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Rise And Rule Revisited (epic mod)

Discussion in 'Civ3 - Completed Modpacks' started by Civinator, Jun 21, 2015.

  1. XTC

    XTC Chieftain

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    Hi Civinator, the RARR problem is solved. The Atomic Bomb folder was in a subfolder with the same name. Putting the content of that folder "a step" higher was THE solution.

    I will continue in the other thread ;-)
     
  2. Civinator

    Civinator Blue Lion Supporter

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    Great that now RARR is working for you again. :)

    I will answer your question about CCM2 later.
     
  3. BlueChrome

    BlueChrome Chieftain

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    Hello there all

    So I recently got back into Civ 3, been enjoying it so much I figured I would give some mods a go, and started with this one

    Unfortunately I am at a complete loss as to how to actually install the darn thing, so I figured it was worth having a go asking here for some help.

    I have the base RARR file downloaded, yet getting no luck extracting into the civ conquests file on steam. Would be grateful for any assistance on this as I really want to try the mod out.

    Thanks in advance!
     
  4. Civinator

    Civinator Blue Lion Supporter

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

    I don´t have the Steam version of Civ 3. In general it can be said to extract the RARR folder in the C3C scenarios folder and to place the RARR biq inside the scenarios folder outside the RARR folder.
     
  5. BlueChrome

    BlueChrome Chieftain

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    Thank you! Managed to get the mod working, although I'm running into this particular issue and I'm not sure what is causing it. I screened it to explain it better, but it seems to be the text is out of alignment.
     

    Attached Files:

  6. the_owl

    the_owl Chieftain

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    You forgot the last steps for the Steam version:
    Steam Civ Complete-Patch:

    The last update of the Steam version of Civ Complete by Steam/Firaxis added a new line between "PING" and "Host" (line 86) to the labels text that just says "Unknown". Of course this messed up the labeling of buttons for C3C mods/scenarios with own labels texts (as it is the case with RARR). If you have problems with messed up labeling of buttons at the start of RARR and use the Steam version of Civ Complete you can try the following patch:

    1. Go to the text folder inside the RARR mod.
    2. Rename the textfile labels to labels1 (or something like that).
    3. Rename the textfile labels-Steam CivComplete Patch to labels.
     
  7. BlueChrome

    BlueChrome Chieftain

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    Ahh, I had done that but with the wrong RARR file from a previous installation attempt, fixed now!

    Once again thanks guys, was a little rusty with all this modding stuff.
     
  8. BlueChrome

    BlueChrome Chieftain

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    Figured I would update, been playing and so far love the flavour and changes the mod makes, loving it so far!

    The only odd thing I noted was that at the start of the game the music is not from the ancient file, but rather the tracks that comes up in the mid-game, I was curious why that was, but aside from that it all plays fine!
     
  9. Civinator

    Civinator Blue Lion Supporter

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    BlueChrome, thank you very much for your kind words about RARR. :)

    The music is triggered by the search path of the RARR biq. Here you can read more about it:

    https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-32#post-15318368
    https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-33#post-15320418

    I posted such a changed RARR biq here: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-33#post-15320418 - but additionally the pediaIcons file in the text folder must be changed, too. You can find the new pediaIcons file here: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-34#post-15345686
     
    Last edited: Mar 14, 2019
  10. Mr Constantin

    Mr Constantin Chieftain

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    Civinator, are you going to continue developing this great Mod? ;-)
     
  11. Civinator

    Civinator Blue Lion Supporter

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    Hi Mr Constantin,

    as you can see in this post, the development of RARR is continuing. The combination of the CCM and RARR files in a compact C3C mainfile allows to add much more CCM 2 units to RARR and gives access to many improved unit animations done by Takeo. It will also allow to play RARR as the C3C epic game by doing some changes with a text editor to switch those files from CCM2 to RARR (text folder, city screen folder and techtrees in the Advisors folder plus renaming the RARR conquests biq to conquests biq). Of course RARR still can be played as a scenario in the scenario folder, too.

    The primary focus for the next version of RARR is to fix all those reported errors of the current version of RARR. The bonus resource Exotic Woods was changed to the strategic resource Hardwood to make the difference between two kinds of the same sailing unit type as it occurs in era 1 with tech Latin Sail for the two types of galleasses and in era 2 with the techs Naval Cannon/Shipbuilding, that now will all be in the tech Naval Cannon (and the tech Grand War will be transfered to era 2, replacing the tech Ship Building as it was in DYP).







    I´m reflecting about transfering the battleships in the era 3 tech Machine Tools to an early era 4 tech and give a new line of autoproduced CCM2 armored cruisers to the tech Mass Production and the dreadnoughts and battlecruiser updates of the armored cruisers to the tech Machine Tools. I´m also reflecting about adding the beautiful CCM2 horse artillery units to a new RARR tech in late era 2. A long time project in RARR will be to improve the stats of late infantry compared to the stats of tanks.

     

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    Last edited: May 12, 2019
  12. Civinator

    Civinator Blue Lion Supporter

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    Here is a photomontage about a possible techtree of era 2 in RARR. About doing techtrees: I´m not interested in filling every empty place in the screen of a techtree of an era with new techs (in fact I have still some problems with the transparency of the current techtrees) but I`am more interested in giving existing and sometimes new units the place to play a better role in the game, despite of making them obsolete when they arrive in the game (as the construction of these units mostly needs some additional turns).



    For era 2 of RARR in my eyes this means, that (sailing) ships of the line deserve a better place in the game, as they have it now, when they are only needed if your civ doesn´t have access to coal to build monitors with tech Industrialization in era 3 (what is the next error, as monitors had a screw propeller propulsion, but this tech can only be researched later in the game). Ships of the line were the first choice to rule the seas since the 1650s and therefore in my eyes belong to era 2 (as it was in DYP).

    A new tech in that speculative techtree of RARR in era 2 is the tech Horse Artillery in the late era 2. It is needed to introduce a new line of really beautiful units done by imperator1961. These units have enough place to play an effective role in the game, as their next upgrades arrive only many techs later in era 3.

    You can see some new tech-icons in that techtree that mostly are part of the next version of RARR. The icon for tech Physics is replaced by the icon of Galileo and the icon for the GW Circumnavigation is also replaced by a CCM 2 icon. The tech Matchlock now holds its own individual tech-icon and the tech Naval Cannons now holds a new SW autoproducing Privateers in the game.

    The replacement of the tech Leadership by the tech Fortifications at present is speculative, but I really like that tech-icon used in CCM 2. The building garrison will be replaced by the building city fortifications that shows the image of a starfortress in era 2.

    To do a speculative techtree of era 3 for RARR in my eyes will be much more complicated, as some of the naval units need much more place in the game (p.e. Iron Frigates). Some things are sure: I will replace those early monitors by paddle wheel ships (with tech Steam Engine ?) and battleships will be removed to early era 4 to give predreadnoughts and dreadnoughts a better role in the game. I will also find a place for the tech 'Railroads' in the game.

    I´m really interested about your opinions in improving the gameplay in RARR.
     

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    Last edited: May 15, 2019
    Izengrimm likes this.
  13. Gmelchett

    Gmelchett Chieftain

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    After about playing 30 RARR games to late Industrial Age (Then I usually restart, since I'm mostly found of exploring and building) I'm must say that I'm pretty happy with the Tech tree.
    A few comments:
    • IMHO there are a few discoveries that I tend to ignore, for example "Naval Spirit", I go for "Navigation" directly.
    • Overall, I think that units should be obsolete a little quicker than now, especially different kinds of ships. At early Industrial Age you have quite a large number to pick between.
    • For me, the musketry infantry(or what it is named) that you get when discovering "Flintlock" usually gets obsolete very quickly by "nationalism".
    • After discovering 'Steam Engine"when you have no troops in a city, you always get the suggestion to build "adventures" - maybe some kind of militia should be added?
     
  14. Izengrimm

    Izengrimm Chieftain

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    I ignore all optional and non relevant, like about 50% of all tech)

    PS I've never seen two different tribes group together in one warband:


    333.jpg
     

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  15. Izengrimm

    Izengrimm Chieftain

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    I think the "Fortifications" tech could replace or go along with the "Castle building" - for better historical accuracy.
     
  16. Gmelchett

    Gmelchett Chieftain

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    Suggestion of additional German cities in next version of RARR. As source, I've used “Diercke Schulatlas Für höhere lehranstalten” from 1913. I think taking cities from before the great war makes a good list of cities for an empire building German civilization.

    List of cities are taken from Europe overview of Germany and Austrian parts of Austria-Hungary.
    • Kiel
    • Lübeck
    • Rostock
    • Danzig (Today Polen)
    • Stettin (Today Polen)
    • Emden
    • Hannover
    • Magdeburg
    • Braunschweig
    • Posen (Today Polen)
    • Breslau (Today Polen)
    • Dresden
    • Mainz
    • Metz (Today France)
    • Straszburg (Today France, same city as french Strassbourg - might get mixed up)
    • Wien
    • Graz
    • Prag (Today Czech republic)
    • Brünn (Today Czech republic)
    • Preßburg (Today Slovakia - Should probably be renamed to Pressburg.)
    • Innsbruck
    • Krakau (Today Polen)
    • Lemberg (Today Ukraine)
    • Triest (Today Italy)
     
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  17. Civinator

    Civinator Blue Lion Supporter

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    Gmelchett, thank you very much for your input about RARR. :) I waited a little bit with the answer to see, if there will be some answers additional to yours and that of Izengrimm to my question.

    To top 1: The question about the advances in RARR, that are ignored by the player is an important one (see also Izengrimms answer). Do you research most of the alternative advances, that are not needed for advancing to the next era, or are there many more of them that you don´t research, but 'Naval Spirit' ?

    To top 2: I will have a closer look, what ships of era 1 are not obsolete at the end of era 2.

    To top 3: A very interesting input, that I haven´t noticed yet. In the techtree of DYP this unit (Musket Infantry) is available for a much longer time. Many of those techs in DYP were placed in RAR (and therefore in RARR, too) as not needed techs of the next era. :think:

    Spoiler :

    To top 4: Some posts above in this thread it was written, that the adventurer also has some very remarkable defensive talents. I like this unit and at present I don´t see a real reason to add and replace it with a militia unit.

    “Diercke Schulatlas Für höhere Lehranstalten” from 1913. Wow, that´s an old book :wow:. I only have a Diercke Weltatlas from 1970 and a reprint version of 'Westermanns historischer Weltatlas from 1928'.

    In my eyes these additional city names don´t have a higher priority in RARR. Besides the problem you have described, that these city names can be 'mixed up' with names of other civs for those cities and therefore these cities in a civ game can exist twice (a problem, that still exists in the current RARR, RAR and DyP versions - per example Paris for France and Lutetia for Rome), it is very easy for every player in the game, to give cities manually the names that the player wants to give them.

    Edited:
    As I have overseen to answer this question, existing cities can be easily renamed with this option, opened by right klicking on the city with the mouse :



    Newly founded cities can receive different names in the founding dialogue (or later with the option shown in the screenshot above). Otherwise the names of one up to all cities of a civ can be changed in the editor in the page of that civ. The city names are not hard coded.
     

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    Last edited: Jun 20, 2019
  18. Civinator

    Civinator Blue Lion Supporter

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    :yup: Izengrimm, that´s an important point - and it´s the same way I mostly play my RARR games. I only make very few exceptions for 'not needed' techs that enable the construction of some world wonders - but never for 'not needed' techs that provide additional units.

    Izengrimm, that´s a nice screenshot. :)

    I agree, that the term 'Fortifications' is not the best one, as even walls coming with era1 techs, are a kind of fortification. Meant are all kind of fortifications, starting in the Age of Gunpowder (Bastion Fort, Star Fortress and so on) that provide additional protection against attacks. On the other side I like the icon showing the Bastille, so this building was not constructed as a bastion fort, but during the 1550s received a bastion constructed to the east of the fortress.

     

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    Last edited: Jun 20, 2019
  19. Belofon

    Belofon Chieftain

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    As for optional techs, I rarely use them with some exeptions depending of situation (for example, Latin Sail and Naval Cannon on archipilago and some continental maps, Military Traditions for Arc de Triomphe and Federalism if I need trade bonus). Also, this version have some errors: for example, Fokle Wulf Fw-190D have 2 attack while all its flavors have 12 and old fighters (fighter and Spitfire) have 10 defence while their RARR flavors have 8. Civ3EditRARR - Spitfire.png . Civ3EditRARR - FW190.png For comparison: Russian/Chinese/Mongol Yak-9: Civ3EditRARR - Yak-9.png
     
    Last edited: Aug 1, 2019
  20. Civinator

    Civinator Blue Lion Supporter

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

    Thank you very much for reporting two errors of the RARR biq. :) For the Fw 190D attack value I simply forgot to type 12 instead of 2 and the level-2 WWII fighters all will have a defense value of 10. Your reports just came in time to be fixed in the next RARR biq.

    And another 'thank you very much' for your input about the techtree. I´m wondering if anybody in reality is using many of these optional techs. Most of those techs seem to be 'dummy techs'. At least I´m waiting now for a longer time for additional posts of gamers who really use especially these chains of optional techs in RaR and RARR.
     
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