Rise And Rule Revisited (epic mod)

1.
As posted, ships with ZOC can fire several times at bypassing ships. The real question in my eyes is why there was no scouting before sending the "giant convoy" of 74 warships on its way. The single pirate ship could have been easily sunk by one or two scout ships before the giant convoy is passing the pirate ship.

Your units can only fire on bypassing ships if they have ZOC attack.

Btw.: I never had a convoy of 74 warships! :eek:
A Destroyer was also part of the convoy... Anyway, I will be more careful with this aspect!
Btw I have three convoys of... 100 ships - American Battleship! :)

6.
This looks like beeing an error in the RARR biq, if both tanks of the same level are enabled for a civ. To have a look into that problem, please post what civ you did play when this situation occured.
Currently playing with the Iroquois!
I was looking at what's next upgrade... and I saw the similarity between the two Tanks.
8.
In CCM3 only units with the foot flag can be loaded into CCM armies. Land artillery in CCM 3 don´t has the foot flag. I am wondering if such a setting should be done for RARR, too.
My opinion is that a combination between ground attack units and cannons (with subsequent upgrades) is very good!
Personally, this is how I plan my land attacks, first with a strong bombardment with Cannons and then I attack with land units! :)!

9.
This is normal in Civ 3, that leaders can be created by winning a battle with an elite land unit.
I know, but I was amused by the name "Hansome Luke"! :)

Thank you for the explanations and for your patience!
If I find something else I will post it, maybe it will be useful! :)
 
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A Destroyer was also part of the convoy.
It has no use if a destroyer is part of a convoy, if the convoy is not moving from tile to tile, but over a longer path on the map. The "scout" ship must be sent on the path of the convoy to detect ships along the planned route of the convoy and another warship that sinks a detected ship with ZOC along the planned route of the convoy and only after the path is "cleared" the convoy should be sent.
Currently playing with the Iroquois!
I was looking at what's next upgrade... and I saw the similarity between the two Tanks.
I had a look at the setting of both tanks for the Iroquois and indeed both tanks were enabled for that civ. Thank you very much for reporting that error. :)

The Iroquois are now deleted from the list of civs that can build the M48 Patton as Canada had only the Centurion tank and not the M48 Patton. At present I
don´t post the fixed biqs, as this is a very minor error, because the Iroqouis have neither an advantage nor a disadvantage with that fix and that fix is too minimal to trigger a different number for the RARR biqs.
 
It has no use if a destroyer is part of a convoy, if the convoy is not moving from tile to tile, but over a longer path on the map. The "scout" ship must be sent on the path of the convoy to detect ships along the planned route of the convoy and another warship that sinks a detected ship with ZOC along the planned route of the convoy and only after the path is "cleared" the convoy should be sent.
I haven't used this strategy and haven't even thought about it, so thank you for the tip! :)

I had a look at the setting of both tanks for the Iroquois and indeed both tanks were enabled for that civ. Thank you very much for reporting that error. :)
If you want, I can look for such errors! I start the game with each civilization, without opponents and check for such errors, or in another way if you tell me how!
I don't know if you can send me the list so I can check for such errors!
 
If you want, I can look for such errors! I start the game with each civilization, without opponents and check for such errors, or in another way if you tell me how!
I don't know if you can send me the list so I can check for such errors!
Each error that can be fixed is a good thing - and it is better if I post some of those fixes together than to give each version of the biqs with only one fix a new number (exception if there should be serious errors in the biqs).
 
Each error that can be fixed is a good thing - and it is better if I post some of those fixes together than to give each version of the biqs with only one fix a new number (exception if there should be serious errors in the biqs).
A little check:
Civpedia
Terrain:
1. Coast: Bonus resource Roack(!?) - invalid entry
2. Forest: Strategic resource: Elephants - invalid entry; Bonus resource: Fruit, Exotic wood – invalid entry
Can I continue checking?
 
The bonus resource "Rocks" for coastal terrain must be replaced by "Natural Port".
 
Just a small observation:
1. When I want to move several units one step, the "Move unit in stack" selection is not always done, a number of units are moved and then it stops and you have to select "Move unit in stack" again and all so!
It doesn't matter if they are identical or different units!
2. Arabian Archer is a "Flavor" unit but it has nothing special compared to a regular Archer ...or maybe I'm wrong... It also has a penalty point... Maybe a rate of fire 2, it would balance...
3. I annihilated Cartagena, the new city appeared (respawn), but they kept their advanced tree... if they revive, wouldn't they have to take it from the beginning?

Thank you for your attention!
 
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When I want to move several units one step, the "Move unit in stack" selection is not always done, a number of units are moved and then it stops and you have to select "Move unit in stack" again and all so!
This situation appears, when the units in the stack have a different amount of remaining movement points.
Arabian Archer is a "Flavor" unit but it has nothing special compared to a regular Archer
Flavor units in RARR mostly only differ in their graphics.
I annihilated Cartagena, the new city appeared (respawn), but they kept their advanced tree... if they revive, wouldn't they have to take it from the beginning?
No, re-spawn civs keep the techs they have researched. Here you can read something about re-spawn civs in Civ 3, but it is in German language:
https://www.civ-wiki.de/wiki/Neustart_vernichteter_Zivilisationen_(Civ3)
 
This situation appears, when the units in the stack have a different amount of remaining movement points.
Not when you only move one tile, or 'one step' as MilsB said. I've run into this issue occasionally as well, though it doesn't seem to be limited to a single mod, so I'm inclined to believe it's either a base game issue or C3X issue, since I can't remember if it happened before I installed C3X, and I haven't played without C3X after finding out about it.
 
This situation appears, when the units in the stack have a different amount of remaining movement points.
That's right, but I had about 5-6 armies + a few commando units, which I didn't move one turn, then I started to move them, and they moved 2-3 Armies after that they stopped, I select again and so on... It doesn't matter if they are made of the same units or not!
Not when you only move one tile, or 'one step' as MilsB said. I've run into this issue occasionally as well, though it doesn't seem to be limited to a single mod, so I'm inclined to believe it's either a base game issue or C3X issue, since I can't remember if it happened before I installed C3X, and I haven't played without C3X after finding out about it.
As you also say, I don't remember either, if it's a problem from the old game or appeared with C3X... Anyway, it's a bit annoying... :)
Maybe someone who is good at programming can help us with this inconvenience! :)
No, re-spawn civs keep the techs they have researched. Here you can read something about re-spawn civs in Civ 3, but it is in German language:
https://www.civ-wiki.de/wiki/Neustart_vernichteter_Zivilisationen_(Civ3)

I understood! I haven't played with respawn before and it caught me a bit unprepared for a rather serious attack... Thanks for the link, I know a little German language but Google translate will also help me! :) Thank you!
Flavor units in RARR mostly only differ in their graphics.
I thought that "Flavor units" were something similar to "Unique units" and maybe more special. but if you say it's generally about the graphics... Personally I would have liked them to be more special than the unique units! :) Thanks!

Thank you for your understanding and patience!
 
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I thought that "Flavor units" were something similar to "Unique units" and maybe more special. but if you say it's generally about the graphics... Personally I would have liked them to be more special than the unique units! :)
In that case you should play CCM. :)
 
RARR 1.9 is in the works. Different to former screenshots, which showed a graphical photomontage for a concept of the new techtree of era 3 in RARR, the screenshot below was taken from the existing new RARR 1.9 on my pc after pasting the concept with the wiped out techboxes into the era 3 industrial-new graphic for the new techtree. Blue circles show still needed work in the editor (mostly fixes of x/y coordinates of the tech boxes or units/improvements to add or to change, per example battlecruisers and early WW2 tanks). Red circles show still needed graphical work in the industrial-new techtree graphic in era 3 (mostly fixed arrows). This screenshot also shows, how to create or change complex Civ 3 techtrees easily.

RARR 1.9 in works.jpg


I am also reflecting about a fix in the later timescale, as I did it in CCM 3. For doing such a fix in the timescale, I need your experiences about what turn in your RARR games you entered era 3 (Industrial Ages), if you were playing normal RARR or the extended version, and in which difficulty level you were playing in that game. Please have a look into existing save files of your games and post these dates here. The more of those dates are known, the better a fix in the timescale for RARR can be.
 
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Hello Civinator, I just started a new game. with Iroquois, Regent Difficulty! How can I help you?
Is it useful for you to start with another civilization? Do I have to pay attention to something in particular?
 
Hello Civinator, I just started a new game. with Iroquois, Regent Difficulty! How can I help you?
Is it useful for you to start with another civilization? Do I have to pay attention to something in particular?
The game is there since decades and (nearly) all advantages and weaknesses of the mod are known since many years. New is the combination with C3X (Flintlock mod), so may be a look especially how the AI civs use their land artillery, can make sense. Difficulty level normally at least should be Monarch. The most important is: Have fun! :)
 
The game is there since decades and (nearly) all advantages and weaknesses of the mod are known since many years. New is the combination with C3X (Flintlock mod), so may be a look especially how the AI civs use their land artillery, can make sense. Difficulty level normally at least should be Monarch. The most important is: Have fun! :)
Alright, I'm restarting the game with the Monarch level and I'll pay attention to how the AI civs use their land artillery! In general, I played the lower levels, because when you come home tired from work, you don't really want to get a headache from an AI... :)
Thanks, I'm sure I'll have fun! I've been playing Civ since it was released, I even have Civ 1, which I still install sometimes, for old times' sake! :) I played all the Civs but I stopped at Civ 3, the other Civs 4-5-6 didn't impress me much! I want to see how Civ 7 will be... Maybe Civ 7 will be better than the others...

From what I have seen so far, only a few cities had artillery and used it if I was in their range, especially on my ships. Usually only one or two cities concentrated more than 2-3 artillery, generally they had only one artillery or none at all. Only once AI had about 7 artillery, but in a city of no strategic importance, which had no resources to defend, it had simply gathered a lot of army there... In the ground attack groups, sometimes there is a catapult/ artillery, but usually there is no artillery in these ground attack groups.
I hope it will be useful to you! :)
 
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MilsB, to be more useful, it would be necessary from which year and wich turn you are reporting those obeservations.

About games of the civ series after Civ 3 I share your opinion, and I have big doubts that Civ 7 will be better than Civ 5 and 6. This is the reason why I still mod Civ 3, as until now in my eyes nothing better did follow. Civ 4 in some parts was an exception to that rule of thumb, but most of the positive parts of Civ 4 were able to be integrated into Civ 3.
 
Some more observations:

1. ... "our attack was..." how can it be made to stop appearing? Or be repositioned! Because it blocks the life line of the units in the city and you can't see how many units it has (when you bomb).

2. Can a catapult with fire be made, for siege - destroying buildings and/or sinking ships?

3. The units in the city make the citizens happy, but if they leave, the citizens starve... I understand that they become dissatisfied, but not starving... can it be adjusted?

4. After the second respawn of the Carthaginians, I conquered the only remaining city, but no other appeared (respawn) even though there was enough space on the island! How many times does it respawn a civilization?

5. When the Splash of a leader appears, a very disturbing "noise" can be heard, it was probably a song or something that remained an artifact...

6. Even if there are unexplored areas (fog of war) the Ranger goes to areas already visualized...

7. Champion Viking can Explore!?

8. The catapult can move through the forest! Doesn't he need roads?

9. Slaves/Workers cannot all be selected with "Move unit at the same type in Stack", it stops at each group, e.g. Worker Inca - stop then you have to select Stack again and only the Carthaginian slaves/workers move and so on... the same thing with the other units, they don't all move but stop and you have to select again!

10. Can the "buttons" for unit action remain fixed? Many times I give the order to build a road and then another order/action appears in the same place... and I find myself cutting down the forest...

11. Jan 290AD/Iroques/Monarchy - in exchange for peace, I ask the Incas for technology (Fermentation, Mysticism, Sailing, Slavery, Weaving, Constructon, Iron Working), but as soon as I concluded the peace, Civil Engineering, Naval Warfare and Polytheism appeared in the Incas' technology ... What's going on? Did he discover them in any torn? Couldn't list all technologies?

12. Jan/290AD/Iroquois/Monarchy: American Army - 6 Veteran Spearman, 3 Regular spearman, 1 veteran swordsman, 3 regular swordsman, 3 veteran catapult, 6 regular catapult, 1 regular guardsman.



I hope it will be useful! :)
 
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1) This info-line can't be repositioned, as this is hardcoded (i.e. not adjustable by modding the .biq). It could only be removed, by replacing the relevant script.txt line with a blank line
2) The targeting priorites for land-based bombardment units are also hardcoded. They will hit buildings after all units are redlined. They can only sink ships if given Lethal Sea Bombardment
3) Unit garrisons have no effect on starvation, but if their military police effect is removed, the town may become unhappy -- and if you deal with that by reassigning citizens as Entertainers, food harvests may drop below the level needed to sustain the current population. Remember, in RARR, each citizen needs 3 food per turn.
4) (AFAIK), when the Respawn option is turned on, each Civ can potentially respawn once. I usually turn this option off.
5) No idea about this one.
6) Units on auto-explore will not enter foreign territory unless you have a ROP with that Civ. If you want to explore without an ROP, you will have to control the unit manually.
7) Even in unmodded Civ3, most (all?) military units (also) have the Explore ability, yes.
8) For Wheeled units, Roads are only needed for terrain flagged as "Impassable to Wheeled". I'm not sure what the settings are in RARR, but in unmodded, only Mountains, Volcanoes, Jungles and Marsh are flagged as ITW.
9) Stack-movement is somewhat bugged in the game-engine. Might have been made worse by Flintlock's patch, but I don't think so.
10) Positioning of the unit-action buttons is hard-coded (= not moddable)
11) When trading for techs, only those techs which you can currently research can be seen on the trading-table. That does not mean that those are the only techs your trade-partner knows that you don't, especially if they are more advanced than you.
 
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