Rise And Rule Revisited (epic mod)

GREAT NEWS that the next version of RARR is in the works! Thanks for your effort on this!

If the Dharma Warrior now requires horses, should the patriot then require saltpeter? Seems only logical.

I really like that you disconnected Espionage from Emancipation.

I also like that the obsolescence of the Jolly Roger is moved from Unionization. I think that the availability of the WWI destroyer is more appropriate with the technology Mass Production. In history, the Dreadnaught and the WWI destroyer came about at almost the same time.
 
The most important change in the reworked techtree for RARR era 3 in my eyes is the delayed appearance of the Zeppelins in era 3.
 
In post 1 of this thread the new biqs with working paths to the new CCM3, that is installed in the scenarios folder of C3C, are posted.
 
So, to be clear, I need to:

  1. install CCM3
  2. Install Flintlock (currently v18)
  3. Install RARR 1.8
  4. Uninstall CCM 2.5
  5. Run whatever other cleanup I need, e.g., steam conversion for labels
Is this correct?
 
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Clean install:
1. Install C3C Complete GOG
2. Unzip CCM3 directly in C3C>Conquest>Scenario
3. Unzip Flintlock vR18 (it will be called C3X_R18B, after unzipping), in the C3C>Conquests
4. Activate Flintlock vR18 = double-clicking the INSTALL.bat (from the C3X_R18B folder)
5. Copy RARR folder in C3C>Conquest>Scenario
6. Copy scenario.c3x_config to the RARR folder located in C3C>Conquest>Scenario
7. Copy RARR1.8.biq, RARR1.8 extended.biq and RARR1.8 Earthmap 180x180.biq in C3C>Conquest>Scenario
8. Play

OK?

PS These steps its not good for installing RARR?
 
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Hello!
The following error appeared: "Load Error: Art\Unit\African Cataphract\HorsemanRun.amb
The game will now exit"
What can be done?
Thank you!

PS I copied the African Cataphract folder from CCM3 to RARR - Art\Unit and the error no longer appeared... Is it OK, what I did? Thank you!
 
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Takeo optimated the sounds and animations of hundreds of units in CCM 3. It seems there is an old file in your installation that wanted the old amb sound of CCM 2.5 for the African Cataphract that is no longer existing. Normally the new RARR biq with its link in the scenario properties to the CCM 3 installation should provide the unit with its new sound. Theoretically it could be that you use an old RARR biq that doesn´t have that link - but in this case you would have had problems with other units, too, as hundreds of units were updated. That this problem is solved when the CCM 3 unit is copied directly in the RARR units folder shows, that the settings of the CCM 3 unit is correct, even on your pc. Something in your installation sabotaged the link to CCM 3 (at least for that unit). I can only guess about the cause, but per example a remnant of the old African Cataphract.ini file in the virtual store of your pc could cause such a problem.
 
Takeo optimated the sounds and animations of hundreds of units in CCM 3. It seems there is an old file in your installation that wanted the old amb sound of CCM 2.5 for the African Cataphract that is no longer existing. Normally the new RARR biq with its link in the scenario properties to the CCM 3 installation should provide the unit with its new sound. Theoretically it could be that you use an old RARR biq that doesn´t have that link - but in this case you would have had problems with other units, too, as hundreds of units were updated. That this problem is solved when the CCM 3 unit is copied directly in the RARR units folder shows, that the settings of the CCM 3 unit is correct, even on your pc. Something in your installation sabotaged the link to CCM 3 (at least for that unit). I can only guess about the cause, but per example a remnant of the old African Cataphract.ini file in the virtual store of your pc could cause such a problem.
Thank you very much for your answer, Civinator!
I downloaded and installed the files from post 1 of this thread, that's why I was very confused when this error appeared!
I'm going to uninstall everything and I'm going to try to clean some artifacts, which probably remained undeleted from the previous uninstallation.
Thanks again for the answer and understanding! and last but not least, congratulations and thank you for these two extraordinary Mod-Games!
 
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I am trying to copy the files to the CCM file, but it is taking forever (see screenshots). Any way around this? Thanks

1723290219193.png
 
Holan95, why are you not simply unzipping the CCM 3 download into the C3C\scenarios folder as it is suggested in the CCM 3 installation hints?
 
I got it installed, but there is another error whereby I am getting strange text and the mod won't load (it gets stuck in "Configuring human player".

1723308366639.png
 
That's the steam-labels problem again.

You need to rename (or delete) the existing "labels.txt" file(s) in the ..Scenarios/CCM [or RARR]/Text/ folder(s), and then rename the "steam labels.txt" file(s) to just "labels.txt".
 
The update to version CCM 3 is very close - and this is the base for the RARR mod.

So CCM 3 will be connected to the Flintlock mod, this will not be necessairy to play the RARR mod. On the other side the Flintlock mod holds many benefits for playing RARR, among them the fix of the submarine bug (so submarines even in RARR now can really be submarines) the fix of the houseboat bug (that also haunts RARR), the use of offensive AI artillery and many other options to improve the game play of C3C - and therefore of course RARR can be played with the Flintlock mod, too.

As the installation of CCM 3 will be changed to a normal installation in the content folder of C3C, the RARR biq will need a search path to the new CCM installation, and such a biq will be posted when CCM 3 is released. This biq will hold some fixes of errors reported by you all in this thread, that can be directly be fixed in the biq.

A new version of RARR is "in work". It mainly holds the updated era 3 techtree (shown again below this text), but also some other changes and fixes of the mod.

Some time ago CorvusFortis made an, in my eyes, important post about culture, irrigation, the Great Library and the Encyclopedia. You still have the opportunity to post your thoughts about it for the new version of RARR.

rarr-era-3-new-2024-jpg.684510
Thanks for posting this. I am a bit confused as to whether the RARR 1.8 has the new tech tree, as I am playing it, but it still has the tech tree from RARR 1.7 on it.
 
Just a more general question. I am having an easy time winning on the level below Monarch but am being overwhelmed by the other civs getting techs and thousands of gold within 30 or 50 turns after the start, it's very hard to keep up with. Are there any tips for how to be better at winning on Monarch?

Furthermore, I want to make it so that each game has 1000 turns and has a one-city culture value of 50,000 and a civ-wide culture value of 150,000. How can I make the changes permanent rather than having to change it every time I start a new game?
 
The RARR extended biq has 915 turns. You can change the culture victory settings in a biq in the Scenario Properties \ Victory Point Winning Conditions. Your intended culture values are inside the capacity of the Firaxis editors.

Scenario Properties.jpg


I am not aware about a guide to play RARR (there are some hints by Kal-El in the link when starting RARR), but may be there are old guides at CFC how to play RAR. RARR in most cases is a graphical update of RAR, so some additional parts were cautiously added.

Starting pop-up message.jpg


Beginner´s strategy tips.jpg
 
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