- Joined
- May 5, 2005
- Messages
- 9,785
Here is the list of fixes, changes and additions in RARR 1.7:
Fixes:
Phantom resources bug Coffee/Natives fixed. Resource Natives deleted
Fix of Industrial time music playing in the early eras of the game
Techtree arrow bug to tech Construction fixed (now needs Bronze Working+ Urbanization)
Fix of the upgrade chain of WW 1 tanks
Fix upgrade chain of modern jet fighters
Fix upgrade chain horse archers to Dragoons
Fix upgrade chain of Musket Infantry
Fix upgrade chain of Line Infantry
Fix upgrade chain of Riflemen
Fix oft he boomer sub Typhoon Class
Fix of stealth attack of Gato sub and submarine (will may be removed with new settings)
Fix Movement points for many WWII and modern fighters
Fix costs Iranian F-14A Tomcat
Mirage III Export for Ethiopia added
Fix horsemen for Tibet
Fix Native Scout (Attack and MV)
Fix Heavy Bomber for Vikings
Fix Pediaicons entry Tribal class
Fix default sound of Troubadour unit
Fix sound Mali Heavy Horseman
Asian Crossbowman for Tibet added
French Musket Infantry added
Asian Raider for Tibet added
Humvee added to Turkey
Changes and additions:
- RARR files now connected to the CCM2 expansion for C3C
- Techtrees reordered
- Religious concept added
* Techtree in era1 changed
* Introduction of 4 religious communities
* Introduction of 3 religious buildings in addition to Basilica
* Introduction of 4 world religions
(add rel.community to every city, double happiness of their level 1 rel. buildings
- Government Theocracy boosted and now available with tech Theology
- New map size 180x180 and 24 civs replaces smallest map size
- Civspecific counselors and wisemen changed to traitspecific ones
- New strat. resource Hardwoods added
- Many Info-Icons added to the tech-boxes
- All submarines now are invisible, have ZOC and active bombardment
- New tech and unit line Horse Artillery added
- New unit Field Artillery added
- New unit Siege Artillery added
- Line Infantry units removed to tech Grand War
- WWII Infantry removed to tech Totalitarianism
- New unit line cold war conventional subs added
- New first level nuclear attack subs added
- New first level nuclear boomer subs added
- New second level nuclear bombers added
- New unit lines heavy and advanced heavy tanks added
- New unit lines WWI and WWII armored cars added
- New unit lines WWII and Cold War AA-units added
- New unit line WWII SPAs added
- New unit line Cold War APCs added
- New tech Cold War added
- New tech Modern Air Defence added
- Tech Civil Liberties removed, GW Civil Rights Movement added to tech Mass Media
- Tech Stirrup back to era1, replacing Horse Breeding
- New Tech Knights replacing tech Stirrups in era 2
- Tech Shipbuilding renamed tech Naval Tactics
- Tech Engineering new icon and new civilopedia entry
- Tech Steam Power renamed to tech Fossil Energy
- Ports now produce veteran ships and repair ships and allow trade over water
(=> Improvement shipyard removed and improvment harbour no longer allows trade over water)
Reason: coastal cities with repair abilties of ships should be identified by the anchor symbol and this symbol unfortunately is connected to the option of water trade.
- GW Freuds Psychoanalyses added
- GWs Disneyland removed to era 4 tech Mass Media
- GW Amusement Park removed to tech City Planing
- Ankor Wat now again obsolete with tech Mass Production (as it was in RAR)
- Modern Farm: Costs reduced to 470
- Unhappiness caused by slave markets reduced to one
- Maintainance costs for barracks, worker housing and slave market set to zero
- SW Tea Growers removed to tech Mercantilism
- Helicopter changed for Brits from Tiger to Apache
- Superspecialists disabled as AI didn´t use them
- Specialist Police Officer removed to tech Industrialization
New techtree Era 3 (here for civ Germany):
New techtree for Era 4 (here for civ USA):
Fixes:
Phantom resources bug Coffee/Natives fixed. Resource Natives deleted
Fix of Industrial time music playing in the early eras of the game
Techtree arrow bug to tech Construction fixed (now needs Bronze Working+ Urbanization)
Fix of the upgrade chain of WW 1 tanks
Fix upgrade chain of modern jet fighters
Fix upgrade chain horse archers to Dragoons
Fix upgrade chain of Musket Infantry
Fix upgrade chain of Line Infantry
Fix upgrade chain of Riflemen
Fix oft he boomer sub Typhoon Class
Fix of stealth attack of Gato sub and submarine (will may be removed with new settings)
Fix Movement points for many WWII and modern fighters
Fix costs Iranian F-14A Tomcat
Mirage III Export for Ethiopia added
Fix horsemen for Tibet
Fix Native Scout (Attack and MV)
Fix Heavy Bomber for Vikings
Fix Pediaicons entry Tribal class
Fix default sound of Troubadour unit
Fix sound Mali Heavy Horseman
Asian Crossbowman for Tibet added
French Musket Infantry added
Asian Raider for Tibet added
Humvee added to Turkey
Changes and additions:
- RARR files now connected to the CCM2 expansion for C3C
- Techtrees reordered
- Religious concept added
* Techtree in era1 changed
* Introduction of 4 religious communities
* Introduction of 3 religious buildings in addition to Basilica
* Introduction of 4 world religions
(add rel.community to every city, double happiness of their level 1 rel. buildings
- Government Theocracy boosted and now available with tech Theology
- New map size 180x180 and 24 civs replaces smallest map size
- Civspecific counselors and wisemen changed to traitspecific ones
- New strat. resource Hardwoods added
- Many Info-Icons added to the tech-boxes
- All submarines now are invisible, have ZOC and active bombardment
- New tech and unit line Horse Artillery added
- New unit Field Artillery added
- New unit Siege Artillery added
- Line Infantry units removed to tech Grand War
- WWII Infantry removed to tech Totalitarianism
- New unit line cold war conventional subs added
- New first level nuclear attack subs added
- New first level nuclear boomer subs added
- New second level nuclear bombers added
- New unit lines heavy and advanced heavy tanks added
- New unit lines WWI and WWII armored cars added
- New unit lines WWII and Cold War AA-units added
- New unit line WWII SPAs added
- New unit line Cold War APCs added
- New tech Cold War added
- New tech Modern Air Defence added
- Tech Civil Liberties removed, GW Civil Rights Movement added to tech Mass Media
- Tech Stirrup back to era1, replacing Horse Breeding
- New Tech Knights replacing tech Stirrups in era 2
- Tech Shipbuilding renamed tech Naval Tactics
- Tech Engineering new icon and new civilopedia entry
- Tech Steam Power renamed to tech Fossil Energy
- Ports now produce veteran ships and repair ships and allow trade over water
(=> Improvement shipyard removed and improvment harbour no longer allows trade over water)
Reason: coastal cities with repair abilties of ships should be identified by the anchor symbol and this symbol unfortunately is connected to the option of water trade.
- GW Freuds Psychoanalyses added
- GWs Disneyland removed to era 4 tech Mass Media
- GW Amusement Park removed to tech City Planing
- Ankor Wat now again obsolete with tech Mass Production (as it was in RAR)
- Modern Farm: Costs reduced to 470
- Unhappiness caused by slave markets reduced to one
- Maintainance costs for barracks, worker housing and slave market set to zero
- SW Tea Growers removed to tech Mercantilism
- Helicopter changed for Brits from Tiger to Apache
- Superspecialists disabled as AI didn´t use them
- Specialist Police Officer removed to tech Industrialization
New techtree Era 3 (here for civ Germany):
New techtree for Era 4 (here for civ USA):
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