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Rise And Rule Revisited (epic mod)

Jarovid and Izengrimm, thank you very much for reporting those errors. :) They are noted, and will be fixed with the next update of RARR.

Node60, thank you very much for answering the question about the download link. :)
 
Hi;

I have been playing this a lot and love the mod.

A couple of nits.

Most (all?) of the Asian Line Infantry seem to have more hit points than they should.

The American equivalent of the archer has way too many hit points

Advanced fighters seem to be less capable than the F-15. It does not seem like an upgrade.

Settlers seem to be enhancements to the both the regular and hardy (clan, pioneer, colonist). As such, I think it is appropriate for the settler to have the worker flags of the hardy line.

Thanks for the mod.
 
ynot56, thank you very much for your continuing interest in RARR :) and for reporting some errors. :)

The early archers have -1 HP, but for the Native archer I forgot the "-" and he has 1HP. This error will be fixed in the update. For the Asian and the Spanish Line Infantry it was forgotten to gave them 1 HP (they don´t have too much, but too less HPs). These errors will be fixed in the update, too.

I will have a look in the balancing of the advanced fighters. For the settlers at present I don´t want to do any changes from RAR. To add some worker flags to that unit (as it was done to some other units in RAR) does only help the human player and is a disadvantage for the AI civs, as those units don´t have the worker tactics (and if they would have it, this would also be a disadvantage for the AI civs, if they don´t use those units as settlers when they should do it).

At present I´m working on an updated units mainfile, that can be used by RARR, CCM1 and CCM2 and an upcoming C3C scenario, so RARR can use the unit graphics of CCM2 (and the fixed movement graphics of some of those units), too. This will be combined with the update of the RARR biq (that hopefully will fix all those reported and noted errors in all the posts in this thread since the last update of the RARR biq), as the renaming of many units in the PRTO_link of the biq is necessairy for using the combined units mainfile by all those mods listed above.
 
Thanks for the update! I am glad to help by reporting my experiences. Looking forward to the new release!

Jeez, in my experience the Asian Line Infantry defends before the Asian Riflemen when I attack a city, and when the rifleman shows up, it has less hit points. for comparable experience. Maybe the Asian Riflemen is what is off?

That is an excellent point about balance and the AI for settlers, I didn't realize AI ignored worker flags for colonist-type units. Perhaps you should take the worker flags off the hardy (clan, pioneer, colonist) to even things up?

Tony
 
Tony, I controlled the Asian rifleman. Its settings are correct. For the balance of advanced settlers between human and AI players, the removal of the worker jobs without the necessairy AI tactics would be the consequence. :yup:

The update with the new combined units mainfile will still last some time. At present I´m with the letter "E" of those combined units.

Spoiler :
combined-units-jpg.500727
 

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FILE NOT FOUND. Art/Units/Mujahid/Mujahid.INI ? Playing as Vikings.Discovered that there is no Mujahid file in Units folder. Any help?
 
kalapea, welcome at CFC! :band:[party]

..and thank you very much for reporting this error. :) It is noted for the next fix. In the meantime, you can fix that error the following way:

The folder RARR\Art\Units contains a unit called 'Arabian Horseman-old'. Please rename inside that folder the textfile 'Arabian Horseman' (this is the missing INI file) to Mujahid and the name of the folder for that unit from Arabian Horseman-old to Mujahid.
 
kalapea, welcome at CFC! :band:[party]

..and thank you very much for reporting this error. :) It is noted for the next fix. In the meantime, you can fix that error the following way:

The folder RARR\Art\Units contains a unit called 'Arabian Horseman-old'. Please rename inside that folder the textfile 'Arabian Horseman' (this is the missing INI file) to Mujahid and the name of the folder for that unit from Arabian Horseman-old to Mujahid.
Sadly, that didn´t work for me :(
 
I made a Debug-version of the current RARR biq and the unit 'Mujahid' was working with the current files, using the graphics of the Arabian Horseman.

mujahid-jpg.502155


Do other civers also have a problem with creating the 'Mujahid' ?
 

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Hello everybody.

Befoire anything else, I want to thank the people who work on this wonderful mod. I played a lot on the DyP mod in the begin of the century & it was a huge experience. Founding his RaRR successor now is wonderful. :)


I've got a problem with the Rise And Rule Revisited mod (version 1.6, in the complete civ3 edition of Steam), which crash the game each time I try to build my 7th city.
I launched the game several times with different configurations, but it's always the same.
I can end the game if I want, but only with 6 cities of my own. I can conquer as many cities I want without any problem ; but if I try one day (even centuries later) to found a 7th "native" city, the game immediatly crash.

This is a capture of the error message (in french, sorry for those who don't read), if anybody have the same problem or can create a solution ?
A3E6A0DDBC134D9C8D3A53C36FE64D58985AF482
 
What Windows version do you have? If it's 64 bit, have you tried running the Civ3Conquests.exe in "32 bit compatibility" mode?
 
My version is a Windows 7 in 64bit.

I take a look on running it in "32bit compatibility". Not sur to did that properly, but it changed nothing to my problem. :(
 
SuperTAZE, welcome at CFC :band:[party] and thank you very much for your kind words about RARR. :)

Your problem isn´t a problem caused by RARR. This kind of crash was reported for other mods, too, when playing the buggy Steam version of Civ 3 Complete. The reason for the crashes in those mods disappeared, when the buggy Steam labels text for Civ 3 Complete was replaced with the Steam patch labels text (for the procedure please see post 1 of this thread): https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-90#post-14677698
 
SuperTAZE, welcome at CFC :band:[party] and thank you very much for your kind words about RARR. :)

Your problem isn´t a problem caused by RARR. This kind of crash was reported for other mods, too, when playing the buggy Steam version of Civ 3 Complete. The reason for the crashes in those mods disappeared, when the buggy Steam labels text for Civ 3 Complete was replaced with the Steam patch labels text (for the procedure please see post 1 of this thread): https://forums.civfanatics.com/threads/ccm1-epic-mod.352057/page-90#post-14677698

Edit: I don´t know, why CFC doubles many of my posts.
 
Hi there. Love RARR so much. Went into a huge funk when Civ III spazzed out on Steam and refused to run it properly. So glad to have it back up and mostly running. I've had some crashes when unit art files were missing, but until this one, I've been able to find the folder and stick it into the right place. This one is a doozey, mostly because of all the /../../ involved. I've tried putting the Atomic Bomber file in, the Nuclear Bomb file ... atomic bomber ... but no joy. Can anyone help me find the right file and place to slot it. Here is the error:

"Art\Units\Atomic Bomb\..\..\..\..\..\Conquests\WWII in the Pacific\art\units\Nuclear Bomb\HeavyBomberRun.flc" missing, shut down, etc (the last part isn't quoted. lol I'm sure you know it) Anyway, all help appreciated. Thanks so much to all the people involved in DYP, RAR, and RARR over the years.

Oh, some possibly necessary info: I play as the Polynesians ... come on, Expansionist/Seafaring ... so glorious (even if the leader bust makes me hear Keanu Reeves saying "Duuuude" every time :D). The crash happens at the first incidence of the Atomic Bomb wonder creating its auto-unit whether I built the wonder or not.
 
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KimGarrusKrazy, welcome at CFC :band:[party] and thank you very much for your kind words about RARR. :)

The linked unit is the unit 'Nuclear Bomb' in the Conquests\WWII in the Pacific\art\units folder. The reason why there is this complicated link for that unit is, that if you copy that unit, rename the name of that unit and of the INI file inside that unit to Atomic Bomb, your RARR game will hold a working atomic bomb, but the graphics are crippled, as you will not have the blast graphics but only the last animations of the smoke. With the linked unit the graphics for the atomic bomb are working well and there is even the tremble of the screen from that unit in the WWII in the Pacific Conquest.

In my version of RARR the Atomic Bomb with that link is working well and until now here no problems were reported. Have you used the Steam patch included in the RARR download to adapt your version of RARR to the massively bugged labels text of the Steam version of Civ 3 Complete?

In any case may be it is the easiest way for you to use the new atomic bomb animation, that Vuldacon has kindly done for my mod CCM2, with completly working animations. Now even the propellers of the B-29 bomber in the run animation are rotating. This will also be the new unit animation for the atomic bomb in the expanded C3C unit mainfile I´m working on.

In the units folder of RARR, please rename the current unit Atomic Bomb to Atomic Bomb1 (or something like that) and add the new unit Atomic Bomb into that folder. I hope this will help.
 

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Glory Hallelujah and praise the great, glowing buttcheeks of the Enkindlers! It is saved! Thank you. If it wouldn't be highly inappropriate and most likely fatal, I would shove myself through the interwebs and kiss you! I can finish my games! Thanks so much. :D
 
:D Was it the labels text?
 
The link you gave me worked when I pasted it into the units folder as Atomic Bomb. Now I have a lovely little bomb sitting in my city. Not that I would ever use it. :D I just want the CONTROOOOOLLLLLL! :D
 
I'm playing (again) as Germany, despite no horses, I can build Teotonic knight (with movement 3). I think I should need horses to build these.

A question, is it possible to add more default city names? I'm always getting into New Berlin, etc..
If possible, I volunteer to add cities to (some modern) civilization.

And again, I'm really really enjoying RARR!!
 
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