Rise and Rule for Civ3:Conquests

Hi,

I`ve un rar the download into: C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Scenarios

how do I get the RnR add on working? i`ve got the 1.22 update

what else needs to be done to get this working?
I`ve just been running the game & nothing new in the game.. some help please :-)

:eek:
 
onedreamer said:
uhm... the only "extra" in the PTW folder are medieval japan units. On the website you can download them + dinosaurs, still no mention about the P-38 Lightning. Considering I have PTW installed... where the heck is this unit located ?

You also need the World War II folder. For reasons only know to the Firaxis web designer, those are under "Terrain Sets".
 
Thanks Doc, downloading it now.

Any clue about cities showing industrial in the Modern Age ?
Also, for some reason, I can't rebase "Bomber" on the "Carrier"... but I looked in the editor and the Carrier seems ok ... :sad:
 
right, the folders listed in the scenario properties have the precedence over the normal ones and napoleonic europe is one of them... that's a real bummer.

Not a big problem cos I can change that folder since I'm not playing Napoleon campaign now :P
 
I was playing the mod ( amazing mod by the way...) and I was thinking that you could add some new units without cluttering up the game and confusing the AI.

A coastal/sea only series of units could be added to give tactical coastal superiority: coastal gunboat (coal) ---> PT boat (oil) ---> missile boat (alum + oil). I don't know what early ships they would represent but starting from steam to ww2 to modern this ship could have bombard and slightly lower hp than destroyer at lower cost. Also between motorized infantry and mech infantry could use another early apc. That way the progression could go from motorized to apc (armored personnel carrier) to ifv (infantry fighting vehicle).
Thus vehicles like btr and m113 could be with apc (and available at mbt tech) while IFV tech with the m1 series tanks.
I think this was said before but the aegis cruiser should be able to carry cruise missiles or tactical nukes. An advanced (refitted) battleship would also be nice with missile carrying ability.


just my two cents...

ggm
 
maybe an early c-47 transport plane which can carry only one foot unit to?


ggm
 
I like the idea of a PT style boat for quick raids that was not able to go into ocean squares (is that possible or would it have to be not allowed in sea or ocean?).
 
KayEss said:
I like the idea of a PT style boat for quick raids that was not able to go into ocean squares (is that possible or would it have to be not allowed in sea or ocean?).

Not in Ocean wouldn't be a problem, since ocean is in RaR impassable for wheeled units, sea not (most of the ancient ships and ironclads are prevented this way from entering ocean tiles).
 
That's cool. I understand that PT boats were invented to destroy battleships - fast moving and could hit hard, but easy to destroy (if hit). The fast and manouvrable destroyers where then invented to destroy all the little PT boats.

If they're to be added they should move maybe a bit slower than the destroyer, but faster than the battleship, not be allowed on ocean square. They should also have something like -3HP so the moment they're hit they sink. Nice high attack but low defence and pretty cheap.
 
Something like that - it should have a good enough attack to take maybe 1 or 2 HP from a battleship, but not more than that before it dies - basically you need a swarm of them.

Is there any way of making them worse against destroyers? I can't think of one off the top of my head, but then I've had a little too much good cheer so far this evening.

Can you give the destroyer a blitz attack so it can kill many of them?
 
KayEss said:
Can you give the destroyer a blitz attack so it can kill many of them?

Then the destroyer would be able to blitz against Battleships and other vessels as well. Not a good idea.
 
Dwarven Zerker said:
Then the destroyer would be able to blitz against Battleships and other vessels as well. Not a good idea.

Agreed. I can't think of any way to make them more effective against the PT boats, but not give them anything too useful against other units.
 
I'm trying to use Kal-El's world map for this mod, and can't figure out how to make it work. for some reason resources like tobacco do not show up in the editor.

Also I noticed the computer appears more aggressive in DyP, declareing wars and such, also building and updateing it's military more often. Still no navy though :(

CORRECTION - The map I'm trying to use for RaR is the DyP extended map, and I notice the resources are diffrent, any way that I can fix this eazily?
 
Sorry, no idea about WMs.I'm a pure random map player...

AI and navy is something completly unpredictable; often there is, with exception of AoF, no more AI navy in IndA/Mod Age, but sometimes...in my current game (pangea, 60% water, Emperor) the Celts (among the three advanced civs, middle Ind. Age) have some Iron Frigates and AoFs araound, only there transport ships are still Caravels and Galleons (they haven't researched transports yet).The special thing about the celts in this game is they have a decent island for their own, with about 15+ really big metropolis, while the pangea is dominated by the Iros...while the Iro empire is mainly conquered with small cities and small cities and of course busy with building ground units to attack me, the Celts have the time and the production capacity for building the more advanced stuff.
This shows one time how depend it is on the concrete game and it is hard to do anything against it in RaR, sorry.

Agressiveness of the AI: Yes, it noticed it, too..however, we haven't directly changed anything here.My personal theory is it is a consequence of the change to offense units (stats advantage compared to contemporary defenders).The Military Advisor puts more emphasize on them, so if you don't build units like mad like the AI or play on a high difficulty with a lot of bonus starting units for the AI, you are likely to be sneak-attacked.And never leave cities undefended...it is an almost sure way to trigger an attack in RAR.
 
When I created a mod inspired by DyP, one that started in the industrial age, I noticed that the high number of improvements I made available, prevented the AI from competing adequately. Production-boosting improvements were always low on the AI's priority list, and they were necessary for the AI to be able to compete adequately in the production of high-cost units and improvements. I know that RAR has tried to address this somewhat by raising the shields provided by terrain and bonuses, and I've seen the comment that the AI competes better when a 3 billion-year-old world is chosen. I wonder if simply reducing the production bonuses of certain improvements may also improve game balancing.

I've seen the comment several times by developers of the mod that it is designed so that a player who tries to build everything will not succeed; players instead must carefully choose what to research and build based on goals and priorities. I appreciate this approach and it meshes with my game philosophy: if there is only one best way to do things, the game becomes meaningless. This is great in multiplayer games, but against the AI it is crippling for your opponent. The AI really does try to build everything, and doesn't choose very well what things to build first that will lower production costs so that everything can be built faster.

My recommendation would be to lower the cost of everything that has an inflated cost associated with assumed availability of production-boosting improvements. As I examined the unit and improvement costs in DyP (and I assume that RnR has a similar system), I noted that costs increased as more production-boosting improvements became available. Essentially this forces a player to research and build the production boosters (Forge, Water Mill, Factory, etc.), essentially undermining your goal of giving the player multiple pathways to victory. In a sense, this forces at least one pathway, the production pathway. Unfortunately, it is not one that the AI understands, and leads to a less balanced game.

I've also noticed in these threads that the AI's neglect of air and naval forces is a disappointment to many players. I've seen the development team's explanations, and I accept the reasons for this phenomenon. I have seen the same thing in regular C3C games I've played, where the AI will scramble to catch up in ground power before switching its focus to air power, and naval power is always neglected, except by some seafaring nations.

Perhaps one answer to this would be to address the issue in the civ preferences in the editor. Perhaps air and naval units could be flagged as a build preference for ALL civs, and perhaps even the ground forces preferences could be unflagged even when it would not fit with the realistic flavor of a civ. I'm working from the assumption that there is a built-in preference for these units, and that flagging these in the civ preferences page will just double it up. Faulty assumption perhaps....

The Banker Phenomenon has been addressed as one of the reasons for ancient-era units surviving into the Modern Age. One suggestion I have here is to make a Leonardo's Workshop-like small wonder that all civs could build in the industrial era. I also favor more Admiral of the Fleet-type units, and wonder if it would be possible to have a small wonder associated with *every* unit in the game. The idea would be to have it be an add-on to some other building, such as a barracks or air base (for ground or air units, for example), and could even be more specific, such as a Castle add-on for mounted units in the middle ages. The idea would be to have the add-on function for a limited amount of time, becoming obsolete before it had made *too* many units, at a historically-appropriate time. This would also free up the AI from needing to build so many ground units by hand (to meet its irrational need to match you in ground power), so that "exotic" units (air and sea) could be built.

I should add that although I played DyP a lot, I'm just starting my first RnR game. My brother and I play a lot of PBEM games, and we're waiting until the next big RnR update before using it for PBEM. Our games tend to last 3-5 months, and so we want to make sure the mod is well-refined before putting so much of a time investment into it. But we're both very excited about it, and I want to give a big thanks to everyone who is working on the bugs, civilopedia editing, and so forth. It is greatly appreciated!
 
Perhaps one answer to this would be to address the issue in the civ preferences in the editor. Perhaps air and naval units could be flagged as a build preference for ALL civs, and perhaps even the ground forces preferences could be unflagged even when it would not fit with the realistic flavor of a civ
Naval is checked for all civs, and ground units are unchecked for everyone - so this is no solution, sorry.

About the production boosters:
IMHO the AI simply doesn't need them. See it like Courthouses - for Regent, you won't build many of those; for Deity, almost everywhere. It's the same for production - if you play on an easier level, you do not really need them everywhere, but on the highest ones, no way around.
And, the AI does build production boosters in cities that already have a high shield output - so Wonders aren't really easy to get for the Human.
If you think the AI cannot compete - step up a level or two :).
 
Stepping up in difficulty might also do wonders with at least the air units problem - my Demigod-AIs usually produce a quite impressive air-force.This might be related to the fact I'm usually not able to win RAR on Demigod, so they can do there buisness here most of the time without being disturbed by human interference - IMO, RaR is most fun if you play it on level you are unlikely to win.

I tend to agree with DocTS about production boosetrs.It is not perfect the way it is now, but decreasing costs would make the game even easier for the human player - forthe same reason epic games become easy in the Industrial Age.The tanks are so insane cheap...
I would like the AI too to build more p-boosters, but the only solution to really make them go for them is increasing base shield output of terrain again or give every booster +1 culture.Both is likely to cause more sideeffects than it does good.

The problem with the preferenceflags is they only kick in if nothing has priority for the Ai in a situation; to solve a "tie".

Leonardos for everyone? It might reduce the upgrade problem a bit, but even with costs cut in half, bankrupt is still bankrupt...

Auto-unit-producing SWs for every unit is a bit too much IMO, but I agree some additional ship-producers could fit in nice, for example: making the Naval Academy obsolete and replace it the same time with a new wonder, which produces destroyers or so.
 
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