Rise And Rule Revisited (epic mod)

Civinator when will the update come out? known date? :love:

kakdelaaa, thank you very much for your continuing interest in RARR and CCM 2.50. :)

The next version of CCM 2.50 is a very big project, as it is an expansion of C3C and not only holds the files for CCM 2.6 and RARR 1.8, but also the files for the WW 2 scenarios SOE and WW2 Global Gold and another big project, that I haven´t talked a lot about it.

CCM 2.6 should be played with the Flintlock patch and therefore a lot of adjustments in the settings of CCM (and some in RARR, too) have to be done to use the advantages of that patch. Questions about a possible update date always receive the reply: I don´t know this, as I am not a factory - but in the past several updates to CCM and RARR did arrive.

I don't like invisible units, because they spoil the aesthetics, all countries remain without roads))) just cities that have nothing to do with other cities) because. communication with them is destroyed by the invisible :)

In CCM those autoproduced invisible units don´t have the pillage ability, so these units are not able to destroy roads, mines and irrigation. What you have posted here cannot be happened in a CCM game.
 
kakdelaaa, welcome at CFC! :band:[party]

Indeed! :goodjob: - And, @kakdelaaa, the way to get someone's attention (say, @Civinator ;) ) is to put "@" directly before the name; start typing the User's name, and (sometimes it might take a few characters) a menu of matching names will start showing up.

- :Dz
 
@Civinator Could you clarify this doubt for me?

Both are great mods, with a lot of time and dedication that was invested in creating them. So please don´t expect that I compare them. You have to find out yourself what mod is better suited for you - and there are some other great mods, too.
 
The patriot upgrades to the partisan, which is available through an optional technology. The next unit in the tree is available through a required technology.

I would like a unit that then further upgrades by a required technology, to not be tied to an optional technology.

This is just a minor point, but it bothered me a little.

As a suggestion, you could move the partisan to nationalism and reinstitute the steel foundry minor wonder for communism.
 
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ynot56, I think the partisan unit fits very well to tech Communism. Your suggestion to move the partisan to the tech Nationalism would catapult that unit from the end of era 3 to the start of era 3, meaning that this unit would be available nearly a complete era earlier.

Even in RAR the partisan was only available with a tech at the end of era 3 (Guerilla Warfare). So the tech Guerilla Warfare was no optional tech in RAR, the result is the same: You have to research a special tech at the end of era 3 to be able to build that unit. In RARR you additionally have the option to skip that tech, what in my eyes is an advantage, not a shortcoming. Even if you decide to skip that tech, you can upgrade the patriot to the guerilla unit when the needed tech is available.
 
I misspoke, I did not mean Nationalism, I meant Totalitarianism, the same tech that allows Trench Infantry to upgrade to regular infantry, sort of a parallel upgrade in my mind. I apologize for confusing nationalism with totalitarianism, sometimes its hard to see the difference... :)

Yep, I mean, getting the partisan for communism makes it a fairly useless advance, but you can always upgrade with the future advance that gives you.
 
Some minor issues that you might already be aware of.

I was playing Arabs and the WWI destroyer does not update to a destroyer WWII.

Likewise the Armored Car does not upgrade to Air Cavalry.
 
Some minor issues that you might already be aware of.

I was playing Arabs and the WWI destroyer does not update to a destroyer WWII.

Likewise the Armored Car does not upgrade to Air Cavalry.

ynot56, thank you very much for reporting the upgrading error for the Arab Armored Car. :) This unit for the Arabs should upgrade to the Eastern Air Cavalry, but the box for the Arabs in the Eastern Air Cavalry was not tickled. This error is fixed now for the next version of RARR.

In my RARR 1.7 biq it seems that the upgrade from Destroyer WW1 to Destroyer for the Arabs is working.
Spoiler :

Upgrade destroyer WW1.jpg



 
Well, I think I have 1.7, but ??? It doesn't work for me. And the destroyers are stuck there, while the Armored car upgrades to the attack helicopter, (the next one after the air cavalry).
 
Well, I think I have 1.7, but ??? It doesn't work for me. And the destroyers are stuck there, while the Armored car upgrades to the attack helicopter, (the next one after the air cavalry).

ynot56, I explained to you in my last post why the Armored car for Arabia with RARR 1.7 by error only upgrades to the attack helicopter. The working upgrade of WW1 destroyers to destroyers for Arabia is shown by a hard coded link (see the screenshot in my last post). You can attache a save file with that problem and I will have a look to it, when my free time allows this.
 
Maybe its by design or maybe its there, but for my own ignorance on where to look, but I would like to have some quantitative measures of government corruption. In the civilopedia, the level of corruption is descriptive and given as rampant, moderate, etc. I really only can figure out the worst (rampant?), but for some of the descriptions, it is difficult to rank order the level of corruption.

This is in stark contrast to all other government attributes where the specific performance of each government is spelled out.
 
Maybe its by design or maybe its there, but for my own ignorance on where to look, but I would like to have some quantitative measures of government corruption. In the civilopedia, the level of corruption is descriptive and given as rampant, moderate, etc. I really only can figure out the worst (rampant?), but for some of the descriptions, it is difficult to rank order the level of corruption.

This is in stark contrast to all other government attributes where the specific performance of each government is spelled out.

ynot56, the calculation of waste and corruption in C3C is a very complicated procedure. Rampant, moderate, communal and so on are only some parts of this calculation. In my eyes the best description about that calculation for C3C can be found here in the German Wikipedia. You can find the English explanation by Alexmann here: https://forums.civfanatics.com/threads/everything-about-corruption-c3c-edition.76619/

The levels rampant, moderate and so on are part in that calculation with the shortcut Gr and the governments additionally with the shortcut Gd.

In my eyes these complicated formulas for the calculations are not suited well for a C3C civilopedia.
 
Hi All,

I get the game crash issue due to missing files for the Skory class ship. Is there a possible fix for this?

Thanks.
 
In playing the Ethiopians, the FlakPanzer does not upgrade to the mobile SAM (whatever the specific one for the Ethiopians is). Maybe that is what you planned for, but the upgrade seems logical.
 
ynot56, as far as I have seen, none of the advanced flak-tanks can upgrade to the mobile SAMs. I agree, that your suggestion is logical and it is noted for the next version of RARR (what will last some time, as first some experiences with the settings in the new Flintlock patch must be gained). ynot56, thank you very much for your hint. :)
 
@Civinator hello friend and thanks for your effort updating RAR.

I have 1 question about RRAR 1.7:

The Carrier ship does not have the Carrier flag in AI Strategies. Is this for a reason?

Instead, there is the Power flag enabled.
Volman, welcome at CFC :band:[party] and thank you very much for your kind words and interest about RARR. :)

The AI is mostly not able to handle carriers with the carrier flag properly. In most cases AI carriers in an epic game are completely without planes or at least very "understrength" in aircraft on their carrier decks. As the old master creators of RAR, who have posted in the RARR thread, allowed me to do some changes to the settings of RAR, this is one of the careful changes I did to that mod. Now AI carriers can have a significant impact in a battle by their long range bombardment, simulating the attack of aircraft stationed on those ships. Of course the targets for such a bombardment first must be identified.

Additionally on aircraft carriers real planes can be based, but the AI never used this option properly. With the long range bombardment settings AI carriers are no longer only "sitting ducks" on the water.
 
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