Rise and Rule for Civ3:Conquests

@ LandMonitor & Doc 'T'
Thanks for the input on ConMon. I've always gone from Rep to FedRep, missing out on those great WW reducers and only getting the Congolmorate. I'll try CM this go-around.
 
Is it going to be a graphics update after 1.04?

I have compiled over 300 mb of first class graphics from various unit creators and roughly organized them to serve as flavour units, the problem is that it's too tedious for me to put them in the game without messing the rules or the game balance (Unique Units,etc).

May be Kal-El (if he is in charge of graphics) or anyone will find this useful and I could try to upload the file. I lost track of all the creators names but the units are from here or cdg mainly from Bebro,Wyrmshadow,Aaglo,Ripptide,Kinboat and others.
 
TexanbyBirth said:
OOPS , just realized that the problem I stated in my previous thread about the "Heavy Frigate .ini" file was really "Ship_of_the_Line .ini." SORRY if anyone was confused or investigated for nothing. I simply moved the file from PTW to C3C RaR scenerio and problem solved. Installed ver 1.03, haven't played though.


Sorry for posting this weeks afterward, but I have run into the same problem but cannot find the file you mention. Can you elaborate on how you fixed this please? Thanks! :)
 
@Vlad
What TexanbyBirth was referring to was the very first post by Isaac, post #0001. Use your file browser (Windows Explorer) to find the *.ini files in the PTW directory and copy them to the corresponding directory in C3C. Of course if you don't have PTW, just follow the links to get the missing files. Hope this helps. :)
 
Bug Report: This might or might not be known, so if it is, then ignore this. A few civilizations do not change their leaderheads in the foreign advisor screen when they change eras. Some that I've noticed include the Celts and the Incas. I should note that these civilizations did change their leaderheads in the switch from ancient to medieval, but not from medieval to industrial.
 
Lord_all_Mighty said:
Bug Report: This might or might not be known, so if it is, then ignore this. A few civilizations do not change their leaderheads in the foreign advisor screen when they change eras. Some that I've noticed include the Celts and the Incas. I should note that these civilizations did change their leaderheads in the switch from ancient to medieval, but not from medieval to industrial.


I am playing against the Celts right now, and Brennus is in his industrial era tie and jacket.
 
VladTepes said:
Sorry for posting this weeks afterward, but I have run into the same problem but cannot find the file you mention. Can you elaborate on how you fixed this please? Thanks! :)


Found it in Napoleon...never mind... :)
 
RAR popheads for the folks, I know many were missing them:

[url]http://forums.civfanatics.com/showthread.php?t=100144&page=81&pp=20[/url]

Post 1614 for pcx.file
 

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mikehunt said:
what's up with that one engineer looking guy at the bottom


It's Bob the Builder! :D
 
One minor bug I noticed: The Arquebuseer uses the musketman animation file from the napoleonic conquests, not the vanilla civ one.
 
Lord_all_Mighty said:
Bug Report: This might or might not be known, so if it is, then ignore this. A few civilizations do not change their leaderheads in the foreign advisor screen when they change eras. Some that I've noticed include the Celts and the Incas. I should note that these civilizations did change their leaderheads in the switch from ancient to medieval, but not from medieval to industrial.
Known, but not that easy to fix. A problem with the serarch routine of Civ, and the very same problem why you start with the IA music: Since we've included the Conquests in the scenario search path, the game will look there first. So you either have to move the animation files into a RAR animations folder, or you could - if you don't play them anyway - delete the C3C conquests animations. For the music, the only way is to delete ALL music.txt files there - there is no default version possible; and those txt files cannot list the AA music (since they are no mp3s).
 
Possible bug: there is no increase in laborer speed in Republic vs. FedRep. Polluted grassland still takes 16 turns with one laborer working it, same as Rep, even though it's "supposed" to be 150% vs. 100%.
 
sanabas said:
Version 1.02 has no increase in worker speed at all. Version 1.03 is somewhere in this thread, and fixes only that bug.


Oh, naturally. I'm 3/4ths through this game....and the patch probably won't help me right? :sad:
 
No, you will have to start a new game to get the increased worker speed. :(
 
Well I've now got over 200 laborers out now, keeping up with pollution. Also building parks and labor unions, and waiting to get Social Demo and the Mass Transit...and then spend my 74,000+ gc to rush some into use ;)
 
I've had a whacko problem here:

attachment.php


RaR 1.04, otherwise patched successfully. I'm a confessed computer idiot ;) but I'm fortunately not all that ignorant. I've tried creating a Galleon subfolder (spelling checked and all) with a GalleonFidget.wav in it, but it failed. I'd put my 2¢ on the backslashes being the other way around messing things up, since they are the part I am ignorant about, I'd point there first.

The bug only happened to me in one game (sana03, in the SG forums) yet. All the games I started an played from my comp went fine, though I can't tell if the bug "would" have occured. I yet have to make a Heavy Galleass Myself, but I'll update this ASAP with the results when I get around to it.

Thanks for any help you can provide me with :thumbsup: That mod is really, really lovable :love:
 
I've seen it in the SG thread. But I'm pretty sure this is no RaR issue. OTOH, there are lots of odd <space> key issues in Civ3 installations around.
Easiest, fool-proof ;) way to get rid of it is to copy any wav you want into the Heavy Galleas folder, open the HeavyGalleas.ini file (windows editor), and rename the missing sound file accordingly. A sub-folder in the directory does not work.

Or, copy exactly that into the respective line:
../Galleon/GalleonFidget.wav

The slashes shouldn't be the problem; I'd guess you missed/added a '.'
 
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