Rise And Rule Revisited (epic mod)

Just wanted to thank you Civinator for your work. These last ten years I've reached the conclusion that I was too old to spend the considerable amount of time needed to master and fully enjoy a video game. Among those games was Civ 3, which I've still been playing now and then, but the limitations of the original C3C game were frustrating (IA too weak, games too repetitive). I don't know how I heard about your mod, but a few month ago I installed it and since then I feel like a 1992 teenager playing Civ1 8 hours in a raw on a sunday afternoon, and drawing strategical maps the rest of the time (I used to do that a lot back in 1992). In short, you restored my passion for video games, nothing less.
All the cool aspects of RARR have been underlined earlier in this thread, but I just want to underline that you managed to convert your great principles into a fantastic gameplay and overall experience, without disturbing the habits of old school players...
Thanks again for your dedication !
 
PhilB, welcome at CFC :band:[party] and thank you very much for your kind words about RARR (RAR and DyP). :)

The merits for the gameplay of this mod belong to the old modders of RAR and DyP. I only made a graphical update of these great mods.
 
The curious remains of mysterious ancient civilization. Never seen that before))

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I got a load error (see picture), is there a solution for it?
 

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The curious remains of mysterious ancient civilization. Never seen that before))

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Possibly some civs had a colony and a fortress there. The colonies got destroyed by enemy units moving to those tiles, but the fortresses remained. I would be more curious about the seal on tundra :D, I certainly haven't seen that before :D
 
The barbarians from the camp to the south might have had something to do with the destruction of those colonies.
 
I got a load error (see picture), is there a solution for it?

XTC, normally the setting for the Atomic Bomb is working, even with the new biq that allows the era-specific sounds by deleting the scenario search path to other Civ 3 folders outside the RARR folder. I don´t know why the biq cannot find the Conquests\ WWII in the Pacific folders in your installation.

When I made RARR, I had to do this complicated search path for the Atomic Bomb, as there were no proper working graphics for an atomic bomber at that time. Most parts of the nuclear blast did not appear when that unit was simply copied from the Conquests\WWII in the Pacific folder into the RARR folder, and the same happened with other nuclear bomber units at that time.

Later Vuldacon managed the difficult task to create working graphics for the complicated nuclear bomber blasts for CCM2 (his early tries to find a solution had the same problems). :hatsoff: The next version of RARR will use those CCM2 graphics in the combined CCM2/RARR units folder, too. May be the simpliest way to fix the error in your game, is to go to the RARR\Art\Units folder and rename the current unit folder of the Atomic Bomb to Atomic Bomb-old (or something like that) and than zip the new Atomic Bomb unit of the next version of RARR, that is attached at the bottom of this post, into the RARR\Art\Units folder.
 

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Possibly some civs had a colony and a fortress there. The colonies got destroyed by enemy units moving to those tiles, but the fortresses remained. I would be more curious about the seal on tundra :D, I certainly haven't seen that before :D
No, I meant the short railway branch between fortress and spice)) It's about 300 years before even official beginning of industrial age in this particular game :) That little wee bug instantly breeds some kind of idea for Civinator - is it possible to create some small pack of ''ancient paleoartifacts'', randomly generated on new maps along with all civs and resources? Kinda like gag stunt:eek::D
 
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No, I meant the short railway branch between fortress and spice)) It's about 300 years before even official beginning of industrial age in this particular game :) That little wee bug instantly breeds some kind of idea for Civinator - is it possible to create some small pack of ''ancient paleoartifacts'', randomly generated on new maps along with all civs and resources? Kinda like gag stunt:eek::D

It's not uncommon for rails to form from destroyed colonies.
 
Regardless of era and tech? Interesting.
Way back in (an early patch of?) Vanilla Civ3, razing a city would result in a tile getting automatically railed, regardless of era, so you could sometimes get railed tiles on the map in the Ancient Age already.

I can't remember if/when that effect was ever patched out in Vanilla (it's a long time since I last played it), but it was certainly changed by PtW, which introduced the city-ruins graphic (superimposed on a road, IIRC), and then changed again (ruins only, no road) in Conquests.

So I would guess that the Vanilla 'free-rail' effect was also applied to Colonies, but (also) never patched out in later versions -- so when 2 adjacent colonies are destroyed (rather than being absorbed by a border-pop, which would be their usual fate), the tiles end up visibly railed together.
 
SuperTAZE, welcome at CFC :band:[party] and thank you very much for your kind words about RARR. :)

Your problem isn´t a problem caused by RARR. This kind of crash was reported for other mods, too, when playing the buggy Steam version of Civ 3 Complete. The reason for the crashes in those mods disappeared, when the buggy Steam labels text for Civ 3 Complete was replaced with the Steam patch labels text (for the procedure please see post 1 of this thread): https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-90#post-14677698
Hello,

I wait an awfully long time (6 month, my god....) to fix this, but with your help I did it. Just founded my 7th, 8th & 9th "native" cities without any problem.

Civinator, you rock. :egypt:
 
XTC, normally the setting for the Atomic Bomb is working, even with the new biq that allows the era-specific sounds by deleting the scenario search path to other Civ 3 folders outside the RARR folder. I don´t know why the biq cannot find the Conquests\ WWII in the Pacific folders in your installation.

When I made RARR, I had to do this complicated search path for the Atomic Bomb, as there were no proper working graphics for an atomic bomber at that time. Most parts of the nuclear blast did not appear when that unit was simply copied from the Conquests\WWII in the Pacific folder into the RARR folder, and the same happened with other nuclear bomber units at that time.

Later Vuldacon managed the difficult task to create working graphics for the complicated nuclear bomber blasts for CCM2 (his early tries to find a solution had the same problems). :hatsoff: The next version of RARR will use those CCM2 graphics in the combined CCM2/RARR units folder, too. May be the simpliest way to fix the error in your game, is to go to the RARR\Art\Units folder and rename the current unit folder of the Atomic Bomb to Atomic Bomb-old (or something like that) and than zip the new Atomic Bomb unit of the next version of RARR, that is attached at the bottom of this post, into the RARR\Art\Units folder.
 
No, Civinator, it doesn't work. I made the change in that Pacific folder AND in the Rarr folder but in both cases I get the same error message. Maybe the path mentioned in the error message is not right?
 
I give up, Civinator, I also tried to install your CCM2 mod, but that one didn't even start. Apparently I'm too stupid to apply those interesting mods.......
 
XTC, your screenshot shows, that you have managed to install RARR and when your game crashed, you had modern units like battleships in your game. So you have mastered big parts of the RARR scenario in your game and it would be a pitty to be stopped here by that crash.

Forget the search path problem of the current Atomic Bomb unit in RARR and simply replace it with the new Atomic Bomb unit I had posted above.

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1. Find the RARR\Art\Units folder (in blue in the screenshot above) and open it.

2. Rename the folder Atomic Bomb to Atomic Bomb-old (in red in the screenshot above) to block that unit that holds the search path files, that are not working in your installation.

3. Unzip the new Atomic Bomb unit (marked in green in the screenshot above), that I have posted for you in my last post about your problem and copy it into the Units folder that I have marked in blue in the screenshot above. You should now be able to continue your current game, as the new unit holds all working files in the folder and doesn´t need the complicated search path (that causes problems to your game) any longer.
 

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Thanks for your answer, Civinator. I have done your 3 actions, and now I get an other error message: File not found "Art\Units\Atomic Bomb\Atomic Bomb.INI"

On the other "front", I have uninstalled Civilization 3, installed it again, and unzipped the CCM2 files on an other drive and transferred those to Civilization 3. Now it does start but I'm unsure if it works 100% as the opening screen mentions "CCM version 2.00" and I already got 2 loading errors (see pictures 2 and 3)
 

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I have done your 3 actions, and now I get an other error message: File not found "Art\Units\Atomic Bomb\Atomic Bomb.INI"

XTC, it seems you have achieved the first step in making your atomic bomb unit operable. As the -caused by a for me unknown reason in your installation - error message of the wrong search path is not appearing any longer, your operation in renaming the old Atomic Bomb folder in the RARR\Art\Units folder, and therefore blocking the search path inside that unit folder, was successful.

The new Atomic Bomb unit I have posted here, has the Atomic Bomb.INI file inside its folder and it is working, if properly installed.

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The unzipped unit Atomic Bomb should be placed inside the RARR\Art\Units folder. Can it be, that you have placed the unit in a wrong unit folder (for Civ 3 Vanilla or something else) as this would trigger such an error message ?

On the other "front", I have uninstalled Civilization 3, installed it again, and unzipped the CCM2 files on an other drive and transferred those to Civilization 3. Now it does start but I'm unsure if it works 100% as the opening screen mentions "CCM version 2.00" and I already got 2 loading errors (see pictures 2 and 3)

Your screenshots are showing, that you did run in one of the most common installation errors of CCM2. You are now missing your original C3C units.

You must unzip the new mainfiles into the still existing C3C folders (after having done a backup copy). As CCM2 can be started with an attached exe, this is a kind of copy protection to assure, that the player still has the original C3C files. When you have installed CCM2 properly, you will have all the 'missing original C3C units' (with the exception of the ugly original cruiser, that is overwritten by a better looking unit).

At present you are missing the original C3C unit files, as it seems you have not unzipped them into the correct folder. You can simply fix this problem by copying the missing C3C units from your backup folder of the original C3C files into the C3C units folder that holds the CCM2 units (but don´t copy and paste the ugly original C3C cruiser, otherwise you will have this unit in your future games instead of the much better looking CCM2 cruiser).
 

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RARR: I hope I am not too much of a burden, Civinator. The unzipped unit Atomic Bomb is inside that RARR folder, and all the files you showed, including that INI-file are in it. Can it be that it has something to do that it is a hot-seat multiplayer game?

CCM2: I have replaced those original C3C units, and indeed there are no error messages anymore. So I'm getting further. Still it is not 100% ok, as the Colossus has the Eiffel tower picture (picture 1) and on the map a camel is showing (picture 2), but is called incense on the terrain info (picture 3) and in the city screen is shown as spices (picture 4). Also settlers and workers can still be produced by the city and if I have read the concepts correctly that shouldn't be possible. I still need some help to get further because the mod looks very interesting.
 

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RARR: I hope I am not too much of a burden, Civinator. The unzipped unit Atomic Bomb is inside that RARR folder, and all the files you showed, including that INI-file are in it. Can it be that it has something to do that it is a hot-seat multiplayer game?

XTC, a multiplayer game on the same computer shouldn´t have an influence on that error. Can you please post here a save-file from that game short before the crash is reported. As until now no other civer of the many, many civers who have installed RARR, did report such a problem and I don´t have this problem, too, I think you have installed something wrong with RARR. Did you made any changes to the files or the RARR-biq with the exception of the renaming of the unit Atomic Bomb, that I have suggested to you ?

: I have replaced those original C3C units, and indeed there are no error messages anymore. So I'm getting further. Still it is not 100% ok, as the Colossus has the Eiffel tower picture (picture 1) and on the map a camel is showing (picture 2), but is called incense on the terrain info (picture 3) and in the city screen is shown as spices (picture 4). Also settlers and workers can still be produced by the city and if I have read the concepts correctly that shouldn't be possible. I still need some help to get further because the mod looks very interesting.

It seems you play a normal C3C game with the files of the expanded mainfile from CCM2, but without the proper biq. :D

As the expanded C3C mainfile holds all standard C3C graphics and units, it is possible to play a normal C3C epic game with those files, but receive strange optics as the text files are written for the new biq. CCM 2, when played as the C3C epic game allows an improved use of the city view (not when played as a scenario!). The graphics in the city view are connected with the BLDG_Entries of the buildings. So to show up the Eiffel Tower in an epic game with the Conquests biq that is attached to CCM2, the entry of the Colossus is used for the Eiffel Tower, as this graphic is one of the biggest, that is available in the C3C city view. If you play the epic C3C game with the expanded mainfile and the correct biq, the Eiffel Tower is popping up in the city view, when it is built and you receive the correct wondersplash. If you play the C3C epic game with the normal Conquests biq (or as scenario without having started the game with the CCM2 biq in the scenarios folder) you have the wondersplash of the Eiffeltower when building the Colossus.

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And as you play the expanded files with the old biq, you have C3C units in the game like the normal warrior and the spearman, that are parts of the expanded mainfile (when installed properly!) so other scenarios can be played without problems, but are not longer appearing when playing with the modded Conquests biq (or the CCM2 biq when played as a scenario) as here there are tons of civspecific warriors or spearmen in the game. And this also explains, why you can build settlers and workers from start as in a normal C3C game - because you are playing a normal C3C game.

If playing CCM2 as an epic game, you must rename the conquest biq to conquest-orig (or something like that) and than copy and paste the new conquest biq, that holds the modded settings, into the C3C mainfolder, where the renamed conquest-orig biq is placed, too.

XTC, I suggest, that you place future questions about CCM2 in the CCM2 thread.
 

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