Rise And Rule Revisited (epic mod)

Civinator

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RARR (=Rise And Rule Revisited)) is a mod-mod of the great epic mods Rise And Rule (=RAR), and Double Your Pleasure (=DYP) , updating and adding many graphics and enabling some concepts of the RAR 1.04 Betatest mod. RARR needs the expansion pack Civ 3 Conquests (that is also included in Civ 3 Complete).


So all credit is going to the original creators of the mods

- Rise And Rule (=RAR): Kal-El, Isak, Doc Tsiolkovski and harrier and
- Double your Pleasure (=DYP): Kal-El, Isak, harrier, RobO and PDEscobar.

In the meantime, during the existence of RARR, some highly appreciated statements about RARR were posted by original creators of DYP and RAR. You can find them here:

Isak: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-20#post-14266559
Doc Tsiolkovski : https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-12#post-14015224 and https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-12#post-14023615
Harrier: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-29#post-15011938

Thank you all very much for your kind words (and even two blessings :D) about RARR. This is the reason, why the new version 1.7 of RARR makes the step from only being a graphical update of DYP and RAR to a mod, that is carefully adding new concepts and some changes to the great epic mods DYP and RAR, while always having the focus on preserving the character of these old masterly mods.

RARR 1.7 also tries to fix all the reported errors of former versions of RARR. Here I say a big thank you very much to Madviking, Node60, Samez, keli, Fortis1, Uaargh!?, jlvfr, Kestrel18, Lord Plebian, TechieTubbies, Mr. Constantin, ynot56, rudy2, Tigris of Gaul, Belofon, Izengrimm, Takeo and Atlasian for reporting these errors all over the years :)

I hope RARR 1.7 will also receive reports of errors and suggestions for improving this mod from civers all over the world .

You can see a list of all fixes and changes in RARR 1.7 here.
The techtrees of RARR 1.7. can be seen here.

Another big thank you very much goes to all the great Civ 3 unit makers, among them Wyrmshadow, Delta_Strife, Sandris, AnthonyBoscia and imperator1961, who did many of the units used in RARR and CCM. You are the one, who are keeping the interest in Civ 3 still alive with all your great work. :thumbsup:

The 180x180 worldmap is based on a work of Kal-El, the lead designer of DYP and RAR many years ago, and was adapted by me to RARR 1.7 with the great help of the Quintillus editor. Here I also want to say a big thank you very much to timerover51 for his advice about locations for placing the hardwood resources to enable the building of special wooden ships.


Installation:

1. You need the expanded mainfiles of CCM2.50 be installed in your C3C mainfolder. For the installation of the expanded mainfiles, please have a look here, starting with 'How to install CCM2' in bold letters. An additional explanation can be found here.

You can download the CCM2.50 files here.

If you have installed the expanded C3C mainfiles with a version of CCM2 older than CCM2.50, this installation must be updated to version 2.50 as this version contains many of the DYP, RAR and RARR units.

2. The old RARR folder in your C3C scenarios folder ccoming with RARR 1.6 and the old RARR biqs are no longer needed. Please delete or rename them, so they can no longer disturb the search of the new 1.7 biqs for the new RARR folder.

3. Unzip the new (very small) RARR folder and the RARR 1.7 biqs (standard, extended and worldmap) into the C3C scenarios folder and here place the RARR 1.7 biqs outside the RARR folder. The zip files are attached at the bottom of this post.

Please remember, that the thousands of units of RARR 1.7 are coming from the expanded C3C mainfiles. Without the installation of the expanded C3C mainfiles, RARR 1.7 will not work.

4. If you use the Steam version of Civ III Complete, you must additionally delete the labels file in the text-folder and rename the file labels-Steam CivComplete Patch to labels, otherwise the bugged Steam version will play havoc with your C3C text.


The RARR 1.7 biqs and the RARR files themselves are now updated to fix all the errors that were reported while playing the first version of those files. The folder for the RARR scenario itself is so small, that no additional patch is needed. Simply let the new RARR.zip overwrite the old RARR files that came with the RARR 1.7 installation in the C3C scenarios folder and add the new RARR 1.7 biqs to your C3C scenarios folder.

Biqs reloaded 16th May 2020. The civers who downloaded the biqs at 15th May 2020 are humbly requested to reload the new biqs, as there are some (minor) changes in the new biqs. The Earth map biq was taken down on 1st July 2020 due to some problems with the Celts. A new worldmap that hopefully will fix that problem is in the tests.
 

Attachments

  • RARR.zip
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  • RARR1.7.zip
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  • RARR1.7-extended.zip
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The story of RARR:

At the end of 2014 DYP Webmaster Ulrich Bernskov kindly gave the permission to CivForum.de of additionally hosting the DYP/RAR-mod to increase the chance of making this wonderful mod available to the Civ 3 community in the next years.
While preparing the additional upload on this server, I noticed, that Doc Tsiolkovski released an early betatestversion of RAR 1.04 on a "not so visited place" at CFC. This version of RAR can be found here and at that place you can read, why Doc Tsiolkovski posted RAR 1.04 (betatest) in that location.

Doc Tsiolkovski did a lot of changes and fixes in the RAR 1.04 betatest version. He listed them in the changelog attached to his RAR 1.04 betatest version. At that time some concepts of that version were not enabled, per example the supplyshipments or the nuclear bomber. In the many years since that early betatestversion of RAR 1.04 was posted, the knowledge in modding Civ 3 has improved and many artists made wonderful additional units, buildings and other features for Civ 3.

So I tried to contact Kal-El and Isak at CFC via pms about continuing the story of RAR and goethe, who additionally had an old email-address of Doc Tsiolkovski tried the same with contacting that member of the RAR-team. I also made a big public post about continuing the story of RAR at CFC: http://forums.civfanatics.com/showpost.php?p=13804025&postcount=2425

Until the date of this post, there was no reply by the former creators of DYP/RAR. Pfeffersack, a late member of the RAR-team, advised me, that in this case it would be better to release the updated mod as a mod-mod and not as RAR 1.04 and I follow his advice.


Chances and additions:

In a first step I enabled the supplyshipments and gave them a setting as it is working in my epic mod CCM since several years. They don´t use the 'Reverse Capture the Flag'-option but the 'Capture the Princess'-option, which is better suited for random maps, meaning the supplyshipment must be escorted to the capital and not to a victory point. The settings were done with editor 1.00 that doesn´t disable the SGLs (this concern only exists with editor 1.03, which contains a bug in the setting of SGLs). As the AI doesn´t use supplyshipments even with these settings very effectively , the setting of the buildings producing these shipments were set to Small Wonders and the worth of a supplyshipment escorted to the capital was set to 25 gold (the same value when a barbarian village is captured).

The nuclear bomber is now enabled, working like the nuclear bomber in the C3C scenario 'WW II in the Pacific'. It is autoproduced by the SW Atomic Weapons Test all 8 turns.

Carriers now have a setting allowing them a long-range bombard. When aircraft carriers appear in the techtree, battleships are disappearing from the building queue.


The main focus laid on a big graphical update of RAR. Hundreds of beautiful units and some missing leaderheads were added, the mod received a new interface and tons of techchooser, buildings and resource icons were reworked or added.


Here you can see many of the added bonus-resource icons:




The unit folder of RARR now holds more than 1.100 units (so it still also contains old replaced units for historical reasons of that mod, that easily could be reactivated by cancelling a suffix behind the folders of the replaced units). Here you can see some of the new flavored land units:






















Thanks to the outstanding support by Delta_Strife this mod contains some not yet released units (including the modern French missile destroyer of the Suffren Class and the French modern carrier of the Clemenceau Class).


Suffren Class:



Clemenceau Class:



Daring Class:



Hamburg Class:



CVN 65 Enterprise:




One of the problems with adding so many flavored units, is the growth of the Hyp-Law-Bug. To avoid that bug, that is caused by linking more than 32 units or buildings to a certain strategic or luxury resource, I introduced the method I used in my own epic mod CCM to diminish the possibilities of running into that bug. The links in the units-civilopedia now are connected to buildings and not any longer to resources.

Additionally another phenomena of the editor, that the Civ 3 community became aware this year in Anthony Boscia´s scenario 1989, is, that the links for resources (that contain that bug) completely disappear from the unit´s civilopedia entry, when the first of the three possible resources in the editor is set to "None" (see the example in the screenshot of the Assyrian swordsman). The setting of units in RARR is very well suited for this method, as there is no unit in RARR that needs three resources as a prerequisite.




Another advantage of that method is that new available strategic resources now can be seen directly in the techtree. The only possibility to run into the Hyp-Law-Bug now is to directly clicking on the small icon of the resource entry in the civiliopedia. Here Vuldacon´s idea of writing the warning 'Don´t click' is used.




In the following I present the techtree of RARR by the example of 4 different civs for the four different eras of this mod:

Era 1 (Mongols):



Era 2 (Germany):



Era 3 (England):



Era 4 (USA):



In era 4 some new levels of planes were added to the mod. The values for these aircraft were mostly calculated by adding the values of the planes one level above and one level below and dividing it with two. Therefore now Mig-21s, Phantoms, Starfighters and so on can also be a part of this mod. To give them enough place for using them, some slight changes in the techtree had to be done.

The wonder Crystal Palace appearing in a complete wrong time now is replaced by Ford´s Factory and in RARR is really giving the assembly plants on the continent. For those who still want to play with the old Crystal Palace some icons for that wonder were added, too.

The wonder Taj Mahal now is in era two with tech Free Artistry (as suggested by Kal-el)

For more details please see the change log in the next post.



Here you can see the added new leaderheads for RARR:


Queen Bilgis (Ethiopia):



Caesar (Rome):



Temujin (Mongols):



Napoleon (France):



Sitting Bull (Sioux)



King Tangaloa (Polynesia):



King Ram Kahaeng (Siam):



Dalai Lama (Tibet):



Mansa Musa (Mali):



You can see a list of all fixes and changes in RARR 1.7 here.
The techtrees of RARR 1.7. can be seen here.
 
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Changelog RAR v. 1.04beta and RARR:

Fixed: TOWs can be drafted
Fixed: 'Upgrade' flag checked for Barbarian Raider and Templar
Fixed: All structures allowing to build armies now also have the 'Increased Army Value' flag

Fixed: Worker Speed settings restored to 1.01
Fixed: Air Defense settings restored; Flak(5) and SAM(10)
Fixed: Modern Armor and flavor now have AA value of 1
Fixed: Removed Desert bonus from Motorized Infantry
Fixed: Light Artillery now has ZoC
Fixed: Flak is a Foot Unit again
Fixed: Destroyer has AA value of 4
Fixed: Missile Destroyer has AA value of 6
Fixed: Cruiser has AA value of 4
Fixed: AEGIS Cruiser has AA value of 8
Fixed: Battleship has AA value of 5
Fixed: Carrier has AA value of 2
Fixed: Super Carrier has AA value of 5
Fixed: Removed 'Flag Unit' from Prize Ship (so it no longer displays in red); increased transport capacity to 5
Fixed: District Courthouse now requires 3 Courthouses
Fixed: Admiral of Fleet has now lethal sea bombardment instead of lethal land bombardment
Fixed: Adventurer and later explorer units get also AI defense flag checked
Fixed: Air Transport has now "Transports only foot units" set
Fixed: American Champion has now AI Offense flag checked
Fixed: Archer enslaves now correct to Slave
Fixed: Attack Submarine stealth attack target list corrected*
Fixed: Boomer Submarine has now also AI Naval Missile Transport flag checked
Fixed: Cannons and later artillery units now create craters
Fixed: Civil Rights Movement now gives 2 happy faces in the city it is built
Fixed: Clipper and later naval transports get the AI escort flag set
Fixed: Commando, Special Forces, its Flavors and the succeding Shadow Force now have the Stealth Attack ability**
Fixed: Conquistador gets AI Defense flag checked
Fixed: Elephant Rider upgrades now to War Elephant (for all civs except India it means to Cuirrasier!)
Fixed: England has now access to the Arquebusier
Fixed: Fokker Triplane has no longer "Go To" and "Explore" command checked
Fixed: Forbidden Palace is no longer flagged as tourist attraction (its gardens are still, however!)
Fixed: Ghurka has now also AI Offense flag checked
Fixed: Harrier has now immobile flag checked
Fixed: Helicopter has now "Transports only foot units" set
Fixed: Humvee flavors (Cobra, Coyote) need now oil as prequesite
Fixed: Hwacha has lethal sea bombardment now
Fixed: Interceptor flavors have no longer "Go To" and "Explore" command checked
Fixed: Inti Warrior has now +1hp
Fixed: Jet Fighter flavors have no longer "Go To" and "Explore" command checked
Fixed: Korea has now access to Stone Crossbowman
Fixed: Korea has now access to Oda Arquebusier
Fixed: Light Artillery has now colleteral damage flag checked
Fixed: Machine Gunner gets AI Offense flag removed
Fixed: Mameluk gets also AI Defense flag checked
Fixed: Man-at-Arms has now lethal land bombardment
Fixed: Marxism is no longer an optional tech
Fixed: Mobile SAM has now lethal land bombardment checked
Fixed: Modern Armor gets AI Defense flag removed
Fixed: Monument shield costs reduced to 20
Fixed: PPS-15 Radar gets "Capture" command and also AI Defense flag checked
Fixed: Precision Missile has no longer infinite bombardment range
Fixed: Radar Artillery gets defense increased to 8
Fixed: Screw Propeller is no longer an optional tech
Fixed: Selfpropelled Artillery gets defense lowered to 4
Fixed: Small wonder produced units get their "Unload" flag removed
Fixed: Spetsnaz upgrades now to Shadow Force (for all other civs, it means Special Forces do!)
Fixed: Special Forces and its flavors now all get "Upgrade" command
Fixed: Transport gets "transports only foot units" restriction removed
Fixed: Viking Swordsman is now flagged as foot unit and amphibious
Fixed: Air Cavalry is no longer flagged as foot unit
Fixed: Armors and their flavors are no longer flagged as foot units
Fixed: Artillery units after the Cannon (exception: Light Artillery) are no longer flagged as foot units
Fixed: Flak and Mobile SAM are no longer flagged as foot units
Fixed: Gunships and their flavors are no longer flagged as foot units
Fixed: Jeep and Humvee including its flavors are no longer flagged as foot units
Fixed: Main Battle Tank is no longer flagged as foot unit
Fixed: Mechanized Infantery and its flavors are no longer flagged as foot units
Fixed: Modern Armors and their flavors are no longer flagged as foot units
Fixed: Motorized Infantery is no longer flagged as foot unit
Fixed: Tanks and their flavors are no longer flagged as foot units

*you can target all other ships
** you can target all units except Settlers+, Workers+, Kings, Princesses, Combat Helicopters, submarine-type ships and other land units with stealth attack ability (Commando, Special Forces, Shadow Forces, Frogman, Storm Trooper, Spec Ops)


Edit: Advanced Fighter has now bombardment 12 and RoF 9
Edit: Air Cavalry gets AA defense 1
Edit: Air Ship gets bombardment 10, RoF 1, "Bombing" air mission, lethal sea bombardment and AI Air Bombard flag
Edit: Bi-Plane and its flavor have now bombardment 4 and RoF 3
Edit: Bomber has now bombardment 20 and RoF 3
Edit: Castle maintenance set to 0
Edit: Colossus goes now obsolete with Navigation
Edit: Conquistador gets movement increased to 3 and costs no longer upkeep
Edit: Cuirassier has no longer ZoC
Edit: Dragoon requires now also Salpeter and gets a ZoC
Edit: Dreadnoughts are now available with Internal Combustion; placed back to Mass production by Civinator
Edit: Elephant Rider gets worker strength reduced to 100%
Edit: Factory requires now Iron
Edit: Fighter and its flavors have now bombardment 6 and RoF 5
Edit: Flood Plains may now also contain Date Palms, but no longer Cattle
Edit: Frogman gets Stealth Attack** (for targets see above)
Edit: General Staff School maintenance set to 0
Edit: Great Lighthouse looses the +1 movement bonus (but still allows Safe Sea Travel); instead it allows now city size 3.
Edit: Gunship and its flavors get AA defense 2
Edit: Helicopter gets bombardment 10, RoF 1,"Bombing" air mission, AI Air Bombard flag, lethal sea bombardment and transport capacity is increased to 3
Edit: Hills also may contain now Pigs
Edit: Hospital gives +50% research and doubles city growth now in addition to +25% production
Edit: Hussar has no longer a ZoC
Edit: Inca aggression reduced to 4
Edit: Interceptor and its flavors have now bombardment 10 and RoF 8
Edit: Internal Combustion needs now also Screw Propeller as prequesite
Edit: Jaguar Warriors cannot blitz anymore
Edit: Javelineer can enslave to Sklave now
Edit: Jet Figther and its flavors have now bombardment 8 and RoF 7
Edit: Landing Craft requires now Oil and gets additonal +2 transport capacity (cumulative with general increase!)
Edit: Long Range Bomber has now bombardment 25 and RoF 3
Edit: Magna Carta gives now also +50% taxes
Edit: Mameluk gets shield cost increased to 90
Edit: Manor gives now +50% production, +50% taxes, reduces corruption and is also flagged as REL and MIL
Edit: Mech Infantery and its flavors are now available with Combined Arms
Edit: Monastery is no longer flagged as scientific and no longer requires Incense
Edit: Motorcycle Scout and later explorer line units have now "Detect Invisible" flag
Edit: Motorized Infantry has now +3hps and gets its shield cost decreased to 270
Edit: Musketeer gets its defense increased to 3
Edit: Naval transport capacities after AncA. increased: MidA.x2, IndA.x4, ModA.x5
Edit: Newspapers cost reduced to 80sp, no maintenance
Edit: Opera House needs Theater as prequesite and can become a tourist attraction
Edit: Patriot no longer requires Salpeter
Edit: PPS-15 Radar gets "Detect Invisible" flag
Edit: Radio Tower costs only 100sp and decreases WW, but no longer increases propaganda resistance
Edit: Royal Tournament maintenance set to 0
Edit: Sioux aggression reduced to 4
Edit: Slaves cost no longer upkeep
Edit: Social Democracy unit support is now 7 gold per unit
Edit: Spec Ops has now Stealth Attack**(for targets see above)
Edit: Stealth Fighter has now bombardment 15 and RoF 10
Edit: Stealth Bomber has now bombardment 40 and RoF 5
Edit: Storm Trooper gets Stealth Attack** (for targets see above)
Edit: Strategic Bomber has now bombardment 30 and RoF 4
Edit: Sub Hunter has now bombardment 8 and RoF 3
Edit: Templar gets its defense value increased to 3 and upgrades to Cavalry
Edit: Training Camp maintenance set to 0
Edit: Transport requires now Oil
Edit: Volcanoes give now 1/3/0 and may contain also Gold, Aluminium, Uran, Silver, Coffee, Tea, Wine and Olive Oil
Edit: War Elephants no longer require Elephants and get clear forest/jungle and road-building ability(at speed 100)
Edit: Theocracy is now immune to Investigate Cities, but no longer to Propaganda; rate cap increased to 60%
Edit: Fundamentalism is now immune to Establish Embassy, but no longer to Propaganda
Edit: Blood Cult Small wonder added; requires Theocracy, obsolete with Emancipation, produces a Priest every 10 turns
Edit: Priest unit added; 4.1.2, Stealth Attack, enslaves to Temple Virgin
Edit: Temple Virgin unit added; exactly like Slaves, but shield cost 20 (so they'll give more culture when sacrificed)
Edit: Norse Axeman unit; replaces MDI for Vikings, no resources, amphibious, +1HP, enslaves to Berserk
Edit: Berserk is now 6.1.1; Note it cannot be built, only spawned from Norse Axeman
Edit: removed 'Tourist Attraction' from League of Nations
Edit: Pentagon, SPHQ, Special Warfare Center, War College, War Games Facility are 'Stealth Attack Barriers' now
Edit: SPHQ now also allows Veteran Ground units, prevents propaganda and reduces corruption
Edit: Barbarian Raiders enabled for all Civs; shield cost 20, upgrade to MDI, require Natives as dummy resource; can now be found in GH
Edit: Air Ships now require Aluminium; Civinator changed from Aluminum to Oil.
Edit: V1 no longer requires Aluminium
Edit: Frogman is now Invisible
Edit: SpecOps is now Invisible
Edit: Decreased shield cost of Customs House to 220


Artwork Changes RAR v. 1.04:

Fixed: Qin Spearman Build queue icon added
Fixed: Added T-34 artwork as it was missing from the Extras patch
Fixed: Tribe Pediaicon
Fixed: Uniformly Medium Junk fidget sound added (copied the Run sound)

Edit: Replaced Civil Liberties Tech Icon with Rufus T. Firefly's version (due to a PCX error)
Edit: Machine Gunner now uses the WW2 Pacific MG Battalion animation
Edit: Commando now uses WW2 Pacific Combat Engineer animation
Edit: Armor now uses WW2 Pacific Light Tank animation
Edit: Trebuchet now uses the standard Firaxis animation
Edit: Long Ship now uses Middle Ages animation; renamed to Longboat
Edit: Priest now uses default Inquisitor animation; changed to Leader animation by Civinator
Edit: Norse Axeman (Throwing Axeman by Jimmyh) added and graphics updated by Civinator
Edit: Halberdier now uses default Swiss Mercenary graphics


Civinator (Additional Changes for RARR):

Fixed: Supplyshipments and Plantages/Mines enabled but set to Small Wonders to avoid too much units on the map
Fixed: Harbor graphics are now era-specific
Fixed: Marketplace graphics are now era-specific
Fixed: Slave Market graphics
Fixed: Great Library is now visible in techtree
Fixed: Temple of Zeus is now visible in techtree
Fixed: Coal Plant now comes after factory with tech Steam Engine
Fixed: Taj Mahal is now in era 2 with Free Artistry tech
Fixed: Bldg 53 Blood Temple: Civilopedia entry renamed to Relique so 1.03 games still can be played
Fixed: Tech Massproduction: Obsolete perequisite tech Screwpropeller removed; tech-arrow deleted
Fixed: Typo in "Dreadnoughts"

Edit: Atomic Bomber enabled. Can only be received by autoproduction from SW "Atomic Weapons Test" all 8 turns
Edit: Setting of carriers changed
Edit: Tech Advanced Composites now additionally needs tech Vertical Flight as a perequisite
Edit: Tech Supersonic Flight now additionally needs tech Nuclear Power
Edit: Tech Vertical Flight now additionally needs tech Civil Liberties as a perequisite
Edit: Tech Stealth now additionally needs tech Guided weapons as a perequisite
Edit: Tech Sonar is now a perequisite for tech Radar
Edit: Tech Naval Aviation is now a perequisite for tech Electronics
Edit: Tech Navigation now needs additionally Tech Gunpowder as a perequisite (as all ships available with that tech have cannons)
Edit: Battleships cannot be produced any longer when reaching tech Naval Aviation
Edit: Predreadnoughts added with Tech Internal Combustion (Canopus, Brandenburg, Zhenyuan, Mikasa, Charlemagne, Peresvet, Iowa-BB4, Predreadnought)
Edit: Destroyer (WW1) added with Tech Unionization
Edit: Destroyer (Cold War) added with Tech Vertical Flight
Edit: WWI Bombers added with tech Flight (Early Bomber, Caproni Ca.3, HandleyPage Bomber, Gotha G.IV, Sikorsky Mourometz V)
Edit: WWII Fighters added with tech Aviation (Early Fighter, Hawk 75, I-16, M.S.406, G-50 Freccia, MB-151, Hurricane, He-112, Me-109E, A6M Zero, P-38 Lightning, Bell P-39)
Edit: WWII Medium Bombers added with tech Aviation (Medium Bomber, Ju-86, SM.79 Sparviero, He-111, Vickers Wellington, Amiot 354, Petlyakov Pe-2, G4M Betty, B-25 Mitchell
Edit: Jet Fighters II added with tech Super Sonic Flight: Mig-21, F-104 Starfighter, Mirage III, Mirage III (Export), English Electric Lightning, Saab J35 Draken, F-4B Phantom)
Edit: Jet Fighters III added with tech Advanced Composites: Updated F-15, Mig 29, Interceptor; Added: F-14A Tomcat, Tornados (Germany, Uk, Italy), Mirage 2000, Saab JA-37 Viggen
Edit: Jet Fighters IV added with tech Stealth Eurofighter, Rafale, Gripen, Chengdu J-10, Su-30 Flanker, F-15 Strike Eagle
Edit: Supersonic Bomber added to tech Advanced Composites with the states of the former strategic bomber; graphics updated
Edit: AT-Infantry, Bazooka-Infantry, British AT-Infantry, French AT-Infantry and German AT-Infantry added with tech Rocketry; TOW Infantry moved to tech Body Armor
Edit: GW Crystal Palace changed to Ford´s Factory; graphics and splash updated, graphics for assembly plant changed
Edit: Shangri La now goes obsolete with Internal Combustion
Edit: National Monument is now vailable with Social Darwinism
Edit: The Pyramides are now visible in the techtree with tech Masonry
Edit: Workerjob "Create outpost" is now available with tech Scrap Mining
Edit: AT-Infantry added with tech Rocketry (AT-Infantry, Bazooka-Infantry, British AT-Infantry, French AT-Infantry, German AT-Infantry)
Edit: Machine Gunner now upgrades to AT-Infantry
Edit: TOW-Infantry now available with tech Body Armor


Artwork Changes for RARR by Civinator:

Units:

Airship: Updated with Zeppelin graphics
WWI Fighters: Updated Sopwith Camel and Fokker Triplane; added Hanriot HD-1, Halberstadt D.II Turk, Fokker Quetzalcoatl, SPAD S.XIII
WWII Fighters: Fighter, P-51 Mustang, FW 190 updated; Added: Spitfire, Dewotine-520, Fiat G.55 Centauro, Ki-84 Frank, Yak-9, Saab_J-21, disabled Sturmovik, old Mustang and old FW190
WWII Heavy Bombers: Added: Heavy Bomber, Piaggio P.108, Petlyakov Pe-8, He-177 Greif, Handley Page Halifax, Lancaster, B-17 Flying Fortress, B-24 Liberator; Disabled: Bomber
Atomic Bomber: Updated graphics
Jetbombers: Updated Long Range Bomber, Added: Heavy Jetbomber, B-47 Stratojet, Tu-16 Badger, Vickers Valiant, Xian H-6
Strategic Bombers: Updated graphics; Added: B-52H Stratofortress, Handley Page Victor, Avro Vulcan, M-4 Bison
Jetfighters I: Updated Mig 15, F-86 Sabre; Added: Jet Fighter, F-86K Sabre, Hawker Hunter, Saab J-32 Lansen, Super Mystere
Helicopters I: Added: Eastern Air Cavalry, German Air Cavalry, French Air Cavalry
Helicopters II: Gunship graphics updated; Added: Mi-24 Hind D, EuroTiger, A129 Mangusta, Rooivalk
Subhunter: Graphics updated
Air Transport: Updated graphics
Transport: Updated graphics
Iron Frigate: Updated with HMS Warrior
Dreadnought: Graphics updated; Added: Conte di Cavour, Courbet, Gangut, Iron Duke, Koenig, Rivadavia, Delaware, Salamis
Battleship: Graphics updated; Added: American Battleship, Asian Battleship, Bismarck, Iowa, King George V., Littorio, Richelieu, Sovietsky Soyuz, Yamato
Cruiser: Graphics updated; Added: Admiral Hipper Class, County Class, Des Moines Class, Duquesne Class, Kirov-Class, Mogami Class, Trento Class
Destroyer: Graphics updated; Added: Asian Destroyer, Bourrasque Class, Fletcher Class, Kagero Class, Navigatori Class, Tashkent Class, Tribal Class, Z Class
Destroyer (WW1): Added: Destroyer WWI, Bouclier Class, Muavenet-i Milliye Class, Rioja Class, B 97 Class, Novik Class, R Class, Minekaze Class, Wickes Class
Destroyer (Cold War): Added: Modern Destroyer, Gearing Class, Daring Class, Hamburg Class, Skory Class
Missile Destroyer: Graphics updated; Added: Hangzhou Class, Mimbelli Class, Sachsen Class, Sovremenny Class, Spruance Class, Type 23 Duke Class
AEGIS Cruiser: Graphics updated; Added: Eastern Missile Cruiser
Carrier: Graphics updated
Carriers WW2; Added : Kaga, Lexington, Ark Royal, Graf Zeppelin, Aquilas, Bearn, Dedalo Class, Komsomolets CVL, Asian Carrier (WWII), Northern Carrier (WWII), Carrier (WWII)
Carriers Cold War; Added : Eagle Class, Forrestal Class, Eastern Carrier, Gorshkov Class
Nuclear Carrier: Graphics updated Nimitz Class; Added: CVN65 Enterprise
Submersible: Graphics updated
Submarine: Graphics updated; Added: Uboat-Type VII, Gato Class
Attack Submarine: Graphics updated; Added Los Angeles Class
Boomer Submarine: Graphics updated; Added Typhoon Class
V-1: Updated and icons added
Settler: Updated with Motorized Settler graphics
Patriot: Unit and icons updated
Partisan: Unit and icons added
Motorized Infantry: civ flavored units added (Mechanized Infantry, UK Mech.Infantry, Panzergrenadiere, Type 1 Ho-Ha, BTR-152, Arab BTR-152, BTR-40)
WWI tanks: Updated Tank, MK IV, AV7; added Fiat 2000 and Renault FT17
WWII tanks: M-4A2 Sherman, Somua35, Panther, Nahuel DL 43 added; T-34, Churchill, Kha-Go updated; Pershing and Panzer IV graphics replaced but disabled
MBTs: civ flavored units added (Main Battle Tank, M48 Patton, M60 Patton, T-54, T-55, Type 59, Type 74, Stridsvagn 103, AMX-30, Leopard, Chieftain, Chieftain Desert)
MBT2s: Updated Leopard 2, Leclerc, Challenger 2, T-90, Type 90, Ariete; added M1A1 Abrams, K2 Black Panther, Leopard 2 (Export), Leopard 2 (Chile), Stridsvagn 121, T-72S Shilden,
MBT2s continued: Added Type 99, T-90 (Bhishma) and T-90 (Mahgreb). Disabled Arjun, M1A1 and IS3M.
APC2s: Updated: Marder, Rooikat, CV 9040; Added: AMX-10P, BTR-80, M2A1 Bradley; Disabled: BTR80 and KAFV
SPAs: Added: M109, 2S3 Akacija, GCT 155 mm, AS-90
SAM: Added: SA-4 Ganef
Jeeps: Updated Jeep, Aded: VW Kubelwagon, Humvee Green, Humvee Desert, Humvee Woodlands, Cougar4x4, RG-31, RG-31 Desert, VAB6x6, VTLM Lince; disabled Cobra and Coyote
Motorcycles: Updated Motorcycle scout; Kradschuetze added
Colonial Marine: Graphics updated
Marine: Graphics updated
Modern Marine: Graphics updated
Hussar: Graphics updated; Added: Spanish, Italian, French, Prussian, Swedish, Russian Hussars, British Lifeguard, Mameluke, Steppes Rider, Asian Rider, Native Horselancer
Dragoon: Graphics updated; Added: Spanish, Italian, French, Prussian, Swedish, Russian, British, American, Asian, Indian and African Dragoon, Mounted Musketwarrior
Cavalry: Graphics updated; Added: Italian, French, British, German, Swedish, Russian, Eastern, Asian, American and Mesoamerican Cavalry, Native Scout
Cuirassier: Graphics updated; Added: German Reiter, English Ironside, Spanish Cuirassier, Caballero, Native Horse Archer
Knight: Graphics updated; Added: Asian Knight, Korean Knight, Meso Knight, Mongolian Knight, Russian Knight, Swedish Knight, German Knight, English Knight, French Knight,
Knight continued: Added Italian Knight, Spanish Knight, African Knight
Knights of the Realm: Graphics updated
King's Guard: Graphics updated
Horse Archer: Graphics updated; Added: African, Arabic, Byzantine, Carthaginian, Chinese, English, European, Mamluk, Meso, Persian, Roman and Russian Horse Archer
Cataphract: Graphics updated; Added: Persian, Asian and Carthaginian Cataphract
Heavy Horseman: Graphics updated; Added: Brythonic and Gupta Cavalry
Horseman: Graphics updated; Added: Asian, Briton, Gallic, Germanic, Indian, Macedonian, Meso, Mideast, Persian, Ptolemaic, Silla and Slavic Horseman
Chariot: Graphics updated; Added: Asiatic, Eastern, Iberian, MidEast, Mycenean, Northeuropean, Roman Chariot and Ratha
Elephants: Added: Asian and Punic Warelephant
Camels: Camel Rider: Graphics updated; Added: Roman Camel Trooper and Arabian Camel Rider; Replaced Mameluk by Camel Archer, Eastern Camel Archer and Arabian Camel Archer
Artillery: Graphics updated
Light Artillery: Graphics updated
Heavy Artillery: Graphics updated; Added: BR-2 Mortar, 150mm Howitzer, 152mm_Artillery
Spearmen: Graphics updated: European, Germanic, Qin, Arabian, African, Amerindian Spearman, Scutatio; Added: Hindu, Mongolian, Assyrian, Egyptian, Gallic, Briton, Northern,
Spearmen continued: Russian, Koori and MesoSpearman
Pikemen: Graphics updated: Pikeman, Arabian Pikeman, Eagle Knight; Added: Nara, African, Carthaginian, Chinese, English, French, Indian, Italian, Mongolian, Russian, Samguk,
Pikemen continued: Scandinavian, Spanish and Thai Pike
Late Pikemen: Added: Asian, Ottoman, Indian Late Pikeman, Italian Late Pikeman, Landsknecht, Late Pikeman, Spanish Late Pikeman, Swedish Late Pikeman
Archer: Graphics updated: Archer, African Archer, Arabian Archer, Brave and Bowman;
Archer Added: Chinese, Korean, Golden, Mongolian, Persian, Eastern, Russian, Germanic, Roman, Egyptian, Mesoamerican, Native and Polynesian Archer
Crossbowmen: Graphics updated: Crossbowman, Longbowman; Added: African, Almohad, Asian, Chinese, Fatimid, French, Italian, Russian, Scandinavian, Spanish, Timurid and Yamato Crossbowman
Swordsmen: Graphics updated: African Swordsman, Arabian Swordsman, Mediterranean Swordsman, Pictish Swordsman, Viking Swordsman, Legionary
Swordsmen Added: Assyrian, Eastern, Egyptian, Carthaginian, Iberian, Russian, Mongolian, Polynesian, MesoSwordsman and Tulwar Warrior
Medivial Swordsmen: Graphics updated: Chinese Medieval Infantry, Janissary, Norse Axeman and Berserk
Medivial Swordsmen: Added: English, French, Spanish, Teutonic, Russian, Byzantine, Arabic, Mongol and Gaya Footknight, Hindu and Eagle Swordsman, Perwira, Lion Warrior and Native Brave
Musketeer: Graphics updated: Musketeer; Added: English Musketman, German Musketman, Swedish Musketman, Italian Musketeer, Spanish Musketeer, Strelets Musketman, Eastern Musketeer,
Musketeer continued: Musket Janissary, Indian Arquebusier, Asian Musketeer, Firelancer, Mesofirelancer, Tlecuahuitl and African Musketeer
Musketman: Graphics updated: Musketman; Added: African, Asian, Indian, Italian, Japanese, Ottoman, Prussian, Russian, Spanish, Swedish and Native Musket Infantry, British Redcoat
Line Infantry: Graphics updated; Added: British, Prussian, Russian, Swedish, Italian, Spanish, African, Asian, Indian Line Infantry, Nizam Infantry and French Guard
Rifleman: civ flavored riflemen added (Asian, Italian, Ottoman, Swedish, Indian Sepoy, Russian Fusilier, Sioux and Native Flintlock; Prussian Fusilier, French R. and Zuluwar R. updated)
Trencher: civ flavored trenchers added (African, American, Arabian, British, Chinese, French, German, Greek, Indian, Italian, Japanese, Mexican, Russian, Swedish, Turkish)
Infantry: Unitspecifivic icons added
Modern Infantry: Graphics updated; Added: African, Arab, Polynesian, British, Bundeswehr,Indian, DPRK, JSDF, Mongol, Latin, PLA, Russian, US Vietnamese Inf. and Revolutionary Guard
Paratrooper, Eastern Paratrooper, Asian Paratrooper, Fallschirmjäger, Airborne Ranger: Graphics updated
Airborne: Graphics updated; Added: African Airborne, British Airborne, Chinese Airborne, Soviet Airborne, Fallschirmjaeger (BW) and US GreenBeret
Commando: Graphics updated
Special Forces, Delta Force, KSK: Graphics updated
Imperial Guard: Graphics updated
Storm Trooper: Graphics updated

Leaderheads:

Added: Sitting Bull for Sioux, Bilgis for Ethiopia, Mansa Musa for Mali, RamKhamhaeng for Siam, Tangaloa for Polynesia, Napoleon for France, Ngawang Gyatso for Tibet;
Updated: Temujin, Caesar
 
I can already report on one bug, Tibet's leader's medieval portrait seems to be screw up.


madviking, thank you very much for reporting that error. :) The error is noted for the next update.
 
There is one additional problem with missing files for Tibet.
The screen espionage:



Of course, the problem is easily solved, but ... :)
 
There is one additional problem with missing files for Tibet.
The screen espionage:



Of course, the problem is easily solved, but ... :)

Node60, welcome at CFC. :band:[party]

I highly appreciate, that you do your first post at CFC to improve this mod. :)
In the pediaicons file I forgot to overwrite the "j" in the #ICON_RACE_TIBET entry for the NgawangGyatso_SMALL icon.

The small fix is to delete the "j" in that entry in the pediaicons text file.
The error is noted for the next update. :)
 
Thanks for all the work :goodjob:
I gave the French a try and was reminded how much tech trading there is in an epic game...

I found two bugs:
Art/units/French MG Btln/French MG Btln.ini
missing... The F062 French HMG.ini has to be renamed

The autoproduced "Admiral of the Fleet" ships never get obsolete and can't be upgraded (at least for the French) I would recommend to make the wonder obsolete with screw propellers

There might also be a bug with the Iroquois but I am not 100%sure... They massed huge amounts of gold in one of my early starts. They had about ~10 000 gold @100AD with only 6 or 7 cities.
 
Thanks for all the work :goodjob:
I gave the French a try and was reminded how much tech trading there is in an epic game...

I found two bugs:
Art/units/French MG Btln/French MG Btln.ini
missing... The F062 French HMG.ini has to be renamed

The autoproduced "Admiral of the Fleet" ships never get obsolete and can't be upgraded (at least for the French) I would recommend to make the wonder obsolete with screw propellers

There might also be a bug with the Iroquois but I am not 100%sure... They massed huge amounts of gold in one of my early starts. They had about ~10 000 gold @100AD with only 6 or 7 cities.

Samez, thank you very much for your kind words and for your help. :) I will have a look in the files of the French machinegunner. The machinegunners in RARR are some of the most complicated units in that mod as I set them era-specific. So here errors can occure very quickly.

I will reflect about your suggestions of the autoproduced "Admiral of the Fleet" (making the wonder go obsolete or restoring the upgrade chain for that ship).

I cannot say anything about your obervation with the Iroquois. You can make a lot of gold with tech-trading in RARR.

Thank you very much for your input. :)
 
Another error was reported to me by keli via pm concerning the unit Roman Chariot:

In the Ini-file of that unit there must be a space between Roman and Chariot. This can be edited easily with WordPad.

keli, thank you very much for reporting that error :) and please post your next observations directly here in that thread, so all civers can be informed at once.

The error is noted for the next update of RARR.
 
Another missing file:...
I looked through unit files, but couldn't find this one at all

Fortis1, thank you very much for reporting that error. :)

The Koori Spearman is completely missing in the unit folder.

I will do a complete update with all reported errors this weekend (not only of the biq, that holds another annoying error in the setting of the Strelets Musketman, that was reported by keli in another thread),

So please report any other errors you have found, if possible, in the next hours, so I can include a fix in the update.
 


Almost no units require saltpeter to be built. I noticed that medieval infantry doesn't need Iron as well, but I haven't checked other units yet.

Fortis1, one more time thank you very much for your help. :) Many units in RARR need saltpeter and other strategic resources - and the medieval infantry needs iron. In that case you became a "victim" of the new improved moddig tech used in RARR to avoid the Hyperlink.bug.

From the RARR introduction posts:

One of the problems with adding so many flavored units, is the growth of the Hyp-Law-Bug. To avoid that bug, that is caused by linking more than 32 units or buildings to a certain strategic or luxury resource, I introduced the method I used in my own epic mod CCM to diminish the possibilities of running into that bug. The links in the units-civilopedia now are connected to buildings and not any longer to resources.

Additionally another phenomena of the editor, that the Civ 3 community became aware this year in Anthony Boscia´s scenario 1989, is, that the links for resources (that contain that bug) completely disappear from the unit´s civilopedia entry, when the first of the three possible resources in the editor is set to "None" (see the example in the screenshot of the Assyrian swordsman). The setting of units in RARR is very well suited for this method, as there is no unit in RARR that needs three resources as a prerequisite.




Another advantage of that method is that new available strategic resources now can be seen directly in the techtree. The only possibility to run into the Hyp-Law-Bug now is to directly clicking on the small icon of the resource entry in the civiliopedia. Here Vuldacon´s idea of writing the warning 'Don´t click' is used.


--------------------------------------------------

But nevertheless your post was extremely helpful, as I noticed, that even if you click on the strategic resource files like saltpeter, iron and oil that are needed by many hundreds of units, these links dissapear from the civilopedia resource entry, too and even Vuldacon´s icon "don´t click" isn´t needed any longer if the units in the editor are set to resource "None" in the first of the three resource slots for that unit in the editor.

So I clicked on the other former "dangerous" strategic resource icons and found 4 units where I forgot to set their first resource to "None". So you helped me to correct four minor errors and gave me an additional interesting insight into the new way of modding strategic resources in C3C. :)
 
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