Rise And Rule Revisited (epic mod)

Salute to all true hardcore fans of Civilization III! I've just finished the extended version of RARR 1.6 (915 turns). Simply changed the costs of:
- Buildings and Great/Small Wonders by 50%;
- Civ. Advances by 30%;
- Future Tech Cost is increased from 600 to 1000;

Other changes:
- Golden Age lasts 40 turns not 30;
- MP Timers in Scenario Properties is now Base - 30/Per Unit - 1/Per City - 3 (was Base - 24/Per Unit - 1/Per City - 3);
- Base unit of time is Months
- Time sacle :
First 80 turns = 300 units each
Next 100 turns = 240 units each
Next 130 turns = 120 units each
Next 80 turns = 60 units each
Next 200 turns = 12 units each
Next 223 turns = 6 units each
Next 2 turns = 1 units each​
I have a RAR 1.02 extended mod, so I just copied settings from it.
View attachment RARR 1.6 extended.rar
 
civlopedia entry for sercret service reads invalid entry with no picture. I'm curious if this will effect the gameplay mechanics if I built the intelligence agency.
 
The civilopedia entry for secret agent reads "invalid entry", it concerns me and I have yet to build the intelligence agency as a result to prevent any possible crashes.


When I right click on Aqueduct in the city build queue in reads "error file missing" and the game exited.

I followed the instructions for the supply shipments but even when I have a military unit escort them into the capital city the supply shipment stays with the military unit and I don't receive the 25 gold as mentioned and the supply shipment is still counted as one of my units. I have 23 of them still and I've tried it over and over again but the gold is never received and the unit is still counted which is 23 units that take up 23 free slots.

:confused:
 
And at me too Supply shipments called a strike.
Their drive to the Сapital city to anything doesn't lead.
Game settings - on the image. "Reverse Capture the Flag" trigger is inaccessible.
The version of the Civilization - 1.22
AI somehow receives points of a victory for caravans.

 
draft9chem, welcome at CFC! :band:[party] Sorry for the late answer, but in the last week I had no time for replies.

The civilopedia entry for secret agent reads "invalid entry", it concerns me and I have yet to build the intelligence agency as a result to prevent any possible crashes.

RARR in most cases still uses the original civilopedia entries of RAR. The old creators of RAR reflected about an autoproduced unit called "secret agent", but that unit was never implemeted into RAR (and in RARR, too). Therefore the link to that unit is going to "nowhere". The intelligence agency is working as you are used to it from standard Civ 3.At present it is not set to autoproduce any unit and there is no crash in the gameplay if you build that small wonder or if you don´t build it.

The wrong entry in the civilopedia could be deleted with the next update of the RARR mainfile. :think:

When I right click on Aqueduct in the city build queue in reads "error file missing" and the game exited.

For me -and it seems for anybody else (as this wasn´t reported until now) - the civilopedia entries for the Aqueduct are working well. The RARR civilopedia uses the civilopedia large and small pictures from the standard Civ 3. But there is one small difference between the naming of these pictures in the pediaicons file of RARR and the naming of these standard Civ 3 graphics: In the RARR civilopedia the naming of the large and the small file are starting with a small letter (aqueductlarge and aqueductsmall), while the names of the standard Civ 3 graphics are starting with a capital letter (Aqueductlarge and Aqueductsmall).

To fix that problem, you can rename the entries in the RARR civilopedia with any texteditor like wordpad to start with a capital A.

I followed the instructions for the supply shipments but even when I have a military unit escort them into the capital city the supply shipment stays with the military unit and I don't receive the 25 gold as mentioned and the supply shipment is still counted as one of my units. I have 23 of them still and I've tried it over and over again but the gold is never received and the unit is still counted which is 23 units that take up 23 free slots.

First: The setting is only working, when the unit is escorted at the last turn to the capital by a unit and if the escort button of that unit is pressed before the unit (and the supplyshipment, that is combined with that unit after the escort button was pressed) is drawn into the capital. When the escort button of the other unit is activated, that unit receives an additional entry with some exclamation marks to inform the player, that the military unit also is transporting a supplyshipment.

The most common mistake with the handling of supplyshipments is, that the victory point scoring is not activated.

And at me too Supply shipments called a strike.
Their drive to the Сapital city to anything doesn't lead.
Game settings - on the image. "Reverse Capture the Flag" trigger is inaccessible.
The version of the Civilization - 1.22
AI somehow receives points of a victory for caravans.


Node60, the settings in your screenshot should work for activating the supplyshipments as the options "capture shipments" and "victorypoints" are enabled.

Have you drawn a military unit into the same tile where the supplyshipment is located, than pressed the escort button of the military unit so that unit receives the message with the exclamation marks and than drawn that military unit (with the combined supplyshipment) into the capital?

The function with the supplyshiments is working and this is proofed by many CCM succession games at CFC with many thousands of views.

One word to to your note that the "Reverse Capture the Flag" trigger is inaccessible.
There are two different methods, to implant supplyshipments to C3C games:

a) The "Reverse Capture the Flag" option that needs a transport of the supplyshipment to a victory point. This methode per example is used in AoI and is the better methode in scenarios/mods with fixed maps (as it is the worldmap in AoI).

and

b) The "Capture the Princess" option (that I have renamed in RARR to "Capture Shipments") so it can be better identified. This option is better suited to mods with random maps as here the supplyshipment must be transported into the capital (and not to a victory point that can be standing alone in the surroundings if the capital is not founded in the starting tile).
 
Salute to all true hardcore fans of Civilization III! I've just finished the extended version of RARR 1.6 (915 turns). Simply changed the costs of:
- Buildings and Great/Small Wonders by 50%;
- Civ. Advances by 30%;
- Future Tech Cost is increased from 600 to 1000;

Other changes:
- Golden Age lasts 40 turns not 30;
- MP Timers in Scenario Properties is now Base - 30/Per Unit - 1/Per City - 3 (was Base - 24/Per Unit - 1/Per City - 3);
- Base unit of time is Months
- Time sacle :
First 80 turns = 300 units each
Next 100 turns = 240 units each
Next 130 turns = 120 units each
Next 80 turns = 60 units each
Next 200 turns = 12 units each
Next 223 turns = 6 units each
Next 2 turns = 1 units each​
I have a RAR 1.02 extended mod, so I just copied settings from it.

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

I was not able to check your biq as I didn´t have any time for it. But in combination with the discussion of the supplyshipments in the posts above I noticed, that there are more settings changed, than you reported in your post.

The supplyshipment in the extended biq gives 100 gold (what in my eyes is massively overpowered) and there is no need for autoplaced victory points and a supplyshipment from the start (by an autoplaced princess).

On the other side, this extended biq is a good start for creating an official extended RARR biq, when we have a stable version of the normal RARR. So thank you very much for doing it. :)
 
Now I play for Zulu. It is few bugs. From new (for me):
1. For Dyes there is no small wonder, producing caravans.
2. Mali Heavy Horseman doesn't make sounds (at least, at the movement).

 
For the Americans, after mechanized warfare, the WWI tank is still available for build, along with the Sherman M4-A2.
 
Node60 and ynot56, one more time thank you very much for your posts.:) I will have a look to the reported problems when I have the time for it.
 
Again, for Americans. I had Iowa battleship and Saratoga Carrier. I got nuclear power and the carrier would upgrade, the battleship wouldn't (not that I am complaining that much, the BB icon is beautiful).
 
Hi again.

I'd like to make a few suggestions, 1 generic, 2 for the UK.
-generic: have the Newspappers fight corruption.
-brit: instead of the Hurricane, make their first fighter the Gladiator
-brit: switch from the Tiger heli (which the UK doesn't have) to the Apache.

Cheers
 
you wanna know what is frustrating. To have a city with 3 F-86 sabres on air superiority and to lose something in the town to >> air ships <<. The only way a f86 doesn't shoot down a dirigible is if the pilot is laughing too hard to aim and EVEN THEN he is shooting at a dirigible, the size of a football field.

And to JLVFR, newspapers already boost entertainment. Is your comment questioning whether they should they reduce corruption instead, because if you mean in addition, it is way too much for such a relatively low cost city improvement (maybe you would have to raise the cost of the newspaper?). But, newspapers, if they are "party organs" don't fight corruption.
 
if they are party organs, they are also not very entertaining ;)
t_x
 
you wanna know what is frustrating. To have a city with 3 F-86 sabres on air superiority and to lose something in the town to >> air ships <<. The only way a f86 doesn't shoot down a dirigible is if the pilot is laughing too hard to aim and EVEN THEN he is shooting at a dirigible, the size of a football field.
Maybe it was an LO aerostat-mounted COIL or other type of ATL? :mischief:
 
LO == Low observable?

COIL == I have no idea

ATL == Atlanta?

I at least know what an aerostat is.
 
low observability
chemical oxygen iodine laser
a type of (airborne) advanced tactical laser

Not all "airships" are barrage balloons. My go-to guy on aerospace questions says it's entirely feasible that a properly armed & stealthy aerostat could take out an F-86. I trust his opinion - he helped develop the COIL used in the Boeing YAL-1 system, among other things. ;)
 
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