Rise And Rule Revisited (epic mod)

The AI can not use supply shipments produced in the capital, but the human player was always able to use them. As the supply shipments can move out of the capital at their own, they could be captured outside the capital and escorted into the capital. As far as I remember, even in RARR it is possible for the human player to capture the supplyshipment inside the capital, move out of it and than move back into the capital with the escorted unit to gain the additional gold.

Tigris of Gaul, if this is not possible in your current -unmodded- RARR game, please post here a copy of the save file of your current game, because I want to have a look on it.
The AI can not use supply shipments produced in the capital, but the human player was always able to use them. As the supply shipments can move out of the capital at their own, they could be captured outside the capital and escorted into the capital. As far as I remember, even in RARR it is possible for the human player to capture the supplyshipment inside the capital, move out of it and than move back into the capital with the escorted unit to gain the additional gold.

Tigris of Gaul, if this is not possible in your current -unmodded- RARR game, please post here a copy of the save file of your current game, because I want to have a look on it.
 

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Great work to all of the original creators, as well as the mod-modders who expanded upon the original mod!

Tigris, I had the same problem and looked back in the thread to see if others had the same issue. You must have VP scoring and capture supply shipments enabled when you start a new game.

I was not able to pick shipments, true that I didn't play C3 in a while so lost hand on it, thus I disabled the "produce" box in the editor, as those shipments can't even be deleted normally. Still looks to me as a tedious process, if it can be automated it would be okay, but such micromanagement should be replace imo by some passive bonus, 25% to shields or commerce. My two cents.

I do not agree with a passive bonus in the place of supply carts. I find this addition to be immersive and I enjoy it.
 
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Great work to all of the original creators, as well as the mod-modders who expanded upon the original mod!

I do not agree with a passive bonus in the place of supply carts. I find this addition to be immersive and I enjoy it.

PvtSnafu, welcome at CFC :band:[party] and thank you very much for your kind words about RARR.:)
 
Tigris of Gaul, thank you very much for posting the save file. Unfortunately I cannot open it without a crash.
Spoiler :
tigris-crash-jpg.515130


It seems you have modded your RARR game, as - as far as I remember - there is no Iroquois Archer in RARR.

Tigris, I had the same problem and looked back in the thread to see if others had the same issue. You must have VP scoring and capture supply shipments enabled when you start a new game.

Yes this is correct. :yup: I renamed the text of 'capture the princess' to capture the supply shipment. Tigris, it can be, that you have disabled one of these settings in your game or during modding the RARR biq.

I do not agree with a passive bonus in the place of supply carts. I find this addition to be immersive and I enjoy it.

The AI is not managing this concept very well (that´s why I have set the benefit to only 25 gold per shipment, the same amount, when conquering a barbarian village), but in my eyes it´s a nice - so not decisive - feature of the mod and especially in 'always war games' it can be really helpful.
 

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Another minor thing: the adventurers' truly heroic defensive capabilities:crazyeye:. I think many players witnessed the miracles of them withstanding knight attacks, cavalry charges and even tank storms. Well, not every time but surprisingly very often.
 
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Another minor thing: the adventurers' truly heroic defensive capabilities:crazyeye:. I think many players witnessed the miracles of them withstanding knight attacks, cavalry charges and even tank storms. Well, not every time but surprisingly very often.
Jeez, I thought it was just me :D
 
Yes, I sometimes was wondering about the defensive strength of that unit, too. :yup: May be some part of its 'magic defense power' is that it treats all terrain as roads and frequently stands on terrain, that is giving a bonus in defense.

Keli, did the biq work that I posted for you: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-33#post-15320418
Working on getting to modern age :) Also I just noted that Italian Hussars have a movement speed of 1, instead of 3.
 
Also this. I renamed the biq you sent me to RARR1.6, could this cause a problem?
 

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keli, great that the setting for sounds works as it was predicted by Virote_Considion. :) The next version of the RARR biq will hold the new setting, too.

Also, thank you very much for pointing to the error of the Italian Hussar. :) In the next version of the RARR biq the MV of that unit now is set to 3.

Concerning your screenshot with the missing leathernecks graphics: That unit in RARR was renamed to 'Marine_Infantry'.

PediaIcons file in RaR:

#ICON_PRTO_Colonial_Marine
art\civilopedia\icons\units\81Musketmanlarge.pcx
art\civilopedia\icons\units\81Musketmansmall.pcx
#ICON_PRTO_Leatherneck
art\civilopedia\icons\units\16riflemanlarge.pcx
art\civilopedia\icons\units\16riflemansmall.pcx
#ICON_PRTO_Amphibious_Infantry
art\civilopedia\icons\units\18infantrylarge.pcx
art\civilopedia\icons\units\18infantrysmall.pcx

PediaIcons file in RARR:

#ICON_PRTO_Colonial_Marine
art\civilopedia\icons\units\1750Marine-LG.pcx
art\civilopedia\icons\units\1750Marine-SM.pcx
#ICON_PRTO_Marine_Infantry
art\civilopedia\icons\units\MarineInf-LG.pcx
art\civilopedia\icons\units\MarineInf-SM.pcx
#ICON_PRTO_Amphibious_Infantry
art\civilopedia\icons\units\AmphInfantry-LG.pcx
art\civilopedia\icons\units\AmphInfantry-SM.pcx

I must have a look at the biq that I posted with the corrected sound, if it still uses the old RAR entries. In that case at least the entries for the missing leatherneck unit should be added to the pediaIcons file for completing your current game.
 
@Civinator:

I seem to recall having had a go at DyP (or possibly RAR) once, a while ago, up until it crashed on me (missing unit, possibly), and I know I've played a couple of runs at CCM (prior to the most recent updates) but I don't think I ever actually tried RARR yet.

I have seen you mention occasionally (in this thread as well as others) that you have applied some of the principles you learned from making CCM (unit-settings, etc.), over to RARR. Would you mind briefly describing what you feel are (still) the main points of gameplay difference between RARR and CCM?

Or to put it another way, what (IYHO!) makes it worth installing/playing both mods, rather than just sticking to one or the other?

Feel free to PM, if you don't want to put it in the thread.
 
keli, concerning your screenshot with the missing leathernecks graphics I checked the RARR biq and the unit is indeed still connected to the leatherneck entry.
I will change that in the next version of the RARR biq, but for continuing your game you only have to unzip the pediaIcons file into the RARR\Text folder and to overwrite the old pediaIcons file in that folder. I have added the necessairy entries for that unit to that file. The change of that file during the game should not have any negative influence on your current game.

Edited: Deleted the attachement, as it holds entries for the next version of RARR and therefore isn´t useful for the current games.
 
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In short: When I started playing Civ 3, in my eyes DyP (and later RAR) and Teturkan were by far the greatest mods for Civ 3. CCM is my own way of modding Civ 3 and to try and to introduce my own ideas about improving Civ 3 by modding. When assembling the modding material for CCM2, I thought, it could be nice to do a graphical update for RAR with that material, too. I also noticed, that I had a solution for the unsolved problem of the 'supply shipments' in RAR. I added some unit lines, but in general RARR is only a huge graphical update of the last version of RAR, using a lot of modding material of CCM2 before CCM2 was released. I didn´t change anything important in gameplay, as I have a deep respect for the old modders of DyP and RAR. Meanwhile I have the permission of some of the old DyP/RAR core modders to change something in gameplay in RARR. I will do that in further versions of RARR, but only very coutiously and, if possible, with a discussion in this thread before introducing some of those changes. At present, I don´t think this will happen with the next version of RARR (more about that later).

I like to play both epic mods (CCM and RARR) as they are very different in playing C3C.

RARR in my eyes is a very good way (may be the best) to play traditional Civ 3 by using a lot of time for producing settlers and workers and using real artillery (of course there are some other great epic mods for C3C that are really nice, too). The density of the techtree is impressing and allows even one-turn-researches of techs. On the other side this techtree is so super-complex, that I frequently did loose the oversight about the strategic direction of my research in the game. This was the trigger for me many years ago to develop my own epic mod.

CCM on the other side in some aspects in my eyes is still a revolutionary way to play C3C. It massively uses autoproduction of special units, an option that was not available when DyP was created, and that option still had many unsolved problems when RAR did start with the release of C3C. CCM also uses massively stealth attack, a feature that was thought to be unfunctionable until in SOE I found out, how it really worked. There are a lot of other new options in CCM, that everybody who is interested, can read in the civilopedia of that mod.


The question is somewhat wrong. :) In the next versions of RARR and CCM 2 most graphical files of both mods will be united in the expanded mainfile that is currently used in CCM2 (what is not so astonishing, as RARR is a graphical update based on CCM 2). Most graphical RARR files, that are not included in the current CCM 2 files, will be (and mostly yet are) added to the expanded mainfile. The only graphical files that must be switched, are the different techtrees. May be in the long run, RARR with only some mouseklicks can be used as the standard epic C3C game as it is possible now only for CCM 2, opening for RARR some of the advantages of the C3C standard epic game (smoother gameplay, more comfortable settings of additional gameplay parameters and the access to the city view (so the last feature for RARR needs a lot of additional reflecting). Even biqs for playing CCM 2 with the RARR techtree or RARR with the 'slimmer' CCM techtree will be possible and new unit lines of CCM 2 can be added to RARR without bigger problems as the units are still available in the same C3C mainfile.

Here is a screenshot about the combination of CCM 2 and RARR units (letters A - E) for the expanded mainfile:

Spoiler :
units-rarr-ccm2-combined-jpg.515832
 

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I replaced my old Pediaicons file with the one you sent and I get this error while loading the autosave.
 

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I replaced my old Pediaicons file with the one you sent and I get this error while loading the autosave.

I posted my current pediaicons file with the added images for the leatherneck - and forgot that this file holds some new graphical updates for the next version of RARR, including improved techchooser files for the tech Matchlock. :wallbash: Of course the game cannot find these new files as they are not existing in your current version of RARR. I will looking for an old RARR pediaicons file and add the entries for the leatherneck graphics to it, but this can last some time.
 
keli, attached is the pediaIcons file from the RARR-Patch 1.6 with the added entries for the leatherneck unit. I hope now it will work for you. I cannot test the file myself, as I have installed RARR files for developing the next version of RARR on my pc.
 

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chickenx4, thank you very much for your kind words about RARR. :)
 
keli, attached is the pediaIcons file from the RARR-Patch 1.6 with the added entries for the leatherneck unit. I hope now it will work for you. I cannot test the file myself, as I have installed RARR files for developing the next version of RARR on my pc.

Thanks! I could continue the game and can confirm that the music in modern ages work perfectly :) Thanks again for keeping the mod alive!
 
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