Rise And Rule Revisited (epic mod)

OK, enough of the SW costs, I give up!

I loaded the new biq and I still have the heavy tank plant exit. Help!
heavy tank.jpg
 
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I loaded the new biq and I still have the heavy tank plant exit. Help!

ynot56, in my test I had no problems with the wondersplash of the heavy tank plant:

heavy-tank-plant-1-jpg.558828


Please have a look, that the pediaicons file in the text folder of RARR holds the following entry for the wondersplash of that SW:

heavy-tank-plant-2-jpg.558831


The graphics for the wondersplash are in the CCM2.50 upload.


The Great Refinery appears to cost 1300. This appears to be too expensive.

At present I don´t have the feeling, that the costs for the Great Refinery are too expensive when looking at other buildings or SWs of that time.
Spoiler :

refinery1-jpg.558835


refinery2-jpg.558836



And -may be - a last word about the comparison of the costs for the Naval Academy and the SW Cruiser Project:

The more expensive Naval Academy autproduces much more powerful ships (related to the dates these units can appear in the game) than the cruiser project and don´t becomes obsolete.

naval-academy-jpg.558838
 

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I checked pediaicons dozens of times, here it is

#WON_SPLASH_BLDG_Heavy Tank Plant
art\wonder splash\Tiger Factory.pcx
#WON_SPLASH_BLDG_Tankograd
art\wonder splash\Tankograd.pcx
#WON_SPLASH_BLDG_Kirov_Factory
art\wonder splash\Tankograd.pcx

I noticed tankograd and I know it might be crazy but could there be a "flavor" component to the splash?

FWIW, I am playing American.
 
I checked pediaicons dozens of times, here it is

#WON_SPLASH_BLDG_Heavy Tank Plant
art\wonder splash\Tiger Factory.pcx
#WON_SPLASH_BLDG_Tankograd
art\wonder splash\Tankograd.pcx
#WON_SPLASH_BLDG_Kirov_Factory
art\wonder splash\Tankograd.pcx

I noticed tankograd and I know it might be crazy but could there be a "flavor" component to the splash?

FWIW, I am playing American.


There are no such 'flavor' tank plants for RARR. These flavored tank plants are for some WW2 scenarios, that in the nearer future can also been played with the CCM2.50 mod (and with some additions). May be you have seen, that I´m now working on WW2 Global Gold and SOE.

ynot56, if you have the proper entry for that splash in your pediaicons file, please have a look in the wondersplash folder of your expanded C3C file, if that splash there is existing, too (what it should). If not take any of the existing wondersplashes and rename it to the name of Tiger Factory and paste it into the wondersplash folder or use the file of the wondersplash I have attached to this post and add it unzipped to the wondersplash folder.
 

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Thanks

So far, I have just not been building the heavy tank plant to proceed.

I will try both of these and let you know.
 
For some reason, I still get the same error for the heavy tank plant. I even used the tiger factory graphic you provided, no joy. Can I disable the wonder splash?

Some further observations:
The folder and .ini file for the US Green Beret have spaces between the Green and Beret.
The Iowa doesn't upgrade to carrier

Some more minor points
Graphic for assault transport is ... well, it seems to be of lower quality than the other graphics
City Fortifications is out of alphabetical order in the build screen (it is where Garrison would be.)
 
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There seems to be some issue relating to building the Temple of Zeus. Despite having three or more temples, I can't start to build it. (No other civilization has built it yet) Any other requirements that needs to be fulfilled?
 
For some reason, I still get the same error for the heavy tank plant. I even used the tiger factory graphic you provided, no joy. Can I disable the wonder splash?

In the newest version of RARR you need a wondersplash, as that building was set to be a SW. You can use every existing wondersplash of RARR for that SW by rewriting the wondersplash entry in the pediaicons file as I have shown it some posts above.


further observations:
The folder and .ini file for the US Green Beret have spaces between the Green and Beret.
Graphic for assault transport is ... well, it seems to be of lower quality than the other Graphics

ynot56, thank you very much for reporting the error with the US Green Beret :) and I agree, that the Tarawa assault ship is not looking so well (so it is newer that the old unit graphics for that ship). Fortunately both problems can be corrected easily in the pediaicons text file. I attache a new pediaicons file that should overwrite the old pediaicons file in the RARR text folder for the RARR mod (not the text folder of the conquests main file !).

As the game (even if still started now should use the Green Beret unit and also use the old graphical version of the assault ship (showing no longer the Tarawa class, but the Rotterdam Assault Ship).

The Iowa doesn't upgrade to carrier

iowa-jpg.559712




City Fortifications is out of alphabetical order in the build screen (it is where Garrison would be.)

To restitute the alphabetical order all RAAR buildings all these buildings, up from the City Fortifications must be set completely new in the editor, and this is not worth the effort and the massive amount of time. The building city fortifications uses the building slot of the former garrison building and that is the reason why it is appearing in that place. There is no function in the editor to reorder all buildings alphabetically.
 

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There seems to be some issue relating to building the Temple of Zeus. Despite having three or more temples, I can't start to build it. (No other civilization has built it yet) Any other requirements that needs to be fulfilled?

Look in the BIQ with the civ editor. The original temple required ivory.

:yup: ... and the GW in RARR needs Incense.

temple-of-zeus-jpg.559714
 

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Civinator, why do the AI cities have the harbor symbol and my cities not?

Harbor.jpg
 
No, I haven't. So in RARR it is the symbol of a port and not the symbol of a harbor?
 
No, I haven't. So in RARR it is the symbol of a port and not the symbol of a harbor?
Yes, the symbol is connected to the tradenet (as it is for the airports). In the last version of RARR I reunited the water-tradenet and the function to repair ships in one turn and to build veteran ships, that in former versions of RAR/RARR was divided, as I think in longer terms for the game it is more important to know, the locations of the repair-ship cities as the location of the trade-net cities.
 
Ok, thanks for the explanation, Civinator.

As you probably saw, I am now playing the world map version of your RARR mod. The computer decided to give me Ethiopia as civilization to lead. Not the best start, gamewise, I am afraid. Now I noticed something strange. My city Adulis is connected via coastfields to the mainland, I am not at war with any other civilization, so far. But the city Sabat is on what in real life is Madagascar. Sabat has no harbor, Adulis has a harbor. But strangely Adulis has no acces to the luxury and Sabat does. How is that possible?
 

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Sabat has no harbor, Adulis has a harbor. But strangely Adulis has no acces to the luxury and Sabat does. How is that possible?
This is basically the same question as @Civinator just answered. Unlike the Harbour in the Firaxis epic-game, the RARR "Harbour" improvement doesn't connect the tradenet (i.e. it doesn't have the "Allows trade over water" flag in the Editor): only the RARR "Port" does that.

So Sabat is connected to your trade-net via its roads to the Port in Isipezi (shown by the Anchor-symbol there). If you go to war with the Zulu, that connection will be lost (at least, until you conquer Isipezi -- provided the Port stays intact!).
 
Thanks, tjs282, I think it is wise to deal with the Zulu's much later :crazyeye:

Btw: Science goes very quickly for the AI opponents, Bach's cathedral was build in 350 BC, J.S. Bach must have had great foresight writing all those music about a person who was born 350 years later ;)
 
AFAIK, the message-text itself is stored in one of the .txt files (can't remember which one: maybe script.txt?), so you can certainly amend the wording as you wish.

But if you don't want to see that message at all, you can turn it off via the Preferences: "Disable Population Limit Warnings"
 
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