Rise and Rule for Civ3:Conquests

Gosh darnit
Ok i was doing so well (BTW i love this mod)
something's wrong though, each time i take an opposing player's city their whole civilization is nuked.....ummm yeah... is it because i don't have all the necessary files? (i just dled the new graphics) i'll try again please help me if you can. Maybe it's because of the difficulty i'm playing on too i'll try that, but maybe not i'm just hoping. Oh and BTW why when i build a wonder that adds a building to my cities i'm not allowed to build that building? I built sphinx and now i can't build barracks, then i get to flintlock and i no longer can upgrade my units until i build barracks/garrisons i'd suggest allowing the player to continue to build the buildings, but at no maitenence costs (unless the wonder is obsolete)
 
Doc Tsiolkovski said:
1) No, your fault - you have 'Elimination' enabled. And no, this is not preselected for RaR. ;)

TYVM fixed it

Doc Tsiolkovski said:
2) Not possible with the game engine; structures may not be built manually while granted by a wonder, sorry.

that's wierd cause in the normal version (no mods installed) when a wonder is made obsolete the civ improvment that was given stays in the city, but i'll keep looking into it, maybe i just never lost the right wonders (very possible)

thx for the info :)
 
Wiegraf Folles said:
that's wierd cause in the normal version (no mods installed) when a wonder is made obsolete the civ improvment that was given stays in the city, but i'll keep looking into it, maybe i just never lost the right wonders (very possible)

I think you'll find that it is only in those cities that already had the improvement before the wonder was built. The game remembers where they were and so you still have them after the wonder goes obsolete.
 
Strange bug in the 1.04 pre-release:

I'm playing as the Ottomans, and was the 2nd civ to enter the Industrial Age. Korea was the first. It's now about 15 turns later, and when I look at the F4 screen all of the other civs (besided me and Korea) are displaying their Middle Ages portraits. The bug is that at least 5 of the other 6 civs have entered the IA, as I can see when I click on each portrait to initiate diplomacy. When I exit from the diplomacy session, back to the F4 screen, they still show their MA portrait.

So the civs that trail me in tech did not have their portrait change upon the age change, but the one who is ahead of me did. This is the first 1.04 game I've played, so I don't know how persistent the bug is. It might just go away when I re-load the game next time, as I haven't quit and re-loaded since I entered the IA.

If it matters, the other civs were: Vikings, England, Sioux (not IA yet), Carthage, India, and Spain.

I'd assume all of the "age change" graphics are keyed from a single condition, that it isn't possible to have a required tech mis-labeled as optional cause this sort of behavior. The city graphics changed correctly, and the diplomacy graphics changed correctly. The F4 portraits did not.
 
Is 1.04 available for download already?

Also, I'm in the IA using cannons and iron frigates to bombard, and I don't see craters appear after I destroy worker improvements, does this only happen in the MA or are the craters gone (which would be a shame)?
 
Landmonitor said:
Is 1.04 available for download already?

Also, I'm in the IA using cannons and iron frigates to bombard, and I don't see craters appear after I destroy worker improvements, does this only happen in the MA or are the craters gone (which would be a shame)?

Not yet (only some people who want to start SG and the betatesters got it).It is still in beta-testing, but I don't think it will take much longer now since no serious problems have shown up.
Craters will be back for artillery units later than the cannon in 1.04; not for ships yet...but thinking about, I see no problem to add it for ships which have at least cannons as weapons.


earthgate said:
Hey greetingz ! just wondered if the RAR has added stuff from TML. ?

Sorry, but I didn't get the point...whats TML?
 
TML mod pack the missing link.. wasa earlier modpack very well made.. especially the special forces wonder building :cool: hehehe as long as i built it first that is.. hate to have to fight em..

Anyway I just tested the RAR it looks nice.. very nice :goodjob:
professionally so far.. and loads of new exciting stuff to build from the start.. and culture buildings ... havent played any further yet .. im about too though.. so I might add a comment in a few days..

Hey btw im a neeewbie here at civfanatics.. just started to use it today.. have some maps im working on ... :mischief:
 
Then welcome to CFCs and RaR! :)

Ok, the The Missing Link...quite obvious after you explained it to me ;)
Might be.We haven't especially used graphics from this mod, but I assume TML uses various good graphics from many sources and chances are quite high the RaR uses some of this graphics, too.
 
71 pages.... no way I'm going to read through all that, so, sorry if it this has been asked before:

When I want to load a saved game, the last saved file isn't automatically chosen, as it usually is.

Is this a bug in RAR? I haven't seen it in vanilla games or other mods....
 
Now I play my first RaR 1.04 beta game (Monarch, Japan) and the first GH gave me a Barbarian Raider - I have never experienced it before. Of course, I ordered it to explore.

I met Scandinavians very soon, immediately declared war, destroyed their second city guarded by a Champion (immediate promotion to Regular) and backed my precious unit by some Champions plus another GH-popped Raider. Ragnar was sending Champons (and one TG/Hardy Pioneer pair) which were excellent targets for training my Raiders ;) The first one eventually became Elite, spawned a MGL and soon I had an army of two Raiders - 2/2/2 @ 14 HP.

Finally, I managed to capture Birka and destroy Scandinavia (my Army got upgraded to 16 HP) and it put me in a winnable position - I had a lot of room to expand and my Army was an ultimate anti-Barbarian unit :) Now I am in some 2/5 of the IA and it is still my best defensive unit - I use it to cover my stacks of offensive units and fortify in newely conquered cities.


Best regards,

Slawomir Stachniewicz.
 
:lol: sounds like fun - but, I also found myself on the reveiving end already. Three AI Skilled Raiders...game over.

That thing is mostly meant to help the EXP trait, which was a bit weak - now you usually don't have to build military early, and those popped Settlers/cities on the other side of the map get a useful defender :).
 
T_McC:
This must be related to some of the Conquests now included in the search path - looks like we need to find the default gfx here as well (we did that with the city gfx; unfortunately, there is no such thing as a default music.txt file).
Good observation, thanks.

Notech:
You're playing the extended version, correct?
That is not related to RAR. Any save with a "." somewhere (usually in the date, "Xerxes of Persia, Nov.1800AD.sav") won't show up in the load box - a DOS reminiscence...

Either you name your saves accordingly, or simply add the line "WindowsFileBox=1" to your conquests.ini file.
That way, you get a standard windows box when loading - and while the correct name is still not automatically choosesn, all saves are displayed correctly, and via 'sort by date' you can easily find it.

What really makes me wonder is why nobody seems to have problems in playing the Napoleonic Conquest (which has absuletely the same problem) :confused: .
 
In this saved game, I can not build railrod even if I can see coal in my strategic resources' box

The coal city is a formerly English city, and is separated from my nation by the Arab nation.
The Arabs put a trade embargo on me, that severed my access to coal, but the rushed airport in the coal city and the lift of the embargo should be enough for my engineers to build railroads, and yet it is sadly not the case...

Anyone knows what's going on ?

Thnaks for your help and this mind blowing mod ! :)
 
Doc Tsiolkovski said:
Uh...you know Steam Engine (thus see Coal).
But, do you know High Explosives (enables RRing)?

Edit: Nonsense. If you have Engineers, you must be Modern already.

Iron?

Can't look at the save, unfortunately.

Sorry if I was not clear, but in fact I could and did build some serious railroads, until this embargo affair. So I have everything in order, except that the build railroad command does not appear, and the shortcut is no good either, and I do apply them on existing roads :)
Man, I would hate to waste my first good game of Rar :(

EDIT oh dear you're right my source of Iron exhausted apparently :blush: sorry to bother you about that ! Everything just went at the same time, war, embargo and iron exhaustion ! Okay, this means... back to work ! ;)
Thanks for your help DocT !
 
you...guys...are....gods.....
I've been playing now the 540 turn version and all i have to say is....wow....
I've played about 4 games now (i play way to much as it was this just pushed me further) increasing the difficulty each time, but my god... this is just so well made/balanced. Although it's wierd... on my continent only 1 saltpeter spawned (2 total continents they had about 8 - 10 saltpeter on theirs) not a big deal, i prolly got unlucky :)
Thank again for this insanely awesome mod!!!!
 
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