Rise And Rule Revisited (epic mod)

Hello.:)

Awesome mod. :rolleyes::thumbsup::thumbsup:
I very like it.
Thank you for it.:hug:

Have some suggestions: will be cool if there will be option to switch off city messages like "We love emperor day", "Emperor day celebration end", "Pollution strike city", etc. In the end of game these messages are not needed so much. It will be good to switch them off. Thank you.

Also there was a crash



It heals by renaming files from this

to this
 
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Garich, thank you very much for your kind words about RARR, RAR and DYP. :)

The error you have reported about the Aztec P-39 is fixed in the upcoming RARR patch, as it was still reported some time before.

I had planned, to release the RARR patch together with the CCM2.50 patch at Christmas too, but in my last RARR test game I run into a weired bug, that civs of the European culture group cannot open the city screen any longer, when that city is connected with a luxury resource. Until now, I wasn´t able to fix that bug. The crazy thing is, that the patch is working very well for cities of all other culture groups, when they are connected to a luxury resource (so it seems not to be a problem of the luxury_small file) and cities of the European culture group can be opened in the patch, when they are not connected to a luxury resource (so it
don´t seems to be a problem of the the city graphics of the European culture group). But when a city of the European culture group is connected to a luxury resource, the game is freezing. The next thing I will do trying to fix this problem, is to check the text files.
 
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Have some suggestions: will be cool if there will be option to switch off city messages like "We love emperor day", "Emperor day celebration end", "Pollution strike city", etc. In the end of game these mesages are not needed so much. It will be good to switch them off. Thank you.

Garich, unfortunately C3C only holds limited options to disable pop-up messages during the game. You can find them in the game preferences of C3C:



Edit: Much more annoying in my eyes could be in the late game the plenty of pop-up messages for trading maps, trade embargoes and military alliances, but they only can be disabled in the editor for the complete game. The trigger advances for the most annoying masses of pop-up messages in RARR are:

- Tech Map Making for Map trading
- Trade for Trade Embargoes
- Political Philosopy for Military Alliances

In my mods CCM1 and CCM2 (which have far more civs in the late game) I have disabled those triggers, in RARR due to my respect to the ancient designers and the smaller number of civs in the game, these triggers are enabled.
 

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It seems I have overcome that weired bug reported in one of my last posts and can continue in finishing the next version of RARR. Attached to this post are screenshots of era 1 and 2 of the next version of RARR. Besides fixing the reported (and some not reported) errors there are some smaller changes in gameplay, while taking attention to preserve always the character of DyP and RAR. In the screenshots you can see, that I have coutiously added a smaller religious concept to RARR, what seems to fit nicely to the existing features of this mod. Details of the fixes, additions and changes will follow when the next version of RARR is ready, what still needs some time - but work on that version is continuing.



 

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Looks good, indeed. However...
  1. Firstly, an error from current RARR build: Celts cannot build Crossbowmen/Longbowmen.
  2. As I can see from the first screenshot, Russians (these are Russians, I guess?) haven't Cataphracts. Is this an error, or Cataphracts didn't make it to the next version?
  3. The concept of religion looks interesting. I think it can be used along with flavors for better historical accuracy for AI.
 
Looks good!

Is the extra chariot shown on The Wheel tech a chariot workshop SW?

Looks good, indeed. However...
  1. Firstly, an error from current RARR build: Celts cannot build Crossbowmen/Longbowmen.
  2. As I can see from the first screenshot, Russians (these are Russians, I guess?) haven't Cataphracts. Is this an error, or Cataphracts didn't make it to the next version?
Takeo and Belofon, thank you both very much for reporting some errors in RARR. :) The screenshot of era 1 was taken while playing the Russian civ, the second by playing France. The doubled chariots for Russia are one chariot too much. On the other side the missing cataphract for Russia must be added. May be it´s a good idea that I have a look for every civ about blanc techboxes for techs, that should provide units. :think:

All error reports for RARR since the last update are written (mostly copied) by me on a list and be checked when doing the new version of RARR.

The concept of religion looks interesting. I think it can be used along with flavors for better historical accuracy for AI.

The religious concept used in the next version of RARR has an even better historical accuracy as it can be provided by flavors. It uses the concept I have developed for CCM1 for level 1 religious buildings and worldreligions. You can read more about it here. That concept is not used for level two religious buildings (cathedrals and so on), as there is not enough place for the different buildings and the enlarged techboxes in the era 2 techtree without cutting out some techs that were used in RAR.


 

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there are some smaller changes in gameplay
Thanks. Interesting. And:
1.Why Knights and Chivalry are two different techs?
2.Do You plan to make Fortification one of those mandatory techs required to proceed to the next era?
 
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1.Why Knights and Chivalry are two different techs?

The tech, that allows knight units even in RAR (and therefore in RARR, too) was another tech than Chivalry. As I try to preserve the character of RAR/DyP, the structure of two different techs was not touched by me. On the other side the name of the tech stirrups, that allows knights in RAR and a description of the tech stirrups, that even the old Goths have used them, in my eyes didn´t fit well in era 2, especially when considering, that stirrups was a tech of late era 1 in DyP2 and the placement of this tech in late era 1 is fitting much better, as the Goths and their stirrups were part of the circumstances, that lead to the RAR (and RARR) core tech 'Dark Ages' and they were not triggered by the Dark Ages.

You can think about the two techs in the following way: The tech Knights allows such units and Chivalry is the Codex of Honour that was developed during the action of those units.

Spoiler :
RAR Era 2:


DYP2 Era 1:




2.Do You plan to make Fortification one of those mandatory techs required to proceed to the next era?

Yes, the tech Fortifications (may be I rename it to City Fortifications) replaces the name 'Leadership' for that tech, and in my eyes fits much better to the situation when cannons made city walls obsolete, and starfortresses and the successors of them were needed to provide a better defense to the cities - and I really like the tech-chooser icon from CCM2. :) The tech 'Fortifications' has the same content as the tech 'Leadership' in RARR, but the building Garrison was renamed Starfortress (or something like that) and now has new and better graphics.

All techs that are not needed to advance to the next era have a special marking as it is normally in Civ 3. I didn´t set this sign to transparency, as it is very useful for the decisions about research in gameplay.

Izengrimm and all other civers, who like RARR (RAR and DyP) and have a lot of gaming experience with these mods, please stay attached to this thread in the next days, as for era 3 there will be some more massive changes in the techtree and I´m interested in your opinions, if these changes in your eyes are useful and if the character of RAR/DyP still is preserved. One of these points is the try to make the research of the tech 'Grand War' more useful.
 

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Izengrimm and all other civers, who like RARR (RAR and DyP) and have a lot of gaming experience with these mods, please stay attached to this thread in the next days, as for era 3 there will be some more massive changes in the techtree and I´m interested in your opinions, if these changes in your eyes are useful and if the character of RAR/DyP still is preserved. One of these points is the try to make the research of the tech 'Grand War' more useful.
Thank you for your detailed reply! I'm really looking forward to see my beloved RARR gets even better.

PS. BTW, while I'm playing for the America civ right now, I finally remembered what bug I've been always forgetting to report over and over again! :D

Here's the situation: when the Mechanized Warfare tech is reached, all civs can upgrade their early tanks to the ww2 era units. Like brits easily upgrade their MKIVs to Churchill tank or germans convert the old AV7s to panteras. All civs but americans! Game just refuses to convert your MKIV to Sherman tank. That is really annoying part. Especially when you're in the middle of some hot conflict and really really need any technological advance right now to change the game and the course of a critical moment in war.

Please fix this if you can. Thanks!
 
Game just refuses to convert your MKIV to Sherman tank.

I will have a look at this problem. For all other fans of RARR/RAR/DyP: This is now the time to do reports like this, so I can try to fix these problems.
 
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The error in the upgrade chain was fixed within some minutes. Now the WW 1 tanks of the US - and also France, Aztecs and Incas - can upgrade to the WW 2 tanks coming with tech Mechanized Warfare.

Izengrimm, thank you very much for reporting that error. :)

 

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To rework - and I hope massively improve - the RARR era 3 was more easily than I thought. In my eyes the most important changes were that line infantry now appears with tech Grand War, making some techs more interesting and letting the musket infantry units of era 2 'more air to breath'. Railroad now has its own tech. Some new techs were added (Airships, Steel Hulls, Universal Suffrage -so still much too early for women but somewhat in time for men - and Democratic Socialism), others were skipped (Guerilla Warfare) and some were completely changed (Psychology: GW Freud´s Psychoanlaysis added and the GW Disneyland is now in era 4 and Amusement Park in the era 3 tech City Planing ). The names for the SWs War Memorial and National Monument were switched (as I never liked that Mount Rushmore was available in RAR and the earlier RARR with Napoleonic techs), but not their benefits.

The unit Field Artillery now is introduced as an upgrade of the new Horse Artillery units, Early Heavy Artillery as an upgrade for cannons and new unit lines like armored cars as an upgrade for cavallery, additionally ironclads and a commerce raider unit (as an upgrade for Privateers) were added. WWI bombers now need the new strategic resource hardwood added to oil.

As you can see in the tech Emancipation, the SW 'Bloodcult' was changed to the SW 'The Great Monastery'. I´m considering, to set the priest unit, that is autoproduced by that SW every 10 turns, to be invisible and can be upgraded to religious units of other religions as it is in CCM by advanced autoproduction. The use of that concept would also be helpful for other units (p.e. armored cruisers and battlecruisers), but it would be a new concept added to RAR/DyP and it would also make playing RARR in regicide mode more problematic as in advanced autoproduction, the units that are upgradable, but not buildable, all use the King-Flag.

So my questions are: Is anybody frequently playing RARR in regicide mode and been disturbed by the introduction of the concept of advanced autoproduction? Can era 3 still be identified to be in the tradition of RAR and DyP? Has the appearance of the line infantry in a later tech in era 3 some influence in the game, that I haven´t taken into account ? Is anybody of you using the governments Theocracy and Fundamentalism?

Here is the current techtree of era3, showing the French civ:

 

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Can era 3 still be identified to be in the tradition of RAR and DyP?

This is like asking if a Mustang is still a Mustang after tinting the windows, adding a spoiler and putting on a nice set of wheels!

Yes, I can still identify it as RAR. Only now it has been polished and enhanced. It looks awesome!!:)

Has the appearance of the line infantry in a later tech in era 3 some influence in the game, that I haven´t taken into account ?

I'm fond of the later appearance because the player gets to enjoy the fine musket infantry units, that different modders have created, just a little longer. I have a personal mod of the RAR mod that I have been tinkering with for years, and I separated the units a bit so I could enjoy the art longer.

Is anybody of you using the governments Theocracy and Fundamentalism?

No, my playing style favors paid labor.
 
For all other fans of RARR/RAR/DyP: This is now the time to do reports like this, so I can try to fix these problems.

I went thru the tech screens kind of fast so I apologize if there is any mistakes here or it has been posted before-

-Greece, Zulu have no Cataphract
-Babylon has access to War Elephant and Asian War Elephant
-India no Horsearcher
-Persia has the Immortals, but the Ironworking box is empty and no unit at Warrior Code
-Tibet has 2 horse's at Riding
-Aztecs no Cuirassier at Theory Warfare
-Iroquois have Cuirassier and Native Horsearcher at Theory Warfare
-Celts, Siam, Tibet no crossbowman
-Polynesia has access to 2 Hussars, Siam & Tibet have none
-Sioux have 2 Cavalry
-Celts no HMG
 
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Thanks a lot for your hard work Civinator!
Quick question regarding Slave Trade. Has anyone ever used it? Most of the time in my games the civs that build it just fall behind pretty quickly. I would argue for the removal of the wonder all together, or for a less harsh unhappiness multiplier.

"Is anybody of you using the governments Theocracy and Fundamentalism?"
-I never do, usually I take monarchy then switch to either Federal Republic, Communism or Fascism, the remaining govts are subpar imo.
 
Takeo and keli, thank you both very much for your input about RARR. :)

Takeo, I added your list to the items that must be controlled. Better to have some units doubled on the list (like the Celtic HMG), but never. :)

keli, I´m reflecting about uniting both 'religious' governments, to have one government, that is a little bit more appealing (may be having autproduced invisible HN-units as it is in CCM).

In DyP 2, slave trade was a core option using 62 building-slots for it. Later this setting was reduced more and more, leaving only the civ-specific wise men, cancellors and so on, while some trait-specific buildings would have been enough- and leaving a kind of a mess in the numbering of RARR buildings in the pediaicons file. It was funny to see in the techtree, when all these 31 slave trade buildings went obsolete with the same tech. With these civspecific buildings, that are not used civspecific any longer in RAR and RARR, RARR has a big potential for adding some new buildings (p.e. for advanced autoproduction). I will post here a screenshot about the civspecific slave market buildings going obsolet in DyP.

keli, do you play RARR in regicide mode, too ? The reason why I ask you - and all other civers - is, that advanced autoproduction would open a cornucopia of interesting additions to the gameplay, but spoils the regicide mode for short games, as it massively operates by another use of the king-föag for units.
 
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Takeo and keli, thank you both very much for your input about RARR. :)

Takeo, I added your list to the items that must be controlled. Better to have some units doubled on the list (like the Celtic HMG), but never. :)

keli, I´m reflecting about uniting both 'religious' governments, to have one government, that is a little bit more appealing (may be having autproduced invisible HN-units as it is in CCM).

In the early versions of DyP slave trade was a core option using 62 building-slots for it. Later this setting was reduced more and more, leaving only the civ-specific wise men, cancellors and so on, while some trait-specific buildings would have been enough- and leaving a kind of a mess in the numbering of RARR buildings in the pediaicons file. It was funny to see in the techtree, when all these 31 slave market buildings went obsolete with the same tech. With these civspecific buildings, that are not used civspecific any longer in RAR and RARR, RARR has a big potential for adding some new buildings (p.e. for advanced autoproduction). I will post here a screenshot about the civspecific slave market buildings going obsoet in early DyP.

keli, do you play RARR in regicide mode, too ? The reason why I ask you - and all other civers - is, that advanced autoproduction would open a cornucopia of interesting additions to the gameplay, but spoils the regicide mode for short games, as it massively operates by another use of the king-föag for units.

I usually play with only conquest victory, don't really like shortening my game :D
 
This was the setting for the slave markets in DyP2: You needed a civspecific building for every civ that this civ was able to build a civspecific slave trade GW (all with the same benefit) and the last screenshot shows the situation in the techtree, when all these civspecific slave trade GWs went obsolete with the tech 'Emancipation'. There wasn´t enough place in the techtree to show all these buildings going obsolete. :) keli, you are right. Here something could be improved in RARR, too - so the settings in RAR and RARR are different to the settings of DyP2.



 

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