Rise and Rule for Civ3:Conquests

i do not seem to be able to upgrade workers to peasants or even build peasants...when i try either my game crashes......what can i do to fix this?
 
I'm having a loading issue on this my 3rd RnR game. No problems in the earlier games. Anyhow, the error reads:

Load Error. FILE NOT FOUND "Art\Units\Musketeer\MusketterFortify.flc" The game will now exit.

Note the spelling of the flc file. I can't find this version of spelling anywhere in the art \ unit files, and specifically it's not in my musketeer file in the CivIII \ Art \ Units \ Musketeer file. Obviously this is why the game exits -- for some reason the computer gremlins ate this musketeer file. I've got the MusketeerFortify.flc file but not "Musketter".

I tried reinstalling RnR as follows:

1. RAR_1.02_Full.exe
2. RAR_ExtrasPatch_v1.exe
3. RAR_ExtrasPatch_v1-1.exe

That didn't help.

So I reinstalled Conquests and then updated with the 1.22f patch, and then the 3 RAR steps. That didn't help.

Naturally this error happens right when I've got the old civ about to churn right along. If anybody has any ideas I'd appreciate it because I am flat out of ideas. Thanks
 
Yep, that did it ynot. I copied the Muskateer file, and renamed the copy, as per your suggestion.

Onward through the fog. :)

And thanks for the idea.
 
I'm playing a PbEM with 1.04 beta as Japan. The Asian Swordsman (3/1/1) upgrades to Bushi (4/2/1) which is good, but Bushi upgrades to Samurai Archer (3(4)/2/1). This upgrade doesn't seem a good deal on the attack statistics.

Is it on purpose or a bug?
 
I'm playng RnR v. 1.02 expanded and the time limit is 540 turns, wasn't it supposed to be 915 turns?

is this a bug or do I have to manually change the time limit at the editor?
 
I'm playing RnR v1.02 extended in C3C v1.22.

I love all the flavours and the tech tree diversity but I found what I think can be 3 huge bugs that seriously influence this mod and should be corrected.

1 - when I start the game near the Mongols, every time they try to talk to me the game crashes without warning. The same happens if I try to talk to them.

2 - The Cultural Victory (Civilization Total) is supposed to be achieved when someone reaches 50.000 culture points. In the last game I played, the Zulu reached that value and didn't win. I waited several turns and they still didn't win.

3 - Finally, the game limit is 540 turns when it should be 915.

Pfeffersack said:
If you use version 1.02 or 1.03 (better 1.03, since 1.02 has those worker strength issue), you should have a "basic" and an "ext." biq. available under civ content.The extended has a length of 815 turns (time is measured in months however).Make sure you choose the right biq., if you end up still with 540 turns, we have s serious bug.
If you want to change things to 915 turns yourself, go into the editor load in the biq. you want to mod and go to scenario properties.You will find the time line options below.
However, regardless how many turns a game has, you can choose to go on after mandatory retirement.Just you score isn't effected any more.

So, I guess I'll have to manually adjust the time limit in the editor...any
suggestions?

4 - A last question: how can I play against more than 15 civs in a huge map?

Thanks and congratulations for the superb mod.
 
@Eddie -
#2 - Did someone else have at least 25k? You need to not only get the to the culture limit, but have at least twice as much culture as the next civ.

#3 - Is there a month name in the date, like January, 2000bc, as opposed to just 2000bc?

#4 - Open the editor, go to the Scenario Properties screen, and under Player Options (Middle box on top) there is 'Number of Civs'. You can change this manually. This is also the screen where you would change the number of turns, in the 'Turn Options' box in the lower left part of the screen.

Upgrading to 1.03 might clear up some of these errors, except for the number of civs issue.
 
#2 - you're right, my confusion, sorry :)

#3 - yep, example: Jan, 4000 BC


about the 1.03 version, where can I get it? post no.928 has a link to download, is this the final version of v1.03?

Thanks a lot.
 
eddie_verdde said:
I'm playing RnR v1.02 extended in C3C v1.22.



4 - A last question: how can I play against more than 15 civs in a huge map?

Thanks and congratulations for the superb mod.

I have links in my sig for 31 civs on regular map... you can also make your own by using civedit
 
I´d like to know your suggestions, I´m playing with 31 civs in a large map (200 squares) and what I want to achieve is to slow down the technology progress of all civs including mine. I already know the problem is the tech trading so I´m thinking in making all techs non tradeable. Would this be worst? Maybe would be better to make non tradeable only the techs needed to reach next era, or make them non tradeable untill a determined epoch (advanced middle age, WWII, for instance).
Any Ideas? Suggestions?
 
Change the tech cost for the world size. In the editor, open the world size tab. Find the tech rate (it's on the lower right side of the options) and double or triple it. The higher the number, the more the techs cost. The highest value is 999. Normal (100x100 map) is 240. You could make the techs untradeable, but I would do that. One, because it's going to take a while to hit every tech and make it non-tradeable. Yes, I'm lazy. And two, because you'll take a part of the game out, and that part makes the game interesting, IMO.

You could also change the base turns in the General settings tab to a higher number. Currently it's at one. Granted, you don't see that until later in the game, but changing it to say, five, or six, will make you wait those extra turns until it's finished. Of course, that will change the way the gold is accumlated....

Better to raise the tech costs in the World Size tab, IMO.
 
Turner_727 said:
Change the tech cost for the world size. In the editor, open the world size tab. Find the tech rate (it's on the lower right side of the options) and double or triple it. The higher the number, the more the techs cost. The highest value is 999. Normal (100x100 map) is 240. You could make the techs untradeable, but I would do that. One, because it's going to take a while to hit every tech and make it non-tradeable. Yes, I'm lazy. And two, because you'll take a part of the game out, and that part makes the game interesting, IMO.

You could also change the base turns in the General settings tab to a higher number. Currently it's at one. Granted, you don't see that until later in the game, but changing it to say, five, or six, will make you wait those extra turns until it's finished. Of course, that will change the way the gold is accumlated....

Better to raise the tech costs in the World Size tab, IMO.

I already thought of that but I think 31 civs researching different things and then trading them is what make the big problem.

I will try both things, modifying the tech rate and not allowing tech trade. I may try allowing only trade of not required for era advancement techs.

Thanks for your analysis Turner_727 ;)
 
Glad to help. But I think you're making a mistake by not allowing tech trades. But then again, it's your game...play it the way you want.

Do let us know how that works out, I'm curious on how it'll turn out.
 
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