancient, MDIs). The ImpInti are MDI replacements, not Warrior/Spear, and the upgrade path is completely correct. The only oversight is the missing HP bonus of the Inti, but that is really a minor issue.
The Interceptor (F-15, Mig-29, Harrier) does in fact not upgrade to the Advanced Fighter - but that's the way it is in the unmodded game (and real life as well). To be honest, I have no clue why that plane is called 'Advanced' instead of 'Stealth' Fighter in RaR.
Not sure about the Special Forces, this may be intentionally for balance reasons.
The Light Artillery intenionally does neither upgrade, nor is an upgrade from anything else. It is the only piece of Artillery that: 1) Requires no resource, 2) is not wheeled, 3) is a foot unit (Helicopters!).
If you do have Oil, you surely want to be able to upgrade your Catapults all the way to Radar Artillery. But even with Oil, you surely want an Ari able to enter Jungle, land on Mountains etc until end of the game.

The Templar, sure. I agree it should upgrade (Dragoons, most likely).

Nevertheless, muchas gracias for checking in the editor. We appreciate that kind of work, and quite often you will find mistakes that way - luckily, this time it turned out to be not true. :)
 
Pfeffersack said:
Agreed, they were designed to be in and obviously don't work if important variables are missing.Good observation, thanks for posting!




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.




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.



Thanks for your prompt reply I managed to find it and download successfully. For anybody experiencing similar problems the units can be downloaded from

http://www.civ3.com/conq_downloads.cfm

and the Churchill tank and similar units are actually in the World War II files listed under terrain
 
Does the 1.00.11 version include the patch that was released a few weeks back?
 
So the bernskov site up above;s download does not include the patch in it (the rar1 patch) I would still have to download and unzip that into the rar folder?
 
I noticed that my harbor doesn't improve the food in coast tiles,I don't know if this happens also in sea. :confused:
I'm playing as the Spanish the city is the capital (Madrid) and I'm in Monarch, the tile produces 2 food after and before I build the harbor.

Another thing is that Destroyer has 4 HP Bonus while Miss Destroyer has 3 that happens in the Cruiser too, 5 HP Bonus and AEGIS Cruiser 3 HP.

Thanks for the answer :)
 
I noticed that my harbor doesn't improve the food in coast tiles,I don't know if this happens also in sea.
Easy one. You need to get out of Chiefdom. That's the tile penalty.

The Ship HPs...may be an oversight, may be by design :dknow:
See it that way:WW2 Cruisers/Destoyers were armored, modern ones only in vital parts.
 
Isak said:
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....

Agreed. The ability to use "upgrade threading" allows you to place far more units into the game than would normally be possible. Not seeing the upgrade link in the civilopedia is indeed a minor drawback. I have a new appreciation for the richness and complexity of this mod! :thumbsup:

As an aside, the whole matter of "Upgrade Unit appearing automatically in the Civilopedia" seems to be more complicated than I first imagined. For example, even though R&R allows Kings Guard and Knights of the Realm to upgrade - and those units are definitely not part of a threaded upgrade (since they aren't buildable) - the civilopedia shows no upgrade path for them. I tested this by modding the Templar unit in the conquests.biq, but still no upgrade link. At this point I'm out of ideas - has anyone else experienced (and more importantly, solved) this problem?
 
Doc Tsiolkovski said:
Phew, you really made me nervous here ;)

All is fine!
You're confusing Warfare (1st tier tech, Archers) with Warrior Code (late Ancient, MDIs). The ImpInti are MDI replacements, not Warrior/Spear, and the upgrade path is completely correct. The only oversight is the missing HP bonus of the Inti, but that is really a minor issue.

Gakkk! :blush: Seems like I forgot that while the Impi is a spearman unit in vanilla Civ3, it's definitely something else in R&R. Sorry for the false alarm!
 
While searching through the editor and civilopedia in search of upgrade issues, a few other items were noted. In no particular order:

1) Harrier: Does not have "Lethal Sea" and "Immobile" checked (unlike all others in the Interceptor class).

2) Shadow Force: No civilopedia description

3) Self-propelled Artillery: No civilopedia description

4) V-1: Has "Lethal Land" and "Lethal Sea" selected. Seems a bit overpowered for such an inaccurate weapon.

5) Biplane/Fokker Triplane: These both have "Lethal Sea". Same comment as above. (There's a tiny correlation - Billy Mitchell's test in the 20's and the British Swordfish of WW2 - but WWI ships had nothing to fear from this technology)

6) Bomber: Does not have "Lethal Land", unlike all fighters of the same era. Also has "Transports Air" and "Transports Foot" selected?

7) Transport/Landing Craft: Using the same graphic in the Civilopedia. If it's also using the same graphic in the game (?), you might want to substitute the Cargo Ship from page 29 of the Unit Library Thread.

8) Iron Frigate: Using the "Ironram" Graphic in the Civilopedia. If it's using a Monitor-like graphic in the game (?), you might want to substitute the Ironclad Frigate from page 17 of the Unit Library Thread.

9) The ME1101: The link to this unit from the Jet Fighter civilopedia description is broken.

10) Jet Fighters: The generic Jet Fighter and the ME1101 use the Mig29 graphic for their civilopedia and small unit pics. Switching to the the Mig15 would be more era-appropriate.

11) Curragh: Maybe it's just me, but this graphic seems TOTALLY inappropriate for the a ship of this era. Something a lot better is aaglo's "Haida Canoe"
 
Regarding the ship called "ironclad" in this mod. Yes, we all know it uses the US Monitor graphic. But is this even correct at all? I always thought the monitors were iron-hulled vessels with no wood, while the specific definition of an ironclad is a wooden hull with an iron shell.
 
1) Must be an oversight.Thanks for reporting!
2) Likely to be fixed with next civilopedia update.I have made a complete list with the missing entries longer ago, but of course you cannot know that, so nevertheless thanks for your effort!
3) see 2)
4) Not sure.Think this is reflected by the lower values already, but may be considered as change.
5) Not sure, too.Keep in mind their very low RoF.Unless you have a lot of them you are unlikely to sink ships, if they aren't seriously damaged before...
6) This is intended, AFAIK.Lethal bombardment for bombers is very unbalancing under standard rules...I don't know about fighters.The transport settings are intended, IIRC - they prevent bombers from landing on carriers.
7) Likely to be changed - graphics are under construction.Thanks for the suggestion.
8) see 7)
9) Thanks for report, may be fixed with next update.
10) Makes sense.
11) see 7)
 
Two questions:

1)Under what circumstances should you use the Theocracy government?
2)The Magna Carta is a government-specific wonder for Constitutional Monarchy, but isn't it more of a feudal-era thing?

Thanks for your time, as always.
 
Bouchart said:
Two questions:

1)Under what circumstances should you use the Theocracy government?
2)The Magna Carta is a government-specific wonder for Constitutional Monarchy, but isn't it more of a feudal-era thing?

Thanks for your time, as always.
Magna Carta gave birth to democracy and the free styled consitutional monarchy. Yes it was created in 1215 but its still, well nevermind I cant answer porperly.
 
About the V1 having lethal bombardment; it also has to do with the limitations of the editor.

It is a one shot weapon through use of the cruise missile flag in the editor and all units that have the cruise missele flag added will automatically have lethal bombardment, even if the lethal land bombardment and lethal sea bombardment editor flags aren't added. So the makers could choose between a V1 rocket that could be used multiple times or a one shot V1 rocket that has lethal bombardment. I think they made the right choise. ;)
 
The Magna Carta didn't give birth to democracy but it did put checks on the power of the monarchy and guaranteed certain rights. As such it was an important document in the development of constituitonalism and helped inspire the US Constitution many centuries later. Along those lines, I'd also say that even though the Magna Carta was created in 1215 - it had a much bigger impact later. Even with the Magna Carta in place, the British parliament didn't really begin asserting its dominance until the 1800s [although perhaps a few earlier deposed kings, one who was beheaded, may beg to disagree].
 
Hygro said:
Magna Carta gave birth to democracy and the free styled consitutional monarchy. Yes it was created in 1215 but its still, well nevermind I cant answer porperly.

The Magna Carta had nothing to do with democracy or feudalism. Nowhere in the document did it refer to anything apart from the powers of the aristocracy; so if anything, it would have to do with oligarchic rule, but even that is wrong. Like it was mentioned, it sparked off the movement of slowly leeching the monarch's power until it got to the point that the monarch was a relic of the past and it was the parliament that held the power.

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

I'm not a modder, so I have no idea how, but in TAM 2.1 (The Ancient Meditterannean Mod, for PtW, never played the 3Q version) Carthage has a wonder, the Port of Carthage, that puts a port in every city. I've never played as Carthage either, so I don't know if it sticks it in every city, or just coastal, but regardless, the game doesn't crash when they build it. Someone might want to look into it.
 
Xanthippus said:
The Magna Carta had nothing to do with democracy or feudalism. Nowhere in the document did it refer to anything apart from the powers of the aristocracy; so if anything, it would have to do with oligarchic rule, but even that is wrong. Like it was mentioned, it sparked off the movement of slowly leeching the monarch's power until it got to the point that the monarch was a relic of the past and it was the parliament that held the power.
Exactly :) and welcome to CFC!
 
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