Rise And Rule Revisited (epic mod)

Hello keldath,

thank you I´m fine. :)

To play RARR you need the installation of CCM 2.50 (which holds the nearly all files for playing RARR, too - especially the units).
Additionally you need the RARR biqs attached to post 1 of this thread and a very small RARR scenario download, that must be placed in the C3C scenarios folder (holding some files that are differing from CCM - especially the different techtree graphics).

With the attached multiplayer tool to the CCM 2.50 download you can play RARR in hotseat or PBEM modus with up to 31 human and/or computer players, without with up to 8 players. Until now it is not possible to use the multiplayertool for online multiplayer games.
 
hi friend,

i did a proper manual read of the install notes (was in a rush when i dl the mod today).

we are usually playing direct ip, just me and my buddy.
i admire the new mp option and all the work being done here and over .

thank you for the assistance.
i hope to start playing this week, im eager to report back.
:)
 
Node60, one more time thank you very much for reporting this error. :) The error is fixed now for the next version of RARR.

View attachment 590441

As the release of the next version of RARR will last a longer time, as it is based on the next version of CCM 2.50 and this version adds over 1.000 -2000 new units to that C3C expansion for covering SOE, WW 2 Global Gold and some other projects, too, an easy fix of that error (so not the best as shown in the screenshot, as the name in the game would still be Skory) would be to change in the pediaicons file the following entry from Skory Class to Skoryy Class (pediaicons LG and SM images for the changed entry should be included in the current CCM2.50 expansion).

View attachment 590450


Hi, I recently discovered this mod after hundreds of hours on C3C vanilla. Thank you so much for all the attention to detail. It's just lovely, like playing the game for the first time again. With that said, I was playing as the russians and ran into the this issue you are already aware of and gave instructions on how to fix before. However, I can not find the location specified in your post to change the name of the icon. Would you mind giving me some more details and instructions on how to fix this? Also, I have found two units so far that have bugged audio possibly. Horse artillery, or at least the russian flavor, and all flavors of the modern horse cavalry seem to repeat their audio track too many times during their attack animations. The sounds begin to overlap, but it stops when the animations ends. Nothing big or game breaking, just hadn't seen it mentioned yet. Sorry if it was and I missed it. Thanks again, and I hope you are reading this in good health. Cheers!
 
CrossbowManD, welcome at CFC :band:[party] and thank you very much for your interest in RARR and your kind words about this mod. :)

You can find the pediaIcons file in the textfolder of the RARR mod. Simply change the text with a text editor as it is shown in the screenshot of my reply post to the report of that error. The entry to change in that file to avoid the error message is in the last part of the pediaIcons file.

Until now I have not noticed any sound problems with the Russian horse artillery unit and this unit uses normal C3C sound files, but I will have a closer look at these sounds when I have the time for it.
 
New RARR bug report incoming.
  • No WW2 carriers for French
WW2 Carrier.png

  • Civilopedia description for Asian crossbowmen doesn't mention that they are available for Tibet and Siam:
ACrossbow.png

  • Advanced Flight needs both Naval Aviation and Radar, though Naval Aviation does already need Radar
AdvFlight.png

  • Civilopedia states that longboats carry 2 units, but they actualy carry 4:
Longboat.png

  • Also, Civilopedia entry for Winter Gardens (and other palace gardens as well) states that they give bonus culture for a small maintenance cost. Well, 6 gold per turn is a small cost indeed...:confused:
Gardens.png

  • Aztecs have both galleys and tororas enabled:
Ancient Tech.png

  • Also, Aztec war torora entry is empty (though it is possible that it is included with CCM civilopedia - by the way, what about adding CCM directory as one of the RARR search folders, so RARR can be fully played with Conquests main files?)
War Torora.png

  • There is some strange mobile flak unit (Sd.Kfz. 7-Flak) which I suppose to be a German flavor unit - however, it has no entry, wrong stats (at least movement), isn't available to Germans at all and they do already have their own mobile flak flavor. Was this unit cut from the game?
MobileFlak.png

  • Not an error, but quite funny observation: since citizens in RARR eat 3 food per turn and starting government have production penalty, there can be a situation where one citizen is unable to produce any food and central tile is unable to feed him - as such, the city starves and gets razed on its own. This becomes especialy bad for civs that were unable to get monarchy before barbarian uprisings begin - especialy if these barbarians are controled by human.:satan:
Barbarian Rampage.png

That means that barbarians can really harm normal players - and even eliminate them. Of course that only can happen if some players get extremly backward - but still, barbarians can destroy normal civilisations.:scared:
  • Shouldn't a heavy tank plant be more expensive? With its current cost of 20 shields it can be build quickly literaly everywhere - even right on the frontline, which I think would never have place IRL. Besides, shouldn't the tank plant be at least more expensive than tanks lighter than ones it builds?:)
 
Belofon, thank you very much for your big post and your continuing interest in RARR. :)

Civilopedia states that longboats carry 2 units, but they actualy carry 4

Belofon, thank you very much for reporting this error. :) The civilopedia must be corrected to 4 transported units.

Advanced Flight needs both Naval Aviation and Radar, though Naval Aviation does already need Radar

Belofon, it seems here you are reporting from an old RARR biq. In RARR 1.7 tech Naval Aviation doesn´t need tech Radar.

Naval Aviation.jpg



No WW2 carriers for French

France has the WW2 carriers of the 'Bearn Class' (so in history France had only one such carrier I called it 'class', as in RARR you can build several of them). In the screenshot above you can see the icon for that class with tech Naval Aviation. May be here you were 'tricked out' by the entry of the BB Richelieu - but this ship becomes obsolete only with tech Fission and not with tech Naval Aviation.

Civilopedia description for Asian crossbowmen doesn't mention that they are available for Tibet and Siam

Yes, some of these secondary remarks are not complete in the civilopedia yet. There will come a time when the RARR civilopedia will be updated to CCM standard.

Also, Civilopedia entry for Winter Gardens (and other palace gardens as well) states that they give bonus culture for a small maintenance cost. Well, 6 gold per turn is a small cost indeed...:confused:

Yes, this sentence from the old RAR civilopedia should be deleted. :yup:

Aztecs have both galleys and tororas enabled. Also, Aztec war torora entry is empty (though it is possible that it is included with CCM civilopedia -

Belofon, thank you very much for reporting this error. :) Aztecs (and Incas) only need one type of these ships, so the galley will be disabled for them with the next biq. On the other hand the current setting has no influence to the game, as both ships have the same stats. May be you have noticed that the CCM entry calls that ship Totora. Rhodie found out, that the real historical name of that ship is Totora and not torora, as it was named by its creator Aaglo.

The RARR civilopedia entries for those ships still must be added.

by the way, what about adding CCM directory as one of the RARR search folders, so RARR can be fully played with Conquests main files?)

The CCM directory is the C3C mainfolder and is used by RARR when there is an entry missing. That´s why you can see the CCM2 civilopedia entries for the Totora even when playing RARR. The description part of the CCM civilopedia could be used by RARR, but the unit stats for RARR and CCM are frequently very different.

There is some strange mobile flak unit (Sd.Kfz. 7-Flak) which I suppose to be a German flavor unit - however, it has no entry, wrong stats (at least movement), isn't available to Germans at all and they do already have their own mobile flak flavor. Was this unit cut from the game?

This unit currently isn´t used in RARR. It was added for a former RARR update, but than it was not needed. I don´t delete any units in big biqs as I had some very bad experiences with deleting units and the performance of those biqs after that procedure. May be there will come a time when this unit will be overwritten by another used unit.

Not an error, but quite funny observation: since citizens in RARR eat 3 food per turn and starting government have production penalty, there can be a situation where one citizen is unable to produce any food and central tile is unable to feed him - as such, the city starves and gets razed on its own. This becomes especialy bad for civs that were unable to get monarchy before barbarian uprisings begin - especialy if these barbarians are controled by human.:satan: That means that barbarians can really harm normal players - and even eliminate them. Of course that only can happen if some players get extremly backward - but still, barbarians can destroy normal civilisations.:scared:

Yes, this is the setting of RARR. :D

Shouldn't a heavy tank plant be more expensive? With its current cost of 20 shields it can be build quickly literaly everywhere - even right on the frontline, which I think would never have place IRL. Besides, shouldn't the tank plant be at least more expensive than tanks lighter than ones it builds?:)

Belofon, the philosophy behind those unit producing buildings is different from a cost/benefit calculation. The low production costs should assure, that the units these buildings are producing, will come in the proper historical time - in the case of the heavy tank plant the small number of produced heavy tanks should arrive in the game during the period of WW2 and not when the players normally can produce Leopard 2, M1A1 Abrams and T-90 tanks.
 
Wasn't there an issue with the ability to build the heavy tank plant everywhere.

The heavy tank plant is a SW. So you can only have one building in your empire to get the game not out of balance, but you can build it in any of your cities.
 
What you say is true, Civinator, but, I am pretty sure that one version of RARR (perhaps the one i have now, I haven't researched the tech that allows the heavy tank plant lately), did not have the SW flag set for the heavy tank plant.
 
In earlier versions of RARR it was forgotten to set the heavy tank plant as a SW and as a SW it needs a wondersplash, too. Both issues are fixed in the current version of RARR (1.7) - at least in the files I have available.
 
A very minor point, but well it has bothered me some, seeing my infantry units not improving while others, particularly tanks and motorized infantry have significant upgrades.

Infantry used to come with mechanized warfare, an early 4th age advance. It now comes with Totalitarianism, a later 3rd age advance. This is fine. But, the next upgrade remains Body Armor, a mid-late 4th age advance. The new Cold War advance, a early, but not initial 4th age advance, provides significant upgrades, particularly to tanks, that 4th movement point is very important.

Maybe a unit between infantry and grunt available with cold war, or about then? Plastics maybe, if you cannot add more units with Cold War.
 
Bug report for current version of RARR (btw, last available version is dated July 1, 2020 - may be it should be updated?):
  • There is an error in RAR part of barbarians description: Barbarian Vessels can't (and probably wouldn't even if they could - not sure about it) bombard anything.
Barbarians.png

  • Currently, Corsairs enslave to Privateers - wouldn't it be more logical if they would enslave to new Corsairs?
Corsair.png

  • Line Infantry and Musket Infantry have slightly wrong entries: line infantry is told to be equally skilled in attack and defence while musket infantry is descripted as strong defender and only adequate offensive unit (in game both are better in attack).
LineInfantry.png
Musket Infantry.png

  • Without getting too far: Japanese flavor of musket infantry doesn't have bonus HP.
Japan Musket.png

  • And now here is the most serious issue of my current game: when I try to eliminate one of civilizations (Romans), the game just freezes. If someone wants to take a look at this problem, the autosave is attached to this post.
Freeze.png

Infantry used to come with mechanized warfare, an early 4th age advance. It now comes with Totalitarianism, a later 3rd age advance. This is fine. But, the next upgrade remains Body Armor, a mid-late 4th age advance. The new Cold War advance, a early, but not initial 4th age advance, provides significant upgrades, particularly to tanks, that 4th movement point is very important.

Maybe a unit between infantry and grunt available with cold war, or about then?
Now here's another problem. Modern infantry appear quite late in game, and by that time their stats are so bad they hardly can be utilised even as a cheap cannon fodder (seriously, 12/8 units following 18/8, 28/16 and appearing at the same tech as 12/20 is some kind of black humor). Furthermore, that leaves potential cold war infantry (which seems to be a good idea - WW2 infantry become useless soon enough, and there could be good representaion of soldiers with early assault rifles like AK and M-16) as a quite weak unit for it's time (like 10-11/7). May be this potential CW infantry should have current grunt stats, and latter infantry units should be buffed (grunts might have current modern infantry stats and modern infantry can be something like 18/13-14)?
 

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ynot56 and Belofon, thank you very much for your continuing interest in RARR and for helping to improve this mod by your reports. :)

At present new versions of the RARR and CCM mods are not released due to the great innovations comming with the Flintlock patch to C3C. I don´t want to create versions of these mods that are obsolete when beeing released. This doesn´t mean that I am not reflecting about improvements of these mods. One thing is sure: The next version of both mods will be started with the Flintlock exe.

As unfortunately until now there are no reports about the boost for the AI in using landartillery and armies by the Flintlock patch, I am very interested in reports about the AI performance of AI artillery and armies when using that patch so I can draw the proper settings for the next version of these mods. A start with the Flintlock patch instead of the Antal1987 exe is possible with the current RARR mod, too.

In the meantime here are photomontages about possible next versions of the RARR techtree. These images are not completely finished, as I´m reflecting about including the CCM Jagdpanzers and different stats for the modern infantry units.

RARR Era 2 - new:

RARR-Era2.jpg


RARR Era 3-new:
RARR-Era 3-new.jpg


RARR Era 4-new:

RARR-Era 4.jpg



A very minor point, but well it has bothered me some, seeing my infantry units not improving while others, particularly tanks and motorized infantry have significant upgrades.

Infantry used to come with mechanized warfare, an early 4th age advance. It now comes with Totalitarianism, a later 3rd age advance. This is fine. But, the next upgrade remains Body Armor, a mid-late 4th age advance. The new Cold War advance, a early, but not initial 4th age advance, provides significant upgrades, particularly to tanks, that 4th movement point is very important.

Maybe a unit between infantry and grunt available with cold war, or about then? Plastics maybe, if you cannot add more units with Cold War.

Now here's another problem. Modern infantry appear quite late in game, and by that time their stats are so bad they hardly can be utilised even as a cheap cannon fodder (seriously, 12/8 units following 18/8, 28/16 and appearing at the same tech as 12/20 is some kind of black humor). Furthermore, that leaves potential cold war infantry (which seems to be a good idea - WW2 infantry become useless soon enough, and there could be good representaion of soldiers with early assault rifles like AK and M-16) as a quite weak unit for it's time (like 10-11/7). May be this potential CW infantry should have current grunt stats, and latter infantry units should be buffed (grunts might have current modern infantry stats and modern infantry can be something like 18/13-14)?

Yes, even in my eyes the stats of WW2 and more modern infantry are problematic. :yup: Per example in the RAR thread there was the following post:

"Infantry units by late Industrial and Modern Times are very useless. The tanks are so powerful, than no infantry unit may attack them with hope of defeating them".

These were the thoughts by the great old RAR designer Doc Tsiolkovsky to this problem, answering that post:

Correct, if you only look at the raw A/D stats. But, they do have their uses: Tanks etc are wheeled, thus cannot enter hard terrain; they can be upgraded from "ancient" units, and especially - if you play some games, you'll soon notice that many of your cities in the IA and MoA can produce an infantry type unit per turn, while Tanks need three or more. And 2.5 Infantries are for sure better defenders than 1 Tank....

I share the opinion, that with modern infantry units some settings should be improved. The current modern infantry settings are still the old RAR settings. On the other side with the new settings of C3C railroad movement (no attack after railroad movement) in the flintlock patch it seems possible to give WW2 tanks or more modern in RARR the Blitz attack, too.

There is an error in RAR part of barbarians description: Barbarian Vessels can't (and probably wouldn't even if they could - not sure about it) bombard anything.

Belofon, thank you very much for reporting this error. :) It will be fixed with the next version of RARR.

Currently, Corsairs enslave to Privateers - wouldn't it be more logical if they would enslave to new Corsairs?

I agree that this setting is better. :yup: It will be changed with the next version of RARR.

Line Infantry and Musket Infantry have slightly wrong entries: line infantry is told to be equally skilled in attack and defence while musket infantry is descripted as strong defender and only adequate offensive unit (in game both are better in attack).

I hope there will come the time when the unit entries in the RARR civilopedia will be generally reworked and the information be set to CCM standards.

Japanese flavor of musket infantry doesn't have bonus HP.

Belofon, thank you very much for reporting this error. :) It will be fixed with the next version of RARR.

And now here is the most serious issue of my current game: when I try to eliminate one of civilizations (Romans), the game just freezes. If someone wants to take a look at this problem, the autosave is attached to this post.

It seems you have run into the houseboat bug, one of the worst bugs in C3C. I will have a look into the save file when I have the time for it. The bug occurs, when a civ is eliminated (by the human player or an AI civ) but has one (or more) settlers on a boat. That is why the C3C succession game players have named that bug the houseboat bug. The only current working remedy when this bug is happening is to find that 'houseboat' and destroy it before the last city is eliminated.

The Flintlock patch holds a fix of this very nasty bug that not only haunts RARR, but C3C in general.
 
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There is an error in RAR part of barbarians description: Barbarian Vessels can't (and probably wouldn't even if they could - not sure about it) bombard anything.
Although I don't know what settings Barb ships have in RARR specifically, in general modding terms, I can say with 100% certainty that if the Barbarian naval-unit is given the bombardment ability, with Range >= 1, then these units will attack coastal town-defenders (and possibly also resource tiles?) -- just as eagerly as any of the 'civilized' AI-tribes would.
 
Hi Mr Constantin,

as you can see in this post, the development of RARR is continuing. The combination of the CCM and RARR files in a compact C3C mainfile allows to add much more CCM 2 units to RARR and gives access to many improved unit animations done by Takeo. It will also allow to play RARR as the C3C epic game by doing some changes with a text editor to switch those files from CCM2 to RARR (text folder, city screen folder and techtrees in the Advisors folder plus renaming the RARR conquests biq to conquests biq). Of course RARR still can be played as a scenario in the scenario folder, too.

The primary focus for the next version of RARR is to fix all those reported errors of the current version of RARR. The bonus resource Exotic Woods was changed to the strategic resource Hardwood to make the difference between two kinds of the same sailing unit type as it occurs in era 1 with tech Latin Sail for the two types of galleasses and in era 2 with the techs Naval Cannon/Shipbuilding, that now will all be in the tech Naval Cannon (and the tech Grand War will be transfered to era 2, replacing the tech Ship Building as it was in DYP).

new-strategic-resource-hardwood-jpg.524646


dyp-era-2-jpg.524647


rarr-era-2-jpg.524648


I´m reflecting about transfering the battleships in the era 3 tech Machine Tools to an early era 4 tech and give a new line of autoproduced CCM2 armored cruisers to the tech Mass Production and the dreadnoughts and battlecruiser updates of the armored cruisers to the tech Machine Tools. I´m also reflecting about adding the beautiful CCM2 horse artillery units to a new RARR tech in late era 2. A long time project in RARR will be to improve the stats of late infantry compared to the stats of tanks.

rarr-era-3-jpg.524650

Wow!!! I haven’t been here for a couple of years and you’ve made such a huge progress! Installed the newest RARR, will start playing now…
 
Wow!!! I haven’t been here for a couple of years and you’ve made such a huge progress! Installed the newest RARR, will start playing now…

Mr Constantin, thank you very much for your continuing interest in RARR and the kind words about this mod. :)

After receiving the permission of some of the old creators of RAR and DyP, I carefully added some features to this mod and made some changes, too. This will continue in a careful way. But the most important change for the next version of RARR can be played just now:

The Flintlock patch will replace the current Antal1987 exe. The Flintlock patch fixes a lot of problems of C3C, that many modders -including me - thought they never can be fixed: Per example the submarine bug now is fixed, the houseboat bug is fixed, railroad movement can be adjusted, the stealth attack is fixed and some important features that I had not yet the time to test them, the most important among them is the AI use of land artillery and the performance of AI armies. There are many other very good features for playing C3C in the Flintlock patch, too.

You can find the Flintlock patch here: https://forums.civfanatics.com/threads/sub-bug-fix-and-other-adventures-in-exe-modding.666881/
 
Civinator, will your use of the Flintlock exe in RARR allow selection of RR movement? Although I agree that infinite RR movement is unrealistic, it does somewhat reduce the administrivia of which workers do I send to do that task.
 
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