BlueChrome, welcome at CFC!
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.
You forgot the last steps for the Steam version: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.
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.
Civinator, are you going to continue developing this great Mod? ;-)
I think the "Fortifications" tech could replace or go along with the "Castle building" - for better historical accuracy.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).
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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.
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?
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.
Where can I change civ's basic city names? Are they hard-encoded?
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
I think the "Fortifications" tech could replace or go along with the "Castle building" - for better historical accuracy.