Rise And Rule Revisited (epic mod)

The features in the Flintlock Patch are highly configurable in the default.c3x_config.ini file. Simply enable or disable a feature of that patch by setting it in the default.c3x_config.ini file with a text editor to true or false before starting a C3C game. Some features can be individually adjusted by changing a number for that feature. If you want to start a new game with the same configuration settings of the Flintlock patch, no more configuration of the default.c3x_config.ini file is needed.

Btw.: The micromanagement of workers is massively reduced by this patch with the new worker stack commands of that patch. Now you can give all workers in a stack with one click the same command for working on a tile and the worker stack will perform it until the work in that tile is finished like a kind of a worker-army.

Here is a screenshot of the current default.c3x_config.ini file:

default.c3x_config.ini file.jpg
 
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Error: Art\Units\US GreenBeret\US GreenBeret.ini

Hi Tigris of Gaul, in my version of RARR the US GreenBeret unit and its ini file are working very well. I slightly remember that there was a problem with that unit in the past. I attach a working unit ini file for that unit to this post.
 

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It seems as if the barbarian raider is no longer an option from the goodie huts. Is that correct? I sort of liked that, but I can understand not having it.
 
Howdy, there! So. I've recently got civ up and running again - I love everything you've done to preserve and upgrade RAR(R), Civinator, but I wanted to ask some questions.
I'm old, I don't like change, bahaha - CCM 2.50 appears to change a lot, and I mean a lot from the RAR formula I'm used to. I still have a copy of RAR 1.02, I think, but after so many HDD swaps I don't even know if it works. xD
Anyway. I was wondering if there's an outline within the thread that goes over what's changed by RARR + CCM, so that I could know what I'm getting into if I choose to use this version.

Thanks kindly - for the work, the maintenance, and all the rest of it. :)
 
It seems as if the barbarian raider is no longer an option from the goodie huts. Is that correct? I sort of liked that, but I can understand not having it.

The barbarian raider still is activated in the general settings of RARR 1.7.
Spoiler :

RARR-General Settings.jpg

 
Howdy, there! So. I've recently got civ up and running again - I love everything you've done to preserve and upgrade RAR(R), Civinator, but I wanted to ask some questions.
I'm old, I don't like change, bahaha - CCM 2.50 appears to change a lot, and I mean a lot from the RAR formula I'm used to. I still have a copy of RAR 1.02, I think, but after so many HDD swaps I don't even know if it works. xD
Anyway. I was wondering if there's an outline within the thread that goes over what's changed by RARR + CCM, so that I could know what I'm getting into if I choose to use this version.

Thanks kindly - for the work, the maintenance, and all the rest of it. :)

Thank you for your kind words about RARR. :)

RARR is based on RAR 1.04beta and is mostly a big graphical update of the RAR mod. The disabled supplyshipments in RAR are enabled in RARR and, after receiving the ok from many of the former creators of RAR (documentation in the first page of the RARR thread), with RARR 1.7 the concept of worldreligions was added. There is a documentation of the changes in RARR in post 2 and 3 of the RARR thread and at the end of post 2 a link to the additional changes in RARR 1.7 is posted.

RARR only shares most files with CCM 2.50. CCM 2.50 holds tons of new game concepts for C3C (among them the end of the ICS tactics), that are explained by a link in the introduction screen when starting a CCM game and in the CCM ingame-help and of course the first pages of the CCM2 thread. It is not needed to know about these CCM concepts, when only playing RARR.

RAR 1.02 still can be played without any problems with the GOG version of Civ 3 Complete (available in sales at GOG all several weeks for € 1,29). The steam version of Civ 3 Complete also allows to play RAR 1.02, but plays havoc with the labels text file of that scenario due to a crazy programmer of the steam version. RARR holds a patch for this problem. The Civ Chronicles version of Civ 3 Complete also allows playing it, as it doesn´t hold the copy protection that is no longer supported by microsoft.
 
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Thank you for your kind words about RARR. :)

...
RARR only shares most files with CCM 2.50. CCM 2.50 holds tons of new game concepts for C3C (among them the end of the ICS tactics), that are explained by a link in the introduction screen when starting a CCM game and in the CCM ingame-help and of course the first pages of the CCM2 thread. It is not needed to know about these CCM concepts, when only playing RARR.

Thank you so much for the complex answer! :D Ah, I'm getting excited for it. So, if I understand right... I can install CCM, but RARR is it's own separate scenario, 'RAR + MORE' basically, and even if I install CCM, a RARR game'll be pretty familiar to me... But with things like worldreligions, supply crawlers? Just lovely..! I use GOG version, too, since my old CDs are - whoknowswhere. Thanks again so much!
 
The new about the barbarian raider is interesting, I haven't seen one from goodie huts in ... quite a while. I now just get advances, maps and coins.

Barbarian Raiders still naturally occur for me wherever a barbarian hut occurs.
 
I've taken another look into my problem with freeze after elimination, and it seems to be really strange. This is not a houseboat bug (since Romans don't have neither ships nor settlers - only two late pikes which die during the siege and a bunch of workers), and the game would still freeze when I capture all of their remaining units (workers) along with their final city or even when I load game on last Roman turn and try to retire manualy (the game freezes just before appearence of "the history will remember you as..." screen).
The new about the barbarian raider is interesting, I haven't seen one from goodie huts in ... quite a while. I now just get advances, maps and coins.

Barbarian Raiders still naturally occur for me wherever a barbarian hut occurs.

It seems that raiders can only appear in game with maximum barbarian activity set - and even then they seem to appear only in the very begining (just an assumption, though - the only game where I've ever seen GH raiders had maximum barbarian activity set and there were only like 2-5 of these guys in the very begining). Kinda sad, since they are one of the best units up to MA.
At present new versions of the RARR and CCM mods are not released due to the great innovations comming with the Flintlock patch to C3C. I don´t want to create versions of these mods that are obsolete when beeing released. This doesn´t mean that I am not reflecting about improvements of these mods. One thing is sure: The next version of both mods will be started with the Flintlock exe.

This patch is really cool, but wasn't it only compatible with Steam/GOG versions of Civ3? If it was, doesn't this mean that CCM/RARR/SOE would no longer be able to be launched on CD versions and various CD version-only utilities (like c3me) would cease to work completely?
 
I've taken another look into my problem with freeze after elimination, and it seems to be really strange. This is not a houseboat bug (since Romans don't have neither ships nor settlers - only two late pikes which die during the siege and a bunch of workers), and the game would still freeze when I capture all of their remaining units (workers) along with their final city or even when I load game on last Roman turn and try to retire manualy (the game freezes just before appearence of "the history will remember you as..." screen).

Belofon, can you please post a save file of that situation ?

It seems that raiders can only appear in game with maximum barbarian activity set - and even then they seem to appear only in the very begining (just an assumption, though - the only game where I've ever seen GH raiders had maximum barbarian activity set and there were only like 2-5 of these guys in the very begining). Kinda sad, since they are one of the best units up to MA.

Here at present I cannot contribute anything additionally to that discussion.


This patch is really cool, but wasn't it only compatible with Steam/GOG versions of Civ3? If it was, doesn't this mean that CCM/RARR/SOE would no longer be able to be launched on CD versions and various CD version-only utilities (like c3me) would cease to work completely?

The flintlock patch needs a GOG (or steam) C3C exe so the patch can detect it. This patched exe can be transferred to other C3C installations. Per example I have a working Civ Chronicles C3C installation combined with a GOG C3C exe, patched with the Flintlock patch. The current Flintlock patch only needs a GOG (or steam) C3C exe for the update and it seems the updated exe can do its job together with the other files of the Flintlock patch in other C3C installations, too (at least this is working with my Civ Chronicles C3C installation).
 
I may not have the latest version, but it seems as if the Japanese musket infantry does not have the HP bonus.
 
Belofon, your save file is not forgotten. At present I need all my free modding time for the German version of C3C and the Flintlock patch.

I may not have the latest version, but it seems as if the Japanese musket infantry does not have the HP bonus.

ynot56, at least in the RARR 1.7 biq, the Japanese musket infantry has the additional hitpoint.
 
When you eliminate a civilization, their units disappear. Would it be possible for those units to become barbarians?
 
When you eliminate a civilization, their units disappear. Would it be possible for those units to become barbarians?

With the current programming this is not possible and I don´t know if such a change would be positive. So with some patches like the Flintlock patch, the limit of 8192 units on a map (MUA) doesn´t exist any longer, but the number of units on the map is still a big factor of slowing down the game.
 
Hi, nice holiday profile pic Civinator. Would it be possible to identify the source of pollution and the effect (and order) that each anti-pollution improvement is applied. Some improvement decrease pollution to one, but other reductions then do not apply because they either are applied first or somehow the city calculates the total and reduces pollution before putting on the limit. I would like to know how this works so I can buy the appropriate improvements to minimize pollution and the investment in anti-pollution improvements.
 
Would it be possible to identify the source of pollution and the effect (and order) that each anti-pollution improvement is applied.
Not directly from the city-screen as such.

But the pollution-model in CivIII is fairly simple. There are only two potential causes of pollution from towns: specific buildings (only Industrial- and Modern-era buildings, in the epic game), and large populations.

The more pollution-points that any given town produces in total (illustrated by the pollution-icons at the bottom left of the city-screen), the greater the probability (+1% per pollution point?) that a tile in that town's Fat Cross may be randomly contaminated each turn (i.e. requiring Worker-cleanup before the tile is usable again).

The longer that a tile is left contaminated, the greater the probability that it will degrade per the terrain-settings in the Editor (in the epic-game, the sequence used is broadly "Jungle/ Marsh/ Tundra —> Grassland —> Plains —> Desert"; Forests degrade to their respective base-terrain, Tundra or Grass or Plains).

(Contamination produced by nuclear weapons — and possibly also nuclear meltdowns? — causes instant tile-degradation)

The greater the total number of pollution-points produced by all towns on the map (yours and the AI's), the greater the probability that Global Warming will cause a random tile(s) to degrade, somewhere in the world, even without prior contamination.

The pollution-point total from any given town can only only be mitigated by erecting additional buildings in that town.

Building-generated pollution:

Pollution-effects of buildings are set in the Editor, and should (ideally) be detailed in the 'Pedia-entry for each building (at the very least, the entry should note that it produces pollution!). Any building can be set to add any given number of pollution-points (e.g. the epic-game Factory produces +2 pollution-points) to that town; these pollution-point values are simply totalled up, so the more polluting buildings you install in a town, the greater the number of pollution-points (=icons) produced by that town. After an "Anti-building-pollution" building is added (= Recycling Center in the epic-game), building-pollution is capped at +1 pollution-point in total, regardless of how many polluting buildings exist in that town

Population-generated pollution:

Each population-point above the Size-2 cap (i.e. Pop12 in the epic-game, before a Hospital is built; I do not know what the town-size caps are in RARR) is hardcoded to add +1 pollution-point to that town (i.e. a Pop20 Metropolis in the epic-game would produce 20 – 12 = 8 population-pollution points/icons). After an "Anti-population-pollution" building is added (= Mass Transit in the epic-game), population-pollution is capped at +1 pollution-point in total, regardless of city-size

Basically, you only need one of each pollution-mitigating building-type; their effects are cumulative with each other, so once both building-types have been installed, the town will produce no more than 2 pollution-points (+1 from excess population, +1 from buildings).
 
Thanks for that TJS.

Population pollution is clear, there is only one mitigator, mass transit, and when over 15 population, it can never be less than one.

I was more interested in determining how the building pollution abating city improvements work together. It is apparent that if you build a park, well, that reduces building pollution to one. If you then build a labor union or sewage treatment plant, which reduce city pollution by 2, that they may not reduce the city pollution below one. So, I think that the buildings that reduce pollution by a certain amount act first. I then think that the buildings that limit pollution see if the now reduced total is greater than their limit. If it is, they reduce it to the limit. If the reduced pollution is less than the limit of this type of building (e.g. park, recycling center), I think it has no effect.

I was looking to see if my assumption is correct.

I also think that the offshore platform may not be treated correctly.
 
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