Rise And Rule Revisited (epic mod)

Good! Many thanks!

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Fixes in RARR-mainfile, uploaded 25.10.2015:

The new mainfile holds all fixes from the former RARR-Patches. Additionally the Ini and the soundfiles of the F-15 Strike Eagle, the sound files of the Asian Cavalry and the missing soundfile AA.wav of the Super Carrier are fixed.
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Downloadlinks for RARR:

Download RARR-Mainfile: New Mainfile uploaded 12.07.2015. It´s a self extracting rar.exe of 1,01 GB rared.
Download RARR-Patch: Details see below
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Do I understand correctly that the main file has also changed and needs to be reloaded?
And, accordingly, the patch is not needed at this time?
 
Do I understand correctly that the main file has also changed and needs to be reloaded? And, accordingly, the patch is not needed at this time?

Yes, if you redownload the new mainfile, none of the patches is needed any longer. This is mainly a service to all civers, who have problems with the patches.

If you don´t download the new mainfile, you need the patches and additionally you have to fix all issues of the mainfile manually, that were reported after the last patch (F-15 Strike Eagle: Ini and sound, sound for Asian cavalry, AA.wav for Super Carrier).
 
Tempting, but I won't find the time in the foreseeable future.

Anyway, I'm sure you caught the spirit of DYP/RAR :), so you have my blessing to change really a lot.
I somewhat remember the reason behind some of the more puzzling features - RR with Explosives, seemingly overpowered WW1+2 tanks and huge sea transport capacities: help the AI...:rolleyes:

RR - once the player can build them, we all spam the landscape in no time, skyrocketing production and food. Plus the annoying infinite movement. Besides, Steam Engines historically makes no real sense; they were around for a century before huge rail networks.

Sea Transports - the AI builds too few of them, and we never found out how to improve the AI build preferences here, aside making them unreasonably cheap, like in Age of Imperialism, but this even more helps the human player.

Tanks - this one is indeed difficult. I really tested this a lot, and for me, it finally gave the AI a chance to threaten (but not overpower) even an advanced player in the later game. In general, compared to vanilla, the standard defenders in RAR are weaker vs the standard attacker. We wanted to avoid the usual situation that the human just has to place like 2 Inf in a Metro, and losing a non-coastal city is almost impossible (the balance in the standard game is fine, because here the AI builds tons of units). OTOH, defender strength values are almost pointless for a human with enough artillery, especially when fast attackers can retreat. So, if the WW1/2 tanks are best attackers and defenders, it makes it harder for the human to march next to an AI city and capture it, while also making it harder to eliminate an AI invasion (the AI obviously never coordinates fast attackers, slow defenders and ari in one stack).
I fully agree that this is highly artificial and lacks realism - so if you get to the same result with more elaborate designs like autoproduced joker units, even better.

I'm interested in your solutions

Best
Doc T

Doc T. thank you very much for your blessing :) and your look behind the screens of RAR!:goodjob: :)

Help for the AI, that´s a very complex theme. I have presented an also very complex system for a solution in my own mod CCM - but RARR should stay RARR (or RAR) :)



A possible solution for Railroads in RARR (different to CCM) could be to allow the building of Railroads only to a special worker-unit (railroad brigade or something like this) and to make the building of railroads really expensive.

The separation of worker jobs that are performed by the AI now is possible with the use of the Quintillus editor.

Seatranports and other seaunits:

The solution to make them much cheaper works well. Again from CCM I can say, this would be a big win for RARR. Another (or additional) solution could be the autoproduction of bigger ships and merchant navy by special buildings.

WWI and II Infantry:

The defense for those units must be strengthened. To concentrate the cornucopia of landunits to only one kind of unit (tanks) is a prize, that is much too high for the result.

One part of the problem is the spoiled AI routine for landartillery.

I developed a complex and working system for a new handling of AI landartillery in CCM. RARR should keep the bombarding landartillery, so here another solution must be found. I made some short experiments with assigning the AI routine of naval power to landartillery with the Quintillus editor. In Debug mod the results were interesting with placed AI artillery on the map. A civer who tried this setting in an epic game had no good results. Here some testing could be useful.

As landartillery with the current AI routine is a big exploit in favour to the human player, this exploit shouldn´t be massively enlarged by the setting of fighters in double roles (intercept and bombard). The human player can use the switching between the roles perfectly, but the AI can´t. So in my eyes the exploit for humans by the current setting of landartillery is multiplicated by the setting of fighters.

This can only be a short answer to a very complex theme, but that´s all my free time allows today. I would be happy about a good discussion of these problems.

All the Best
Civinator
 
Lord Plebian, that´s great that it is working now for you. :) What you show in the screeenshot is a bug -but not a special bug of RARR. It´s a common bug of Civ 3.

I'm getting the same issue, whenever I deploy my first city it dies at turn one! Any advice on how to fix this? If you have any additional info on this I'll be grateful, tks!
 
I'm getting the same issue, whenever I deploy my first city it dies at turn one! Any advice on how to fix this? If you have any additional info on this I'll be grateful, tks!

BurguerCat, welcome at CFC! :band:[party]

Your report sounds to be another problem, may be of some missing graphics files. Do you have a CTD without an error message, or do you receive an error message? Does your game die, when your settler is founding the city and the city screen should open, or does the game "die" when you start the game before you can give your settler an order (movement or found city)?
 
BurguerCat, welcome at CFC! :band:[party]

Your report sounds to be another problem, may be of some missing graphics files. Do you have a CTD without an error message, or do you receive an error message? Does your game die, when your settler is founding the city and the city screen should open, or does the game "die" when you start the game before you can give your settler an order (movement or found city)?

Hello there, thanks for the quick response!

At the beggining I can order my units around normally, after I found my first city it gets razed right away (see screenshots). Then I loose. If I skip my first turn with no cities built just to let the AI build their cities first same happens to them, all build and loose and I win the game via conquest lol.

I see no error messages btw.

Tks
 

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I am not sure if it was already mentioned: the super carrier .ini links to a not existing AA.wav file (for 3rd attack option)
 
Node60, as rudy2 stated, the civilopedia entry for the Admiral of the Fleet is wrong. I will set it in the next version of the biq to an upgrade to the Iron Frigate (as it is set in RAR :)).

Just a reminder about this conversation. In the current version of Admiral of the Fleet changes have occurred.
 
Hello there, thanks for the quick response!

At the beggining I can order my units around normally, after I found my first city it gets razed right away (see screenshots). Then I loose. If I skip my first turn with no cities built just to let the AI build their cities first same happens to them, all build and loose and I win the game via conquest lol.

I see no error messages btw.

Tks

BurguerCat, can it be that you have activated one of the C3C short game options (Regicide or something like that) ? When I start a game with Egypt (or any other civ of RARR, all is working properly).
 
The Russian Trencher - incorrect values of HP Bonus (0 instead of 2) and Rate of Fire (1 instead of 2)

Node60, one more time thank you very much for your input.:)

The setting of the Russian trencher is wrong and must be changed with the next biq.

The pediaicons file must be updated with an entry for the wondersplash of the winery. Until the next upload this can be done manually by adding the following entry in the sector with the wondersplashes by using WordPad or another editor:

#WON_SPLASH_BLDG_Winery
art\wonder splash\Supplyshipment.pcx

Just a reminder about this conversation. In the current version of Admiral of the Fleet changes have occurred.

Here I don´t understand what you mean. This unit now upgrades to the Ironclad and this is noted in the civilopedia. :confused:
 
I am not sure if it was already mentioned: the super carrier .ini links to a not existing AA.wav file (for 3rd attack option)

Samez, this error was reported some time ago and is fixed in the newly uploaded mainfile.
 
This is incredible. R&R was amazing, I didn't think it could be made to be even more so. Looks like I'll be playing CivIII for awhile again.
 
BurguerCat, can it be that you have activated one of the C3C short game options (Regicide or something like that) ? When I start a game with Egypt (or any other civ of RARR, all is working properly).

Lol you're right. I reset all the game setting to standard and it now works properly.

Thanks!!!
 
I seem to be having problems with shipments. I use the escort button with a military unit and move it to my capital per the Civilopedia. The city menu shows the units in red text inside the city but nothing happens even after several turns.
 
This is incredible. R&R was amazing, I didn't think it could be made to be even more so. Looks like I'll be playing CivIII for awhile again.

ElderDarkDragon, thank you very much for your kind words. :)


I seem to be having problems with shipments. I use the escort button with a military unit and move it to my capital per the Civilopedia. The city menu shows the units in red text inside the city but nothing happens even after several turns.

The supplyshipments need the victory point setting and the rescue princess setting in the game menue to be activated.
 
Russian HMG is still not upgrades in bazooka-infantry (rocketry technology is already known). Probably, the reason is the lack of this trigger?

0_9eae0_56ca3eac_XL.png
 
The pediaicons file must be updated with an entry for the wondersplash of the winery. Until the next upload this can be done manually by adding the following entry in the sector with the wondersplashes by using WordPad or another editor:

#WON_SPLASH_BLDG_Winery
art\wonder splash\Supplyshipment.pcx

These lines are in pediaicons.txt previous patch (rarr-patch.zip), but not included in the new main file.

Here I don´t understand what you mean. This unit now upgrades to the Ironclad and this is noted in the civilopedia. :confused:

Let me remind you of our conversation:

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Node60:

I remembered about another thing struck me as odd. In RAR Admiral of the Fleet upgrades of lines of cruisers - Iron Frigate, Cruiser, etc. In RARR, he upgrades to a Battleship, and then Carriers. Naval Academy produces these units every 10 turns and not obsolete. During the game these units is accumulated a significant amount. In my opinion, it is more logical, if they are transformed into auxiliary ships, rather than the main warships.

Civinator:

Node60, as rudy2 stated, the civilopedia entry for the Admiral of the Fleet is wrong. I will set it in the next version of the biq to an upgrade to the Iron Frigate (as it is set in RAR ).
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This is - a moot point, and completely at the mercy of the author's arbitrariness.
 
The supplyshipments need the victory point setting and the rescue princess setting in the game menue to be activated.

That makes sense. I tried editing the savefile but it just makes the game crash so I guess I'll just have to deal with it until I start a new game.
 
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