Rise And Rule Revisited (epic mod)

I see. I will try diplomacy or war actions starting from earlier turns, three or five back.
And if this wouldn't help to overwrite that bug, this game is over, I suppose?
 
The only solution I ever found for this is not to conquer/destroy the last city of that civ... ofc, the problem is if the civ is being destroyed by another PC civ. In which case the game is over...
 
Nothing could help - declarations of war, different embargoes, ransom demands, change of production chains in all cities - the bug still freezes game. Gonna have to start a new one.
For all my 13 Civ3 gaming years it is first time I meet that kind of situation.
 
Nothing could help - declarations of war, different embargoes, ransom demands, change of production chains in all cities - the bug still freezes game. Gonna have to start a new one.
For all my 13 Civ3 gaming years it is first time I meet that kind of situation.

This is the last message in the game with your save-file:

crash-jpg.466709


When looking into the diplomatic screen one can see, that Polynesia has only left its capital. Directly after the declaration of war comes the the crash. So I´m now pretty sure that this will be the "houseboat-bug". Even giving Polynesia the city of Schacht couldn´t stop that crash. May be things will become better, if Polynesia receives such a city some turns earlier. If you have such a safe file, you should try it, but I cannot guarantee that it will help. This is a nasty bug of C3C.
 

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This is the last message in the game with your save-file:

crash-jpg.466709


When looking into the diplomatic screen one can see, that Polynesia has only left its capital. Directly after the declaration of war comes the the crash. So I´m now pretty sure that this will be the "houseboat-bug". Even giving Polynesia the city of Schacht couldn´t stop that crash. May be things will become better, if Polynesia receives such a city some turns earlier. If you have such a safe file, you should try it, but I cannot guarantee that it will help. This is a nasty bug of C3C.
Gave 'em even two cities from my earliest autosave - 5 turns before 1560. Abortive. Then gave three. Still no luck. Really nasty bug...
 
Oni Ryuu, this was a very good idea! :goodjob:

I made this "hijack" and yes, it is the houseboat bug - but not for Polynesia (this civ at present has no ship) but for America. The American civ was not discovered by the player and therefore there was no diplomatic control over the state of that civ. America was overrun by the Mongols and in that turn they captured the American capital Washington. I took the American civ in multiplayer and sunk their "houseboat" near Riga. The game now continued without any crash.

I attach the save file of 1565 AD for the original player.

Izengrimm, I don´t know if you now can continue the game as this file now is a multiplayer save-file - but with you as the only human player. :) If you can and want to continue the game, please control the production of your cities (Königsberg and so on). You now have the multiplayer shield in your screen but you can minimalize it.
 

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What of all RAR weaponry - except carrier bombardment (on pic) - can cause such terrain crater-shaped damage? In vanilla Conuest game this could be done by casual air strike and howitzer bombardment. It appears in RAR this effect can be done only by carrier strike?

It's perfect for creating stiff terrain buffer zone between 128 advancing american tanks and my bridgehead on american soil - in my case, of course.
 

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What of all RAR weaponry - except carrier bombardment (on pic) - can cause such terrain crater-shaped damage? In vanilla Conuest game this could be done by casual air strike and howitzer bombardment. It appears in RAR this effect can be done only by carrier strike?

It's perfect for creating stiff terrain buffer zone between 128 advancing american tanks and my bridgehead on american soil - in my case, of course.

Izengrimm, thank you for reporting your observations about bombardment causing craters. :) I had a look into the the RARR-biq and the settings about bombardment causing craters is not completely as it should be. At present only some first generation carriers have a bombardment that can cause craters. Due to the bad performance of the AI with carriers I gave them the same kind of additional bombardment setting as in my mod CCM, where the bombardment range is influenced by the range of the planes based on that carrier, the rate of fire influenced by the number of planes based on that carrier and the bombardment factor influenced by the quality of the planes and their ammunition. As in CCM I gave the carriers also the "crater"-flag - but I forgot to set the crater-flag to more modern generations of carriers and to some other units, too. As far as I have seen, in RARR I gave the crater flag to no other units in that mod. In CCM also predreadnoughts, dreadnoughts, battleships, all kind of carriers and heavy bombers have that flag and it would be consequent to assign that flag to those units in RARR, too.

So this is one more thing for the update of RARR that will come this year. Thank you very much for reporting that error. :)
 
I'd like to report another observation:) Why does self-propelled artillery (SPA) always take on the role of defensive unit? Bypassing real defensive units like AT-infantry or APCs. When enemy attacks the city with tanks, TOW units, SPA and AT-men, so SPA for some obscure reason always tries to withstand tanks and helicopters - in the first place!:rolleyes: And loses completely very fast, of course.
 
I already asked this question. Civinator considers it a feature. This his right.
I agree! If Civinator does not want Battleships to upgrade to carriers, fine.
BUT, for consistency sake, how about those previous on the upgrade chain?
If I only upgrade to dreadnaught or predreadnaught, they upgrade. If I upgrade to battleship, no upgrade.
 
I'd like to report another observation:) Why does self-propelled artillery (SPA) always take on the role of defensive unit? Bypassing real defensive units like AT-infantry or APCs. When enemy attacks the city with tanks, TOW units, SPA and AT-men, so SPA for some obscure reason always tries to withstand tanks and helicopters - in the first place!:rolleyes: And loses completely very fast, of course.

There were no changes in the settings of SPAs in RARR compared to the settings of RAR. These units have the artillery tactics in their settings. This means that they fire one free shot of defensive bombardment against an attacker if a stack containing a SPA is attacked. Therefore the fire of a SPA appears first in the defense of a stack, but these units normally are not the first units in a stack that are harmed by the attack.
 
I agree! If Civinator does not want Battleships to upgrade to carriers, fine.
BUT, for consistency sake, how about those previous on the upgrade chain?
If I only upgrade to dreadnaught or predreadnaught, they upgrade. If I upgrade to battleship, no upgrade.

Yes this an inconsistency that I introduced to RARR as I like the Civ 3 dreadnought and battleship units a lot :) and don´t want that the beautiful dreadnought units completely disappear, when the battleships are available. In reality there were still dreadnoughts (frequently modernized) in use when the battleships entered service, while per example predreadnoughts became completely obsolete when the dreadnoughts did appear.
 
hello Civinator,

recently i played this mod, when i captured enemy city, the army destroyed than captured. Why? I didn't config anything about rule
 
City is automatically destroyed when has no buildings there. When defending civ sells or dismounts all city improvements in order to enhance its current production.
 
hello Civinator,

recently i played this mod, when i captured enemy city, the army destroyed than captured. Why? I didn't config anything about rule

BillGatesBoss, welcome at CFC. :band:[party]

What you describe is the so-called auto-razing of cities. It happens, when a city is conquered that doesn´t hold enough points of culture to reach the first cultural extension of its borders (normally less than 10 cultural points and the RARR mod here has the same settings). As cultural points are provided by buildings, there is a connection to the answer of Izengrimm, but the decisive factor are the cultural points the city is holding.

Btw.: You received answers to your post at CivForum.de.
 
OK, I give on the Dreadnaughts and PreDreadnaughts.

For the Americans, the F-15 does not upgrade to the advanced fighter.

This may be by design since, although stronger, the advanced fighter has reduced movement (i.e. it can only perform one action while the F-15 can make 2 actions, although only one combat).
 
When "Advanced Composites" tech is completed, game crashed with "cannot find file \Art\Units\Stridsvagn 103\S103Run.wav" message.
I went to folder "Stridsvagn 103", took Run.wav there and renamed it S103Run. All good.
 
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