Rise and Rule for Civ3:Conquests

Hi!

Wasn't the "RaR 1.02 extended" supposed to last for 915 turns? In the game I've just finished the time limit turned out to be about 500 turns...

Other thing, I read some posts saying that Athletics was useless, but it allows the player to build Circus Maximus right? So, was Circus Maximus added after those posts?

Finnaly, I'd like to know what are the techs we don't need to advance to the next Era. I know that to advance from classical to medieval ages, I don't need republic, Lateen Sail, Monasticism, is there any others? What about advancing from renaissance to industrial era?

Thank you,

eddie_verdde
 
@Breunor - I think that the Sioux are researching Dark Ages. This tech is untradeable, and all others are dependant on it. So you have no techs you can trade to them, and they have no techs they can trade with you. Give it a few more turns, and see if it's still happening.

eddie_verdde said:
Hi!

Wasn't the "RaR 1.02 extended" supposed to last for 915 turns? In the game I've just finished the time limit turned out to be about 500 turns...

Other thing, I read some posts saying that Athletics was useless, but it allows the player to build Circus Maximus right? So, was Circus Maximus added after those posts?

Finnaly, I'd like to know what are the techs we don't need to advance to the next Era. I know that to advance from classical to medieval ages, I don't need republic, Lateen Sail, Monasticism, is there any others? What about advancing from renaissance to industrial era?

Thank you,

eddie_verdde

There is an extended version, but I seem to remember there was a problem with it. Or maybe the fixed it and I just missed that post. I think that it's going to come out with 1.04, but that post was so long ago I don't remember.

I do know that Circus Maximus was a wonder in DyP, so it's been around. I generally don't build Athletics, and just trade for it from the AI whenever. And since I rarely build Arenas, I never get the Circus Maximus.

As for the non-required techs, they will have in the top right corner a little red circle with a line through it. These techs are the optional ones. However, in the Industrial Age you do need Marxism, an non-required tech, to get to Unionization, a required tech.

All Modern Age techs are required to get to the holiest of holys, Future Tech.
 
Not exactly.... If you rush Leonardo's Workshop, like he said too, they still appear to have the same techs. And I did check with both CivAssistII and MapStat (CRpSuite).

I still think it's because Dark Ages isn't tradeable, and they're 'researching' that.
 
Turner_727 said:
Not exactly.... If you rush Leonardo's Workshop, like he said too, they still appear to have the same techs. And I did check with both CivAssistII and MapStat (CRpSuite).

I still think it's because Dark Ages isn't tradeable, and they're 'researching' that.

Thanks Turner -- it looks like you solved it! I never thought of a non-tradable tech. When I played a few more turns, as you suggested, everything worked out!

Thanks again,

Breunor
 
ACamus said:
We want YOU to play in a MP RnR game. I and a friend play Rise and Rule almost nightly, generally at 10 est USA. We play 3-4 hours at a time, reloading until we finish the game, generally a dozen or so reloads. We have been playing MP Rise and Rule for a year or so, and so we welcome experienced players, although we will also give tips to newbies who are also welcome. We currently have interest from 4 totaly players, but would like a full game of 8. We can either play a premade map with eight "perfectly" even (though not identical) starts, or we can play a random generated map. I encourage you to post here or email me at Moderator Action: link deleted if you are interested. Hope to see you there! AI are pushovers, come and play in a challenging game!

Camus

Moderator Action: You want to ask for players, please do it in your sig.


im intrested in that ive just started playing this mod but have been playing Civ 3 for about a year. i dont get on till 10 CST though and i just had CTD from an error about not being able to find the ship of the line art. so im i reinstalled the mod and am going to start a new and see if it happens again
 
Hi

Is it possible to convert El Menceys World map into the Rise and Rule MOD without the game crashes? If yes then please explain to me what to do.
I tried in the Map Editor by importing the rules and stuff to El Menceys map but when I start the game there is an error saying "missing pediaicons txt BLDG_Palace_Gardens??

Any Help??

Aragorn7
 
I havent checked it out but I was wondering if for ex Im in a democracy and build lots of philosofer school will those become obsolete when I change goverment
 
Aragorn7:
You also need to include the correct scenario search path (under 'scenario properties'). This one is not automatically transfered (copy/paste from RaR).

Jeppson:
Not obsolete - they'll simply disappear once once you switch Govs. But they'll wait for you, if you revert to Democracy ;).
 
Hi!

I have a problem which I hope someone can solve for me since I´m stuck.

I´ve recently downloaded the Rise and Rule MOD and El Menceys Giga World Map (362x362). I then imported El Menceys map with the editor into the Rise and Rule MOD so I could play the world in a huge scale.
No problems so far...Then I replaced the RAR resource.pcx with a bigger one (the one with over 900 resources).
After that I replaced the basic resource icons in the editor with new ones.
When I then start my scenario from the CIV CONTENT folder the game crashes.
And now it also crashes in the original games.

Any help or suggestions would be very nice!

Aragorn
 
A couple of quick questions:

i seem to have a bug with this mod.....the game crashes when ever i try and build a peasant or upgrade a worker to peasant. Is there a fix for this or did i just get a bad download.

Also I tried to install the Ryan mad mod put it did not take.....not sure what I did wrong.
 
Deserts cannot be settled in RAR. Never. Ever.

OCC should be very possible - single cities can get insanely powerful.
See here.
 
Hi all together,

i got a big problem. i just downloaded the Rise and Rule mod, the german translation patch and the extras for RaR.

My Current installation of the Game is:

Civ 3 (German)
Civ 3 PTW (German)
Civ 3 Conquests with patch 1.22 (German)

i baught the game as following: 1 cd with only civ 3 and another with civ 3 conquests including ptw.

after installing RaR, i installed the extra files and the german translation.

Now comes the problem :)
When i try to activate the mod in the civ 3 menu i get a message like that:

(translated into english) missing entry \..\..\..\napoleonic europe\pediaicons\"icon_bldg_palace_garden"

so i opened the file pediaicon.txt and added the entry "#icon_bldg_palace_garden"
started the game again and got another missing file... and so on and on :(
i tried almost everything and i think im going nuts soon.
The mod looks so great and i cant wait to play it.
Can anybody help me please???

Thanks Kasei
 
Kasei said:
When i try to activate the mod in the civ 3 menu i get a message like that:

(translated into english) missing entry \..\..\..\napoleonic europe\pediaicons\"icon_bldg_palace_garden"

Rise and Rule should look for pediaicons first of all in its own directory. So, are you shure your biq file contains in Scenario Properties > Scenario > Scenario Search Folders the path RAR? Did you mantain the correct name and path for the folder (i.e. ..\Civilization III\Conquests\Scenarios\RAR)?

You know, sometimes our attention just misses the simplest things... ;)
 
I downloaded it a week ago and it is cool...
i imported to RaR the wolrd el mancey map(and handly add new resources) and it's work! whoooah :cool:

have a nice day.
 
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