Rise and Rule for Civ3:Conquests

I am playing PyP 1.03 and am at turn 147 I believe and playing Demigod. I started with 11 opponents and have eliminated 8 myself (Zululand got 1 themself). I am playing on a huge map, larger than normal and was just trying to finish up year 880BC. The opponent (Egypt) who I was at war with, deployed alot of forces. I researched Jet Propolsion and selected the next tech. My cities all built their next unit.
But my machine then hung up. I am only running a Pentium III with 386MB RAM at 600 MHZ on Windows 98. I realize that I need to upgrade, but I have never had the game stop before. I stopped the game and restarted, put some ships into harbor and deleted some peasants and laborers. I did this until I was able to have the game go past the turn and not hang up.

I thought that the seed brought the same results every time. I saw that one Iron Frigate did not get defeated by a Battleship always. Interesting. Then when I brought in enough ships and deleted enough workers, the Zululand signed a pact with Egypt and declared war on me. This brought out even more forces!

There are a full 512 cities on the map, so no more cities can be built until one is razed. What is the maximum number of units that can be out at one time? Is this a set number or is it just dependent on available RAM?

Thanks
 
Ward said:
(...) There are a full 512 cities on the map, so no more cities can be built until one is razed. What is the maximum number of units that can be out at one time? Is this a set number or is it just dependent on available RAM?
Thanks

AFAIK, the limit for units was 4096 in vanilla and then was increased to 8192 in Conquests.
 
Can't seem to download RaR - I get an .exe file, which I can't open on my Mac. The FilePlanet mirror is just too many hoops to jump through to get one file, so I don't like to bother with it.
 
Is there going to be any more development on this mod? I wanted to restart it because I enjoyed it so much before Civ IV came out, but honestly, it's all to confusing. Is there someplace that gives all versions AND explains what "tweaks" have to be made to prevent crashes? Searching through almost a hundred pages is going to give me a psychotic break!
 
I notice the tech support is still solid for this mod, you say whats the problem and its dealt with usually by the team itself. Don't worry about a 100 pages to flip through, most of what you need is on the last full page (97)
Im in the miidle of a 915 epic and lovin it. Any other problems they don't get to I don't mind doing. I reverted the food requirments back to original numbers. I had to trim all the resource's food bonus to keep it all in line, also the terrain had to brought back to original offerings. The forest 'workcamps' and elimation of grassland mining seemed to good to mess with. I like some breaks in tradition

Its all been amazing. The AI has crazy building techniques I saw one of there citys with 6 production improvments already built.It wasn't a capitial in fact it was almost on the outskirts and the date was near the end of the 2nd era and yet it still had commerce enterainment and science improvments. One thing I noticed was cool I lost a worker housing in the middle ages and could not rebuild it. I also looked to see if I could build it in a new town but I coudn't, it was only buildable in early times. If this was intentinal its brilliant, If only for the reason that it makes your older citys a step up from the freshly conquered or newly established. never mind the realism that would state some improvemts would never be built in all eras.(not sure about the workers housing example though?)
 
Just returned to Civ3 from a long hiatus (of not playing any games...except for a little A Tale in the Desert). Glad I decided to try out the RAR mod. You guys really outdid the game devs with this mod. It makes the game even more enjoyable than it was (and I liked it before...except for the corruption...and the Zulus).

Until reading this thread I had not realized that there was a 1.03 patch. I have been playing with the 1.02 version for the past couple weeks. If I install this patch, will it affect any RAR game saves I have?

Anyway, thanks again for the mod (even though I'm about 97 pages and 3 years late...by the looks of this thread!). :goodjob:
 
I don't think it'll affect this game, but it won't help it either. Depending on how much time you have invested into the game, I'd probably just start over. That worker bug is really annoying.
 
The patch consists of mainly one small but important change. The worker speed was increased so railroads don't take 20 or more turns to complete. I think that has to be started over to take effect. Before you start over you can always check to see if you notice any differance. The Nikox patch can be added at any time witout starting over.

I would love to no what things you can add or change in the Bic without having to start over. EXAMPLE: In another huge mod I noticed quite a few turns later harbours were selected to only be built in citys near fresh water,I unchecked the box and set it to regular harbour attributes. When I loaded up my save again, I had harbours in every city!! I coudn't sell them and they were useless unless on the coast of course.:crazyeye:
 
The short version: In Conquests, nothing. The rules are saved as part of the savegame. Vanilla Civ3 you could make changes, but I don't remember if they changed that or not before the final patch.
 
well their are a few exceptions like the one I mentioned, after I changed the harbour's prerec's (rivers or lakes only) I could go back to my old game and build harbours anywhere in on the coast from then on. I can send you a save if its the first youve heard of this. It happend on the Balancer Reloaded. The worker issue has to be started over though

Turner While your here I want a similar change only making jungle clearing come earlier in the game but have only elephants be able to do it at first. Is there a way to do this?( I know its sounds impossible but Im putting it out there anyway.)thanx
 
I'm pretty sure that once you start a game you're locked in with the rules that the game was started with. Then again, I've never tried to change them, since it was my understanding that you couldn't.

As for making the changes, you're better off asking in C&C. I'm not much of a modder. I could figure it out, but I'm sure someone else has the answer. I'm not sure you can make worker actions dependant on resources available, outside of roading. :shrug: But maybe you can, I'm not sure.
 
You guys are right. It didn't work out...the workers still take a long time to build things (an ancient worker would take 16 turns to build a fortress on a hill, so a modern worker should take less time, right?). I guess it is too bad that I can't finish that game (I could, I guess, but 20 turns for a railroad seems like it'll take forever to link my cities), though I was head and shoulders above the other civs and that can get kinda boring.

About the Nikox patch...I didn't have time to look at the contents of the zip file, is it an .exe or is it just an "unzip and paste into a folder" job?
 
A quick question on the Major Port. I can't seem to always get one built in my cities. I know that the Port is required and that the Major Port will allow the city to expand (item is checked in rules), but I can't seem to get on built before the city does expand, then it never shows up in the build queue.
The AI always get the Major Port and I am hit or miss.
Every turn, I monitor the build queue, watching as the city grows citizen by citizen. I usually have a Wonder that puts a Shrine or Monument, if not both or something with culture in the city from the start. Then I usually add the other and the city expands 7 to 10 turns later, before I have a port built and the Major Port could even appear in the queue.

Any ideas other than slowing down culture in the city, which would allow other countries to land on the border areas and drop off settlers? I know that this is a trade off, but, I would like to have the Major Port.
 
I finally figured out my problem with the control-alt-del. My system is just too old to handle all of the units deployed out. I am running on Windows 98 (non-SE), 600MHZ, 386MB of RAM. I know that I need to upgrade, but the treasurer won't allocate funds for that.
In the early times when units are in the city, there are no problems. Once there are workers building roads and railroads and ships at seas and units attacking or guarding borders, the it slows me way down.
I keep in mind the 4096 limitation as it limits how many civs attack me at once or how many civs are at war in my 12 civ world.
 
mwdowns said:
Just returned to Civ3 from a long hiatus (of not playing any games...except for a little A Tale in the Desert). Glad I decided to try out the RAR mod. You guys really outdid the game devs with this mod. It makes the game even more enjoyable than it was (and I liked it before...except for the corruption...and the Zulus).

Until reading this thread I had not realized that there was a 1.03 patch. I have been playing with the 1.02 version for the past couple weeks. If I install this patch, will it affect any RAR game saves I have?

Anyway, thanks again for the mod (even though I'm about 97 pages and 3 years late...by the looks of this thread!). :goodjob:

Where's the 1.03 patch? I havn't seen it anywhere!
 
Virote_Considon said:
Where's the 1.03 patch? I havn't seen it anywhere!
Flip back to the last post 928 and grab the other more important patch from Nikox while yer there(1.03 is a few minor Bic corrections) .:)

Say I can't believe it but this mod has a religous war programmed in it. In all three epics Ive come across the same scenario. One or two Islamic fundamentalists are always present and are always warring with the rest of the republic and democracy govs Civ

And they join sides! ME and a couple of Rep Civs were hammering on a Fund Gov when another Fund Gov game and declared war on one of the Rep Govs in our allience, after a while a full scale Religios war had erupted. We rid terroism from the entire continent but now have to root it out in far off lands. Yes even a Civ in the far off continent had supported the lost fundametalist cause from a far by setting trade embarigos with Rep/dem countries, deny'n us much needed luxery resources and some valuable gunpowder they had vast amounts off by chance!
 
Ward said:
I finally figured out my problem with the control-alt-del. My system is just too old to handle all of the units deployed out. I am running on Windows 98 (non-SE), 600MHZ, 386MB of RAM. I know that I need to upgrade, but the treasurer won't allocate funds for that.
In the early times when units are in the city, there are no problems. Once there are workers building roads and railroads and ships at seas and units attacking or guarding borders, the it slows me way down.
I keep in mind the 4096 limitation as it limits how many civs attack me at once or how many civs are at war in my 12 civ world.

Play smaller maps. Less territory, less civs. Therefore, less units running around.
 
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