[RaRE] RaR Extended: a combined modmod for the RaR modification

Went and tried to install this. Downloaded the latest RAR from the page on here, 4.2. Downloaded 2.5.1 and 2.5.2 and folowed the directions in them. The result was a mod that loaded but didn't appear to do anything. I looks just like vanilla.

Anybody do a letsplay of this or a thorough review? I'd like to see the game with this mod even if I can't manage to play it myself.

I absolutely love R&R and play it tons; have over 1000 hours in it now. Great work on it guys!
 
Went and tried to install this. Downloaded the latest RAR from the page on here, 4.2. Downloaded 2.5.1 and 2.5.2 and folowed the directions in them. The result was a mod that loaded but didn't appear to do anything. I looks just like vanilla.
You need to install the correct updates in order.
  1. RaR 2.4
  2. RaRE 2.5
  3. RaRE 2.5.2
RaRE 2.5.1 can be skipped because it is completely overwritten by 2.5.2.
 
getting xml errors probably made a mistake in installing I can play RAR just fine. Any help will be appreciated sorry for the double post.
 
Will try again. I noticed that the files have instructions in them and it isn't as simple as just copying one install over the other, or is it? When I did that without moving stuff around as per the instructions included in the zip files, it did load up what looked like RAR, except many of the units were invisible once in the city and couldn't click on em.
 
It seems to have installed properly on my second attempt. Or at least it works. But it may just be RAR from before, because I don't see new leader traits as per the first mod refered to on the first page of this thread (that is integrated into this mod, yes?)
 
changelog said:
- import/export window now has buttons to set and clear multiple yields with one click (like clear all)
You can check if these buttons are present. Since they are only present in RaRE, they will tell if you have RaR or RaRE.

I noticed that the files have instructions in them and it isn't as simple as just copying one install over the other, or is it?
It is. Just drag-n-drop the files and overwrite.
 
Question, I'm having a problem where on my city screens it is not showing how much of a resource I have or how much each resource is increasing by. I installed RAR 2.4, RARE 2.5, and RARE 2.5.2, in that order. Any idea how to fix this error?
 
Considering that it works for me and not for you, it must be something, which makes your computer different. The only thing I can think of offhand is which resolution do you use and does it work if you switch resolution?

I am running in 1366x768. Changing to another resolution doesn't seem to affect the display. It appears to be more an issue that there are no numbers at all:

wlT8HHz.jpg


I installed two instances of RAR, renaming the second directory RARE, as can be seen below.

Here are how my directories are arranged:
gD8iveh.png

Qwxr6Zm.png
 
I am running in 1366x768.
I have seen RaRE run at that resolution and it worked just fine. A bit crammed due to lack of pixels, but other than that it worked just fine.

I notice you have the two folders "1 plot" and "2 plot". You have to copy the dll file from ONE of them into assets and overwrite the DLL present there. I added more DLL functions, which are used by the city screen and if you use the RaR dll file, it won't work. I haven't actually tested how it will fail, so I can't tell for sure that's the problem. I just know it won't work as intended.

Since the numbers are missing, you most likely have a python exception. Enable display of exceptions by editing CivilizationIV.ini (yes civ, not colo), which is inside my games/colo
Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 1
Change that to 0 and it will give an error message when the python code fails. At the very least it should tell which line it fails in, which is a big hint to what failed.
 
Question, I'm having a problem where on my city screens it is not showing how much of a resource I have or how much each resource is increasing by. I installed RAR 2.4, RARE 2.5, and RARE 2.5.2, in that order. Any idea how to fix this error?

Its a well known problem that I also had which is especially present for Windows Vista.

You must install exactly in

Computer -> C -> Games -> Colonization -> Mods

Not in "My Documents".
Create any of these folders you don't have already.
 
Its a well known problem that I also had which is especially present for Windows Vista.
I have never run into this problem and I have tried both XP and win7. However it seems that undefined behavior will take place if there are non-ascii characters in the path. This means using the mods folder in My Documents is ok if you are named Peter, but not Péter.

Also I recommend installing in C:\Games instead of program files if you ever want to use git to get a mod. Windows is picky about writing to files in program files and git isn't allowed to touch Colonization (or civ4 for that matter). This is less of an issue if you just download a zip and place the mod inside yourself.
 
You can check if these buttons are present. Since they are only present in RaRE, they will tell if you have RaR or RaRE.

Thanks! Looks like I do have it working. I've never used import or export window before, so there's something new for me. Played thousands of hours of this game and I've always run my goods manually.
 
I've recently came back to Col, decided to try this one out. So far good, but I have a few comments.

Very minor bug, Ships of the Line, when in Europe, use Man'o War sprite.

About number of combat rounds...I find it too low. I've had situations when combat ended in stalemate even if my unit was far superior. Especially often it happens in naval combat.

And I'm still trying to solve one thing...how to most effectively protect my whaling ships? The spots are far away, and they're most vulnerable while in transit. I've tried to assign each ships an escort by grouping the whaling ship with a corvette, but after I click the automate whaling button, they start exploring instead.
 
Very minor bug, Ships of the Line, when in Europe, use Man'o War sprite.
Sounds like the work is as minor as the significance. It must be a single line, which needs changing somewhere in XML. The question is where, what it should say and if the correct sprite is present.

About number of combat rounds...I find it too low. I've had situations when combat ended in stalemate even if my unit was far superior. Especially often it happens in naval combat.
Actually I think that's the idea. Units (particularly ships) should be able to survive more often. However it could make sense to move the number of rounds from hardcoding to xml. That way it will be easy for people to test different settings and find a decent balance.

And I'm still trying to solve one thing...how to most effectively protect my whaling ships? The spots are far away, and they're most vulnerable while in transit. I've tried to assign each ships an escort by grouping the whaling ship with a corvette, but after I click the automate whaling button, they start exploring instead.
I find that whales are fairly randomly distributed. I have had whales fairly close to my first colony and I have had games where whales are so far away that I haven't bothered. It's like gold/silver bonuses. Sometimes you are lucky to be next to them and sometimes they are "not in this game".

The escort going into exploring mode really sounds like a bug. I will take a closer look when I get around to it.
 
I find that whales are fairly randomly distributed. I have had whales fairly close to my first colony and I have had games where whales are so far away that I haven't bothered. It's like gold/silver bonuses. Sometimes you are lucky to be next to them and sometimes they are "not in this game".

The escort going into exploring mode really sounds like a bug. I will take a closer look when I get around to it.

Yeah, I decided to give whaling a shot because I wanted to produce everything possible.

In case it wasn't clear...the whole group, not just the escort ship, moves together is exploration pattern. So the whaling boat becimes useless.

There's one thing that's not clear to me though. Description of Line Infantry Soldier, as unit (so colonist with line infantry specialization), states he doesn't recieve defensive bonuses. There's nothing like that for Line Infantry profession, though...so, will a Line Infantry created from specialist recieve defensive bonuses or not? I don't know if I should train Line Infantry or Colonial Militia for defense against REF along with light artillery.

Edit: one more thing...is the export capacity of custom house/central customs authority somehow capped? I've tried to route everything through my central customs authority, but it just can't keep up with the flow of goods...
 
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Hi! I think I can confirm that I actually do not see the announced changes in my RaRE 2.5.2.

I mean that a scout, having found a Treasury, did not lose HP. And any unit from the very start of the game could enter peaks without roads... I did not notice any food impact in my only city when I was healing my units that got damaged by animals.

My installation was as following: Got a RaR 2.4, made a copy of that, extracted RaRE 2.5 overwriting, over that extracted RaRE 2.5.2., overwriting. Extracted the main DLL into Assets chosing the 2-plot version.

Edit: It is installed as expected in D:\Games\Civ4\Colonization\Mods

Where am I mistaken? Thanks beforehand!
 
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