stillbasicallyagoat
Chieftain
- Joined
- Aug 19, 2019
- Messages
- 3
Hi, I registered some years back as MeisterGoat, managed to lose my login credentials, and just re-registered to say that this is incredible.
Thank you so, so, so much for continuing this mod. I understand why people like the newer games, or Civ II - but III is gonna be my favourite for some time, seems to me.
And during my trinitarian re-install of DYP/RaR, I found out it's been continued?! With three sets of beautiful new terrain tiles... Wow, I don't know what to say other than amazing work.
For what it's worth, let me try to give back a little. No bugs to report other than what's been said by others so far.
I'll update if I find any.
On optional techs - I like them. Flavour, even if it's not 'optimal', is what separates games that I enjoy and play once or twice (Civ IV+) from those I come back to every three years (Civ III RaR).
Sometimes I like to rush optional techs just because, or research everything, or only use units from optional paths. I wouldn't be devastated if they were removed, but I'd be cautious about it.
I know the building hard limit is a real pain, but I think the illusion of choice/options is something that's overlooked a lot in games.
There's so many tweaks and fixes and neat things to comment on - I'm not around much, so just know that I'm awed you're doing this, thankful and rooting for you all 100%.
Best!
Thank you so, so, so much for continuing this mod. I understand why people like the newer games, or Civ II - but III is gonna be my favourite for some time, seems to me.
And during my trinitarian re-install of DYP/RaR, I found out it's been continued?! With three sets of beautiful new terrain tiles... Wow, I don't know what to say other than amazing work.

For what it's worth, let me try to give back a little. No bugs to report other than what's been said by others so far.
I'll update if I find any.
On optional techs - I like them. Flavour, even if it's not 'optimal', is what separates games that I enjoy and play once or twice (Civ IV+) from those I come back to every three years (Civ III RaR).
Sometimes I like to rush optional techs just because, or research everything, or only use units from optional paths. I wouldn't be devastated if they were removed, but I'd be cautious about it.
I know the building hard limit is a real pain, but I think the illusion of choice/options is something that's overlooked a lot in games.
There's so many tweaks and fixes and neat things to comment on - I'm not around much, so just know that I'm awed you're doing this, thankful and rooting for you all 100%.
Best!

and thank you very much for your kind words about RARR.
see the next post).
Thanks
The escort unit 'is freed' from its burden, when the supply unit was brought to the capital and that unit is transformed into gold. If you don´t have VP-scoring enabled, this function cannot happen, even not to the escort unit.
It sounds to me like a suboptimal programming of Civ 3.
(so some parts of the game I would have translated different). Aditions of RARR, that were not in RAR, are mostly not included yet in that translation, as this is a matter of not available free time for such a job.
Remembering my experiences with using the German translation of RAR for using it in RARR, RARR should mostly run with the existing Russian version of RAR and only the units that were added new to RARR, compared to RAR, must be added. At least these were my experiences when doing a German translation of RARR. Without the missing descriptions of those newly added units this could be done in a very short time.