Rise and Rule for Civ3:Conquests

New Shipyard with ancient icon modified
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Just noticed several bugs.

- Flak and Mobile SAM have zero air defence strength, so they are almost useless;

- some mess with AI strategies. For example, Infantry,... Incan Infantry - offence/defence, Indian Infantry,... Russian Infantry - offence only. American Champion has no AI strategies. Cuirassier, Sipahi, Hussar have checked "defence" strategy, though they are very week in defence, and so on.

- zero worker strength for workers (already reported here) and also for Elephant Rider. BTW, wouldn't it be good to add worker actions to War Elephant?
 
Under the descriptions of the various types of governement there are two factors named "Assimilation Chance" and "Rate Cap." Can anyone tell me what those numbers mean?
 
First, Nikox and Fujisan:
Expect even more troubles of that kind; it seems the C3C Editor is buggy when inserting new units - in that case, it will not move anything but ADM with the units that are pushed back :mad:

Watermoon:
1) Assimilation change is pretty unimortant; it means how likely foreign citizens aquire your nationality.
2) Rate Cap is VERY important: Neither Taxes, Research nor Happiness Sliders may be pushed above that level. The AI will stick to that, the Human unfortunately can override it every turn again, by setting (Research+Luxury) < 50%, so Taxes exceed 50% (for Chiefdom, with a rate cap of 50%). However, the game will reset that at start of every turn to a correct level.
 
Doc,

Excellent mod, of course. The best.

Couple suggestions on making it better:

The (slider-impaired) AI, especially in the latter stages, seems to have a bit of difficulty keeping it's tiles worked. This is of course because the smart player keeps them at war, and they want to make units so they pop-rush and draft themselves to death. This feels exploitish (causing the AI to pursue a suboptimal strategy).

Have you considered ways to limit pop-ruhing and drafting to prevent the AI from doing this?

I've also found the AI to have significant happiness issues (due to not knowing how to properly use the slider) which leads to excessive clowns, and of course the AI also takes longer than the human player to get his land fully developed. How about killing two birds with one stone. Make the Slave Trade a Small Wonder that auto-generates slaves (obsolete with, say, social contact) and eliminate Slave Markets. This would help the AI with happiness, and of course the AI needs little help with production on high levels.

Later you could have a Great Wonder (The Huddled Masses, or whatnot, around Steam Engine) that generates workers. A unique effect that would be worth building in time for railroads....
 
Regarding differential upkeep costs for units:

>I know what you mean (CTP has this system), but sadly impossible, too - believe me, >we would have already done that, if there would be way

One (imperfect) way would be to require food in the build cost. A unit that requires a multiple person crew could require food to build.
 
I've the cracked editor of Mendax, but I thought the original was safer ...sigh!
Anyway I addeded my new units with C3MT and (simply..) modifing their values with the original editor. Is it altering stuff in this case too?? Was I wrong modifing the values with the original editor?? :eek:

Anyway I think Fujisan was talking about the original version of the mod as I found the wrong values inside it too..

Talking about graphic ..I almost filled up all missing icons and changed them when I had the same icon for two different buildings, but I couldn't find any pedia image for philosopher school, manor, water mill. Any suggestion how can I solve it?

One more graphic bug:
the large icon for the TECH Civil Liberties result as a wrong pcx file.

I go to check wich kind of damages I've done ...sigh! :sad:
 
I noticed that the load a saved game command (ctrl-L) is not showing the last saved game as in the original game.

The link to the flavor unit (in the civilopedia of the main unit. I forgot the name of it ...sigh!) RPIMa is giving a "wrong entry" result, also if it's well done in the civilopedia.txt file. I checked it with C3MT tool and it looks fine, but in game it's not working. I tryed to re-write it, but I had the same result. Anyway the RPMIa civilopedia is working fine.
 
Found the answer for one of the minor bugs I reported:
- the RPIMa unit has the PRTO wrote "PRTO_Rpima" in the unit list inside the biq file instead of "PRTO_RPIMa" as wrote in the civilopedia e pediaicons files. Changing it with the editor (the mendax's editor...) it's working fine.
 
Nikox said:
PHP:
- zero worker strength for workers

- set 100 worker strenght for basic workers, 125 for peasant, 150 for laborer, 175 for engineer
And don't forget 50 for Slaves. Worker strength 0 is the same as 100, anyway, methinks...

One thing about the Peasants, though. I've noticed that if you're an IND civ the serf -> peasant upgrade gives you nothing, instead you just get to pay the 1gpt upkeep. Serf is just as fast as a Peasant even though there's a 25% speed difference - what's up with that?
 
I opened my own thread for the updates I made so I don't bore you anymore. and anyway there are already 50 pages here so I moved...

the link to my thread is:

http://forums.civfanatics.com/showthread.php?p=2468185&posted=1#post2468185



...and thanks to crewd, that I'm not a genius I already knew it.

Questions: what's helping at to have a task to modify the work strenght in the editor???

..and if it's unusefull why it's correctly setted in all the original mod coming with C3C???
 
Fujisan said:
Just noticed several bugs.

- Flak and Mobile SAM have zero air defence strength, so they are almost useless;
- some mess with AI strategies. For example, Infantry,... Incan Infantry - offence/defence, Indian Infantry,... Russian Infantry - offence only. American Champion has no AI strategies. Cuirassier, Sipahi, Hussar have checked "defence" strategy, though they are very week in defence, and so on.
- zero worker strength for workers (already reported here) and also for Elephant Rider. BTW, wouldn't it be good to add worker actions to War Elephant?

Worker strengths and the missing AI offense flag for the American Champion are bugs.If flavour units have different strategies checked, then it is a bug, too...however, it is often hard to tell which is the bug and which is correct.Often both settings have their advantages and disadvantages.Some settings are no bugs, especially if a offense flag is missing for modern defense units - this is just to prevent the AI from using them in kamikaze style, they will still use them for attack if they have a good chance of winning.
Worker actions for the Indian War Elephant...would makes sense from view of realism.


Bezhukov said:
Have you considered ways to limit pop-ruhing and drafting to prevent the AI from doing this?

There are only indirect ways to influence this behaviour.You can of course get rid of draft and pop-rushing complete, but limiting/reducing is only possible for draft in terms of pushing the prequesite tech back, decreasing the turn-penalty for happiness and limiting it to certain governments (and one draft per turn).For pop rushing you can only effect number of shields gained, the extend of the happiness penalty and the governments you are allowed to do it.


Bezhukov said:
I've also found the AI to have significant happiness issues (due to not knowing how to properly use the slider) which leads to excessive clowns, and of course the AI also takes longer than the human player to get his land fully developed. How about killing two birds with one stone. Make the Slave Trade a Small Wonder that auto-generates slaves (obsolete with, say, social contact) and eliminate Slave Markets. This would help the AI with happiness, and of course the AI needs little help with production on high levels.
Later you could have a Great Wonder (The Huddled Masses, or whatnot, around Steam Engine) that generates workers. A unique effect that would be worth building in time for railroads....

Slaves from slave trade (and having slave trade as small wonder)...nice idea, however I would keep the negative happiness impact - otherwise it would be a no brainer for the human player.The AI has sometimes happiness problems, but for me it feels it is less a problem than in Conquests (more wonders and improvments which provide happiness and more luxuries)


Nikox said:
Questions: what's helping at to have a task to modify the work strenght in the editor???
..and if it's unusefull why it's correctly setted in all the original mod coming with C3C???

The setting for worker speed is not unuseful, it works perfect in determing how long every "worker"-unit takes to complete jobs - the only problem is that all the values get overrided if you insert new units and then you have to type them in again.For C3C out of the box, those values were probably created after adding the last units.
 
I noticed that settler doesn't have anymore the building roads or clear jungle option, as it is reported in the civilopedia too. But the hardy version of the previous settler type still keep it and there is not an hardly version of settler.

Is it made intentionally or it's a bug?


About AI and worker settings: I found the same settings in your 1.02 extended version too, not only in the file I modified ...why??
 
the settler types allowed to have worker actions are needing a worker strenght set too?? if it's so they don't have it....
 
Nikox said:
I noticed that settler doesn't have anymore the building roads or clear jungle option, as it is reported in the civilopedia too. But the hardy version of the previous settler type still keep it and there is not an hardly version of settler.

Is it made intentionally or it's a bug?

It's intentional
 
Nikox said:
the settler types allowed to have worker actions are needing a worker strenght set too?? if it's so they don't have it....

This is a known bug. It will be fixed in the next version.
 
@ Nikox

As I said above, the worker speed problem is caused by adding units.Several (flavour)units were added with 1.02, which caused the bug here (both in standard and extended version) - your added units did not cause the error, but only because it occured already before.The problem should be however solved with v1.03 (haven't tested it, but thats the whole purpose of 1.03; no other changes to 1.02).
 
Glad to know that there are a small amount of little bugs corrected with the version 1.03, I can correct them on my own and start to play. I hated to do it when I read the 1.02 was not the final release as it's not nice to play more than 300 turns to discover that the lonly way to correct the bug you found is to start a new game with the last updated .biq file.
Anyway I spent this time waiting this words collecting graphics what will help me to have your mod more playable. Whith the huge amount of new things you added I need to check often the pedia or the tech tree and all the question mark or the same icon for two different buildings or wonder made the mod a little bit more confusing. Anyway I found your mod fantastic (other way I never spent so long time in here... ;) ) and when I opened one session of the original C3C to check some settings I thought "Is it all here?!"

Thanks again to all of you!!
 
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