Rise And Rule Revisited (epic mod)

I was thinking to re buy it on GOG to get rid of the physical device. Do you think it's a good idea ? Do I have to get the english version for the patch to work without too much fiddling ? (I remember some sort of a patch, but I don't care if it's in French or English, I just don't want error messages...)
PhilB, thank you very much for your continuing interest in RARR. :)

It is definitely a good idea to buy the GOG version of Civ 3 Complete, that is every few weeks on sale for € 1,29, as the Flintlock mod needs the GOG or steam version of Civ 3 Complete for installing (and the steam version has an additional bug in its labels text file, playing havoc with the texts of mods like RARR, so RARR holds a patch for this bad problem of the steam version).

The Flintlock mod works with the English version of Civ 3 Complete (that comes with the GOG version) and a German version of Civ 3 Complete, so here my current version of the translation at present is for version 12 of the Flintlock mod, but the Flintlock mod currently is on version 14.

For big maps RARR in its current version is not suited too well. Per example the short ranges of aircraft must be enlarged massively for such a big map. Here CCM 2.5 is suited much better, as it was concepted for games on bigger maps. For RARR a 180 x 180 worldmap exists, that was done by Kal-EL many years ago and slightly modified by me. You can find it here.
 
The monstrosity map needs some crucial updates for gameplay reasons.
Any map, including the monstrosity, needs additional work to be compatible with RRAR.
My plans are in a few weeks I release updates for the monstrosity map to play better, then convert and make it compatible with RRAR.
I am very interested for RRAR, since the plethora of changes and depth of game play it adds are unique and only using a huge, a really huge map, can show the full benefits of the units and the technology tree.
Keep and eye of this thread for updates on monstrosity map: https://forums.civfanatics.com/thre...x262-the-monstrosity-marathon-edition.679014/
I am looking forward to your map, so at present I am convinced that such a map would fit much better for scenarios with preplaced cities on it. If such a gigantic map should be used in a normal Civ 3 epic game, the 512 cities will be placed by the AI on small parts of that map and the most parts of the map, where cities should be, will left empty for the complete game, as there are no more cities left when the 512 city limit is reached.

I am reflecting about a Colonial Conquest scenario as a successor of the famous AOI scenario, covering in era 2 the years 1900 - 1938 (based on a modified RARR techtree), in era 3 1939 - 1945 (based on a modified early techtree I had created for SOE) and in era 4 1946 - up to now (based on a modified RARR era 4 techtree). At present I am not sure, if the scenario will include in era 1 the modified CCM 2.50 techtree of era 2 of that mod and currently I am planning with the existing Aeldrik worldmap and an enlarged Europe by Chellku in this map, but I will test your monster map, too.

Here is a screenshot of an early prototype of a RARR-based techtree for era 2, done by a photomontage:

Colonial Conquests Era 2f.jpg
 
I am looking forward to your map, so at present I am convinced that such a map would fit much better for scenarios with preplaced cities on it. If such a gigantic map should be used in a normal Civ 3 epic game, the 512 cities will be placed by the AI on small parts of that map and the most parts of the map, where cities should be, will left empty for the complete game, as there are no more cities left when the 512 city limit is reached.

I am reflecting about a Colonial Conquest scenario as a successor of the famous AOI scenario, covering in era 2 the years 1900 - 1938 (based on a modified RARR techtree), in era 3 1939 - 1945 (based on a modified early techtree I had created for SOE) and in era 4 1946 - up to now (based on a modified RARR era 4 techtree). At present I am not sure, if the scenario will include in era 1 the modified CCM 2.50 techtree of era 2 of that mod and currently I am planning with the existing Aeldrik worldmap and an enlarged Europe by Chellku in this map, but I will test your monster map, too.

Here is a screenshot of an early prototype of a RARR-based techtree for era 2, done by a photomontage:

View attachment 643803
The city limit is not necessarily a bad thing.
If flintlock could intergrade the additional 50 cities patch that exists and it works fine, it could be a nice challenge for a civer to play any giant map with acceptable response times (turns under 30 seconds).
Some data from my beta test: Currently I see 512 cities spread about 60% of the map, but I already have 40 cities fully developed and another 40-50 1 citizen cities.
I will make an experiment to disband these cities so to watch what AI will do and how will create new cities, and where. Maybe I will conquer some more cities until I own 100 1 citizen cities. I haven't decided yet.
Since this is a RRAR thread, I will post more info at the monstrosity map thread, not here, I don't want to spam.
Watching this thread and photos of units and tech trees is like watching porn to me, since I beta test my map in unmodded civ 3 for 3 months (!!!), a really horrible experience compared to RRAR mod and all the goodies it provides.
 
The city limit is not necessarily a bad thing. If flintlock could intergrade the additional 50 cities patch that exists and it works fine, it could be a nice challenge for a civer to play any giant map with acceptable response times (turns under 30 seconds).
Volman.me, unfortunately none of the existing "NCL patches" is working well. The additional about "50 cities" (44 cities) can only be founded by the human player before the game is finally freezing and even before the human player has founded these 44 additional cities, there are culminating problems in the settings of the game. Here and here I made tests myself.

Flintlock tried to explain the problems with the NCL settings here.

Nevertheless, in my eyes, for scenarios with preplaced cities, your map can be exzeptionell and we will see how it performs in epic games. :)
 
Last edited:
PhilB, thank you very much for your continuing interest in RARR. :)

It is definitely a good idea to buy the GOG version of Civ 3 Complete, that is every few weeks on sale for € 1,29, as the Flintlock mod needs the GOG or steam version of Civ 3 Complete for installing (and the steam version has an additional bug in its labels text file, playing havoc with the texts of mods like RARR, so RARR holds a patch for this bad problem of the steam version).

The Flintlock mod works with the English version of Civ 3 Complete (that comes with the GOG version) and a German version of Civ 3 Complete, so here my current version of the translation at present is for version 12 of the Flintlock mod, but the Flintlock mod currently is on version 14.

For big maps RARR in its current version is not suited too well. Per example the short ranges of aircraft must be enlarged massively for such a big map. Here CCM 2.5 is suited much better, as it was concepted for games on bigger maps. For RARR a 180 x 180 worldmap exists, that was done by Kal-EL many years ago and slightly modified by me. You can find it here.
Thanks for the detailled answer !

When I'm ready to press that red button, I'll install the game and forget about everything else.
Thanks for letting us play one of the best game in the world !
 
Sorry for the noob question but... I notice that the exe still shows Antal, is the Flintlock patch included ? The features of the latter sounds really great, specially on the AI front.
And yes, I already pressed the red button. 🙋‍♂️
 
Sorry for the noob question but... I notice that the exe still shows Antal, is the Flintlock patch included ? The features of the latter sounds really great, specially on the AI front.
The downloads for CCM 2 and RARR were done long before the Flintlock mod started to exist. Therefore both downloads are not containing the Flintlock mod. Nevertheless both CCM 2.50 and RARR can be played even now by using a separate download of the Flintlock mod, that can be found here.

Install the Flintlock mod in your C3C mainfolder and start a game with the modified exe by the Flintlock mod. Most options are configurable with a text editor in the default.c3x_config file.

Be warned about using the new routine for AI land artillery without any changes in the RARR biq, as it would be much too easy for the human player to capture dozens of AI artillery units without any problems. The simplest method against these capturing is, to give the RARR land artillery a defense value of 1 so the artillery units of the loosing civ in a combat are destroyed. The other side of the medal is, that this setting enlarges the time of combat, as now also the artillery units must be defeated. Better would be to add civspecific versions of all kind of land artillery, as with these settings the time of combat would not be enlarged - but at present I don´t have the time to add hundreds of land artillery units to the RARR biq and pediaicons and civilopedia files.

I attache a (not tested) RARR 1.71 biq to this post, where these defense values are added to the land artillery units. This biq was done very quickly during writing this post and doesn´t hold the fixes for other reported errors. One fact is sure: In the next version of RARR (RARR 1.8) submarines will become submarines again, as the Flintlock mod fixes the submarine bug. Other features (per example special resources and doubled AI offensive/artillery strategies) will be tested with CCM 2.6 and if they are useful for the game, will be cautiously transferred to RARR, too.
The download for RARR 1.8 (which still needs a lot of time) will also hold a scenario specific default.c3x_config file for RARR.
 

Attachments

Last edited:
Amazing !
I'll test this... Thanks a lot for your time and dedication ! You're a heroe of retrogaming ;)
 
Glad to hear that RARR 1.8 is in the works, even if a while off.

Thanks for your effort Civinator!
 
Some quick feedback on the Flintlock patch/artillery with defense. It's really great ! The AI is much more challenging. In my first "late medieval times" war on Emperor mode, the AI civ launched quite a lot of artillery pretty well escorted to retake its city. My defenders received important casualties, but I thought : not bad but they lack attacking units to finish the job... Well they came right after, fast units that were really menacing my positions. Had to retreat from advanced positions and quickly sign peace to keep my advantage.
I wonder what it's gonna be after a while when they stack more of those ! Clearly, now you have to plan better and play smart on the frontline.
I love it ! Thanks Civinator !
 
Thank you very much for your kind words :), but the new AI routine for land artillery is alone Flintlock´s merit. This said, I am glad, that the quickly created RARR 1.71 biq seems to work.
 
love this mod and thank you very much, but there is one thing that needs changed and that's the Barbarian Riders they have way to much defence and attack, 2 of them wiped out my army of 2 and my other german horseman.
can i change the stats even just by 1 and where is it?
 
Last edited:
zepherreload, welcome at CFC :band:[party] and thank you very much for your kind words about RARR. :)

Both Barbarian units (the Barbarian Raider and the Barbarian Rider) have the original settings from the RAR mod. The settings of the Barbarian Raider and the Barbarian Rider can be changed with the editor in the units registry of the RARR biq.

Barbarian Rider.jpg
 
zepherreload, welcome at CFC :band:[party] and thank you very much for your kind words about RARR. :)

Both Barbarian units (the Barbarian Raider and the Barbarian Rider) have the original settings from the RAR mod. The settings of the Barbarian Raider and the Barbarian Rider can be changed with the editor in the units registry of the RARR biq.

View attachment 646025
yeah sorry i completely forgot about that lol

can i ask tho did you change the ai attacking as I'm getting a warrior beat my 2 strong army of horsemen? lol the ai seem to win every battle on warlord.
 
yeah sorry i completely forgot about that lol

can i ask tho did you change the ai attacking as I'm getting a warrior beat my 2 strong army of horsemen? lol the ai seem to win every battle on warlord.
There were no changes in the combat values of the Barbarian units and the warrior in RARR compared to the last version of RAR. It seems you were very unlucky in that fight.
 
There were no changes in the combat values of the Barbarian units and the warrior in RARR compared to the last version of RAR. It seems you were very unlucky in that fight.
ok then the AI is definitely cheating lol i keep getting my army with pikeman in a town with walls beaten this should not happen.
 
If you want to see the combat chances I recommend checking out http://andjo.free.fr/civ/CombatCalc2.htm. I mostly use it for checking the chances of an unfortunate loss I get in-game, like the time my veteran 10-attack Horse Artillery died attacking a veteran 3-defense Pikeman defending an unwalled grassland city without dealing any damage, which has a probability of 1.6%
 
If you want to see the combat chances I recommend checking out http://andjo.free.fr/civ/CombatCalc2.htm. I mostly use it for checking the chances of an unfortunate loss I get in-game, like the time my veteran 10-attack Horse Artillery died attacking a veteran 3-defense Pikeman defending an unwalled grassland city without dealing any damage, which has a probability of 1.6%
yeah thanks, ive seen this myself some battles i should never have won and others i definitely should have.
 
If you want to see the combat chances I recommend checking out http://andjo.free.fr/civ/CombatCalc2.htm. I mostly use it for checking the chances of an unfortunate loss I get in-game, like the time my veteran 10-attack Horse Artillery died attacking a veteran 3-defense Pikeman defending an unwalled grassland city without dealing any damage, which has a probability of 1.6%
I also re-uploaded the, "C3C Combat Calculation Tables." If nothing else, it will show you why " :spear: " does sometime happen.
 
Hello Civinator.

First. I would like to thank you for the great work done with RARR. I have been a big fan of this mod since early versions.
I am among those who will definitely download the new version of the mod immediately after the release and look forward to version 1.8.

Second. I have attached the RARR 1.7 save file
If there is time, please see why the game freezes after end turn? This happens periodically in game sessions, I can not understand the reason. Thank you!
 

Attachments

  • 2.SAV
    2.SAV
    810.1 KB · Views: 32
Back
Top Bottom