Rise and Rule for Civ3:Conquests

Hygro said:
Exactly :) and welcome to CFC!

Thanks. Been reading the forums for a long time, just never felt the need to post before now. :)

I've been playing this mod for about a week now, with various civs on Kal El's 180 x 180 World Map. Excellent work, brilliant mod! It really adds more than I could've ever hoped for to the game. It's a shame I didn't know about DYP. Anyhow, some questions, requests and observations:

1. The Bedouin Raider (absolutely love the unit) looks great, but is very awkward when it attacks. It kind of dismounts twice before it starts firing... very odd.

2. Units that say in the civilopedia that they attack from one square away, I can't seem to get to do this. I always have to be directly next to the enemy unit to attack. I'm assuming this is an outdated civilopedia rather than a bug (or perhaps I'm just doing it wrong)?

3. I have no idea how, or I would just do it myself rather than asking. Could someone transfer the updated material for the random map RAR 1.01 onto Kal El's 180 x 180 World Map?

4. One thing I do know how to do is adjust the time and tech costs. I've been trying to make an extended version of 1040 turns, but haven't been succesful. I even tried to use the formula someone else had given earlier on, but it doesn't work out. I get the world entering the middle ages around 1900 BC. I understand the creators have enough work to do, so I was wondering if a bunch of us could work it out on our own. All I need is help getting the timing and tech costs right. PM me if you're interested.

5. This thread is rather chaotic, and it's hard to keep track with what's been said already. It would be useful to have a thread for bug reports, where the first post is updated with the bugs already reported. Would cut down on double-reports a lot. I'm willing to do it if noone else wants it.

Well, that's it for now. Once again, great job, thanks so much for the mod.
 
Bouchart said:
Two questions:

1)Under what circumstances should you use the Theocracy government?
(...)

Thanks for your time, as always.

Mainly if you play a OCC (one city challenge) or the game goes really bad and you are down to one city...fundamentalism is superior in nearly every aspect
(ok, you don't have veteran diplomats and spies and you suffer forced replacement in Fundamentalism ;) )


Xanthippus said:
Thanks. Been reading the forums for a long time, just never felt the need to post before now.

I've been playing this mod for about a week now, with various civs on Kal El's 180 x 180 World Map. Excellent work, brilliant mod! It really adds more than I could've ever hoped for to the game. It's a shame I didn't know about DYP. Anyhow, some questions, requests and observations:

1. The Bedouin Raider (absolutely love the unit) looks great, but is very awkward when it attacks. It kind of dismounts twice before it starts firing... very odd.

2. Units that say in the civilopedia that they attack from one square away, I can't seem to get to do this. I always have to be directly next to the enemy unit to attack. I'm assuming this is an outdated civilopedia rather than a bug (or perhaps I'm just doing it wrong)?

3. I have no idea how, or I would just do it myself rather than asking. Could someone transfer the updated material for the random map RAR 1.01 onto Kal El's 180 x 180 World Map?

4. One thing I do know how to do is adjust the time and tech costs. I've been trying to make an extended version of 1040 turns, but haven't been succesful. I even tried to use the formula someone else had given earlier on, but it doesn't work out. I get the world entering the middle ages around 1900 BC. I understand the creators have enough work to do, so I was wondering if a bunch of us could work it out on our own. All I need is help getting the timing and tech costs right. PM me if you're interested.

5. This thread is rather chaotic, and it's hard to keep track with what's been said already. It would be useful to have a thread for bug reports, where the first post is updated with the bugs already reported. Would cut down on double-reports a lot. I'm willing to do it if noone else wants it.

Well, that's it for now. Once again, great job, thanks so much for the mod.

1. Don't remember the last time I used it, but from your description I fully agree.If it changes of course depends also on the availability of a better animation.

2. Outdated civilopedia.Most units only have defense bombardment.

3.I'm not sure...but hasn't someone already done this? I almost a pure random map player, so I'm beginning to loose track on the different world maps... ;)

4. No idea...but you may find some more or less successful attempts for changes here on earlier pages of this thread.I remember some people have tried making an extended version or one with slowed research.An "official" extended version should be available with the first big patch - at least that was the last what I heard on this subject.

5. I agree it gets crowdy...but I'm not sure if it is possible to create another thread here.And of course...the danger is this thread would become crowdy, too (there is a strong tendence...some people don't read a thread even if it short, double post, the thread becomes crowdy and less and lesser people tend do dig through pages of double reports...).
I'm maintaining a bug list in the betatester forum on cdgroup and update it frequent with the reports from this thread.After the first civilopedia update I will do that for civ errors, too.
 
it is worth a shot to try and separate the thread up into subthreads. It would be nice if CFC allowed for such subthreads within specifc threads. Might be something to talk to TF about. In the meantime, if you would like to try and moderate such a thread yourself, Xanthippus, please by all means do not let any of us stop you.

:)
 
Hi, I am rookie here and I need some help about instaling RaR v1.0. I was downloaded file named D337CC8384.... (without any extention) and when I try to start them ,my Windows can't recognize this file. What shell I do to fix that problem?
Thanks
 
I just remembered something else I wanted to ask.

I'm only playing on Chieftan (not the greatest player, I usually only play for a bit of relaxed fun, not a great challenge), but the comptuer seems to get an insane amount of money. Most will have hardly anything, which is what I normally come to expect out of the computer, it's the normal for most games I have played. The top four or five, however, will have HUGE treasuries very early on. In the current game I am playing as Rome, Babylon has 30k and it's only the classical age. What's up with that?
 
Xanthippus said:
I just remembered something else I wanted to ask.

I'm only playing on Chieftan (not the greatest player, I usually only play for a bit of relaxed fun, not a great challenge), but the comptuer seems to get an insane amount of money. Most will have hardly anything, which is what I normally come to expect out of the computer, it's the normal for most games I have played. The top four or five, however, will have HUGE treasuries very early on. In the current game I am playing as Rome, Babylon has 30k and it's only the classical age. What's up with that?

I've seen the same on Deity, so it's not level-specific.

I assume it has to do with the large variety of available buildings for raising cash flow. A builder civ like Babylon builds many of those and it adds up reaaallly quickly!
 
That's the way Civ3 works - usually only one or a few Civs research at 100%, and the others prolly buy their techs. In RaR, many AI-favorites among the Govs have pop-rushing, so the Tech leader simply has no use for the cash, especially since MAs (one of the things the AI usually spends a lot cash for) come later.
 
Xanthippus said:
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.

I've been thinking about this. I'm sure y'all already though of it, but can you make the gifted building dependant on a harbor? This doesn't help new towns, but as soon as they build a harbor they should get the new improvement. I usually build harbors in all my coastal cities for at least the food bonus....
 
Excellent Mod. It has totally redesigned the game, and my playing style now has to adapt. I also feel the game is much more personal than than the original.

Great Job.
 
I originally suggested to add a second shipyard granted only by the wonder, and that shipyard doesn't need to be coastal, so it won't cause any problems.
The regular Shipyard is better 'coastal' instead of requiring a Harbor: Under some circumstances, you need a Shipyard (instant healing) more than more food...
 
Thanks everyone for the informed responses on Magna Carta and Theocracy.

On an unrelated note, I've noticed that the Settler unit can't build roads/deforest/clear jungles. Sorry if anyone's pointed this out before.
 
Doc Tsiolkovski said:
I originally suggested to add a second shipyard granted only by the wonder, and that shipyard doesn't need to be coastal, so it won't cause any problems.
The regular Shipyard is better 'coastal' instead of requiring a Harbor: Under some circumstances, you need a Shipyard (instant healing) more than more food...

Trying to remember what happened in DyP for Civ3 and early PtW. (Seems so long ago now.) We wanted to build a wonder that gave a coastal improvement only. When we tried to do it - i.e. we built a coastal improvement that let us build a wonder. That wonder gave a free improvement in every city. It did not cause the game to crash. It just did not do what we wanted - that is give a free improvement to coastal cities only. So we removed it from the mod. The original improvement we wanted was the port - after building a harbor. Tester complained about getting a port in a desert bound city - etc. :)
 
About academies: I think that academy (imp.) and The Academy (GW) is a bit too redundant. Academy was Plato's school, I think that the GW could be rename Lykeos (grammar school?), the Arisostle's school, in order to be more different and not make mistake.
 
Civilopedia update. Emancipation Proclimation should say in addition to what's there that it allows a city to grow by two pop points instead of one. This threw me the first game I built it. Didn't realize it did it. :)

Edit: While I'm thinking of it, has/is anyone doing the Excel Spreadsheet for RnR?
 
I cannot play RaR with the Japanese version of C3C.

The problem is not in the file names, because they are all in english. When there is a file missing, "file missing" error window appears (I checked it). But in case of RaR, I succesfully go throuhg world size / difficulty / rival choice, "configuring players..." progress bar. When start position is about to appear on the screen, the program just exits without any messages.

What can I do at least to understand what is the problem?
 
Civilopedia update. Emancipation Proclimation should say in addition to what's there that it allows a city to grow by two pop points instead of one. This threw me the first game I built it. Didn't realize it did it.
Nor did I so far. Doesn't make sense to me, though; Isak, Kal-el, was this by design?

@Fujisan: That's an interesting problem. If a city improvement or unit graphic cannot be found at the location the pediaicon.txt points to, the game will exit with the 'file not found' message when that particular item is placed on the map. If an entry in the txt files is missing, the game will exit with an error message during loading.
However, if the city graphics are lost, exactly what you describe should happen - CTD without message (same applies for citizens when you open the cityscreen).
Could you check if the city graphics are were they are supposed to be? IIRC, for unknown reasons (at least to me) RaR uses the 'Napoleonic Europe' ones, have you fiddled with those files perhaps?
 
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