Rise And Rule Revisited (epic mod)

Volman, welcome at CFC :band:[party] and thank you very much for your kind words and interest about RARR. :)

The AI is mostly not able to handle carriers with the carrier flag properly. In most cases AI carriers in an epic game are completely without planes or at least very "understrength" in aircraft on their carrier decks. As the old master creators of RAR, who have posted in the RARR thread, allowed me to do some changes to the settings of RAR, this is one of the careful changes I did to that mod. Now AI carriers can have a significant impact in a battle by their long range bombardment, simulating the attack of aircraft stationed on those ships. Of course the targets for such a bombardment first must be identified.

Additionally on aircraft carriers real planes can be based, but the AI never used this option properly. With the long range bombardment settings AI carriers are no longer only "sitting ducks" on the water.
Thanks for your reply.

Does the C3X patch gives AI the ability to bombers be loaded to carriers and get used to battle?

This patch works on artillery units and completely change the game.

I am preparing a new gigantic map and I want to make it compatible with RRAR mod.
 
Does the C3X patch gives AI the ability to bombers be loaded to carriers and get used to battle?
The Flintlock mod at present has no option for inproving the AI handling of aircraft carriers.
This patch works on artillery units and completely change the game.

The next version of CCM and RARR will come with an adapted configuration of the Flintlock mod. The new AI routine for land artillery is a big progress, but the use of land artillery still should be fine tuned for those new versions. Many of the screenshots in the thread of the Flintlock mod, showing the new routine for land artillery in the game, were done by me in my tests with that new feature.

I am preparing a new gigantic map and I want to make it compatible with RRAR mod.
Do you use an existing map for your modding project ? In this case the use of the Quintillus editor could be very helpful in replacing the resources on such a map. I have several versions of different world maps combined with CCM and/or RARR and may be there is something among them, that could be helpful for you, too.
 
The Flintlock mod at present has no option for inproving the AI handling of aircraft carriers.


The next version of CCM and RARR will come with an adapted configuration of the Flintlock mod. The new AI routine for land artillery is a big progress, but the use of land artillery still should be fine tuned for those new versions. Many of the screenshots in the thread of the Flintlock mod, showing the new routine for land artillery in the game, were done by me in my tests with that new feature.


Do you use an existing map for your modding project ? In this case the use of the Quintillus editor could be very helpful in replacing the resources on such a map. I have several versions of different world maps and may be there is something among them, that could be helpful for you, too.
I made the map by myself.

Used google maps, photoshop and a lot of time.

I call it the monstrosity. The size of the map is 500x262.

I extended Mediterranean countries, doubled the size of Europe and islanding nations (such as Britain and Japan).

Its ideal for RRAR.

I spended 20-30 hours play testing on vanilla civ 3 and tomorrow I will add the final touches so it will be complete.

Quintillus is a must, thanks for the suggestion.

I will use your RRAR 180x180 worldmap for resource placement and if needed I will use Rye 256x256 worldmap to add any missing resource or terrain improvement.

Exceptional work from flintlock and you for both mods.
 
I made the map by myself.

Used google maps, photoshop and a lot of time.

I call it the monstrosity. The size of the map is 500x262.

I extended Mediterranean countries, doubled the size of Europe and islanding nations (such as Britain and Japan).
This sounds very interesting. :)
 
Ooo I love big maps!
Allow me to give u a treat.

 
Allow me to give u a treat.

...woooow...
 
So, I just noticed that the Early Armored Car has a machine gun, but Automatic Weapons are not a prerequisite.
 
So, I just noticed that the Early Armored Car has a machine gun, but Automatic Weapons are not a prerequisite.
The same logic could be used for WW I fighters, that also can be produced without having researched the tech Automatic Weapons. RARR tries to be as close as possible to its predecessor RAR. When having a look at the techtree, it would cause massive changes in the techtree of era 3, if fighters and armored cars should have the tech automatic weapons as their prerequisites. One solution could be, that the tech Automatic weapons could be renamed to Trench Warfare, but than another part of the old RAR has disappeared.

RARR-Era 3-new-2022.jpg
 
So, two things:
First is:
I am having issues with the labels. I tried replacing the labels on in the conquest/text folder and it didn't fix the issues. If I try to replace the civ3complete/text folder's label file, then it makes the main menu glitch. Obviously using the non-replaced one is also glitched. (I am using the steam version)
I had the mod installed and working on the same computer a year or so ago. But it got uninstalled by a relative to free up space when I was busy. I had more issues than this one before I installed CCM a second time. RARR actually showed up in my scenarios before I reinstalled it. Since presumably there were residual files from when it was last installed. Other than the labels issue. It is now working properly. But that still needs to be resolved.

Second:
When I was reading through the civililopedia for the mod. I found a message talking about how they would wait and see if they might try making a continuation mod for Civ 4. Based on how much time has passed. I am thinking that didn't happen. Although, DyP seems to have had a pretty big general impact on the overall civ modding community. I was wondering if there are any CIV 4 mods that take a degree of explicit inspiration from DyP or RARR. Or if any of the DyP, RAR, or RARR team ever went on to do CIV 4 modding as well?
DyP is one of my favorite mods of all time. I have actually been doing a bit of thinking recently about which elements of it might actually transfer well to Civ 4 and which wouldn't.
 
high tyrol, welcome at CFC ! :band:[party]

The GOG version of Civ 3 Complete doesn´t have the problems with the labels text file and still is in the summer sale at GOG for some hours for only € 1,29. It will return to sale at GOG in short intervals every few weeks. Civ 3 Complete holds a version of DyP in its scenario folder, unfortunately with all special graphics been cut out. It can be started with Civ 3 Complete:

DYP.jpg


Every Civ 3 scenario with its own labels text file in the text folder seems to run into that crazy problem of the Civ 3 Complete steam version, so it seems that the labels text file of every scenario must be changed, too (here RARR), as it overwrites the labels text file of the C3C main text folder. Belonging to the windows version you are operating, remnants of older versions of a mod/scenario in the Virtual Store of your pc can cause troubles, too.

As far as I know, a Civ 4 version of DyP and RAR never was released. In the first post of the RARR thread, there are links to posts of members of the former DyP/RAR team, containing their thoughts about RARR and in some cases even what they are modding now. Some of them are or were taking part in teams of different Civ 4 mods. I am no fan of Civ 4 and I tried to explain why I still prefer Civ 3 over Civ 4 here. You can open a thread in the Civ 4 forums about parts of RARR, RAR and DyP which are suited to be transferred to Civ 4, but please don´t discuss it in this Civ 3 thread.
 
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Just finished my "revenge game". About 15 years ago I started a RAR game as Sioux on huge Pangea with 16 civs, knowing almost nothing about how to play the game at all. Not suprisingly, I was overrun by AI in middle ages.

Now I managed to achieve a cultural victory at first half of industrial era. The ancient grudge is settled!

Now some thoughts on gameplay:

- first of all, 50k cultural victory is very easy. At least, on huge map. There are way more culture-producing buildings and "put in each city" wonders. By turn 320 I was pumping around 1k culture per turn. I think, doubling or tripling the vaue would make it a bit more challenging, but still, AI was nowhere near in terms of culture;
- two (Great Library and Encyclopedia) "gain any advanced known by two civs" wonders makes it a cakewalk. I think, something in lines with "double research" or gain Library/School in each city would be more balanced. Or at least, Encyclopedia should go obsolate earlier;
- AI cities don't grow properly. I see very much cities with just 1-2 pop. One of the reasons - AI mines planes instead of irrigating. A said picture to look at, when a city with single pop has 6-7 tiles of planes mined around it. I remember, for some reason, that in original RAR plains were not mine-able at all, but I may be wrong;
- concerning governments: there are plenty to chose from, and for so many of them, their balance is solid. But there are still some points to look at. Democracy seem to be the best in ancient era by far. It has both commercial bonus+paid labor+highest research rate+still retains solid unit support. If one manages to get Great Library, they can simply put gold slider to max and pump improvements/units at high rate. The rest 20% goes to luxuary, helping with war weariness. Money, tech, war - all included in one nice bottle. I also can't see any point in religious govs. They give up a lot for little benifit, and AI likes Fundamentalism so much for reason unknown. As for late game, it looks like a choice between federal republic and social democracy (didn't reach the latter). Money is a planty, more that enough happiness buildings to fight war weariness, corruption is either minimal or communal. The only problem is army support, but with so much money and proper unit management that wasn't a problem either;
- on unit balance, I like it from one hand, since I needed to choose wisely what to build and never send attack units without support. On the other hand, AI handles it poorly. I managed to fight off huge viking tide in early game with just starting Champions against their swordsmen. Artillery is also very strong and still cheap. Cavalry tide is gone nowhere. One can simply overrun AI with movement 3 fanatic units and reasonable A=4 (the first D=5 unit is mid industrial era). I have a feeling that city defence bonuses are higher now, I am not sure, didn't check. But still, when player reaches Cuirassiers is equal to reaching cavalry in vanilla. Very fast and perfect in current A/D balance. They basically can stay effective unit machineguns are a thing. Dragoons are just Cuirassiers with defensive bombardment, but a bit more expensive. Probably worth it when hussars are a thing, but with D=2, it is not much worth either, unless one fights a really backward civ. Also, I think piracy is a bit overpowered. If one reaches Privateers while AI still have galleassi and carracks, one may simply shut off any naval activities. But it is nothing compared to Pirate frigates. Pirate frigates can destroy AI infrastructure with no retaliation. They are even stronger than basic Frigates. I didn't reach Commercial Raiders, but they look overpowered too. What I would definitely do - remove bombardment abilities from all pirate units. Also would make pirate frigates to be auto-produced by Jolly Roger without being buildable.

These are not suggestions, of course, since I understand that you wanted RARR to be as close to original as possible, just random thoughts I wanted to share.

I want to thank you for all the hard job you've done to complete this project. I had a great time.
 
CorvusFortis, thank you very much for your detailed report of your RARR game. :) At present I don´t want to comment it any further, as I am interested about not influenced statements of other players of this mod. What was the difficulty level of your game ?
 
I personally turn off cultural victory, it usually ends the game too early. Domination victory is my preferred option.

I am of two minds on Great Library/Encyclopedia. I have been in many games where I was technologically behind and then got a boost of 10 to 12 advances from particularly the Great Library, usually, Encyclopedia is worth 3-4 advances for me. So, they are great wonders, but perhaps too overpowered. I like having that option to try and catch up to a leading AI, but often I think they give an almost unfair advantage. Then again, the AI likely trades technologies with each other on more favorable terms then they trade technologies with the human player.

I agree on the AI city improvements, but I think that has nothing to do with RARR, it is the Civ 3 AI. Maybe that is another issue for Flintlock?

Another thing about the AI is that, in war, they appear to scrap city improvements to rush combat units. When I take over AI cities, they have little infrastructure even though they have been in existence for 100's of turns. It seems like a very short sighted strategy. Again, tho, this is Civ 3 AI.

I personally prefer Republic to Democracy, but it is a close call.

I agree, the A/D balance, the gradual improvement in capability over time, is one of the great attributes of RARR. Currisairs/Dragoons/Hussars are pretty much you pick em. Although Dragoons have defensive fire, they are more costly than Currisairs and cavalry is basically an offensive force anyway, so no real advantage to the unit for its intended purpose, attack. Hussars have that one higher attack value and the lower defense is acceptable, considering that their primary purpose is attack. If you are holding a cit with Hussars, you are asking to lose that city.
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Hey !
I'm planning my 84th come back to Civ3 (or is it 96th ?), always keeping an eye beforhand to the updates made to this amazing mod.
- First of all, thanks to Civinator (and the rest of the forum) to support this mod and dedicate so much time to our beloved "old" games.
- Second, the Flintlock patch sound very promising ! Like the rest of the update (though I hope there hasn't been too much change since 2019 !)
- Third, I own the game on DVD since the origin (!) but I was thinking to re buy it on GOG to get rid of the physical device. Do you think it's a good idea ? Do I have to get the english version for the patch to work without too much fiddling ? (I remember some sort of a patch, but I don't care if it's in French or English, I just don't want error messages...)
Thanks for your answers and keep up the good work !
 
I made the map by myself.

Used google maps, photoshop and a lot of time.

I call it the monstrosity. The size of the map is 500x262.

I extended Mediterranean countries, doubled the size of Europe and islanding nations (such as Britain and Japan).

Its ideal for RRAR.

I spended 20-30 hours play testing on vanilla civ 3 and tomorrow I will add the final touches so it will be complete.

Quintillus is a must, thanks for the suggestion.

I will use your RRAR 180x180 worldmap for resource placement and if needed I will use Rye 256x256 worldmap to add any missing resource or terrain improvement.

Exceptional work from flintlock and you for both mods.
Oh and I forgot : how can I play this map with RARR, or any other handcrafted map ? I thought the map had to be created specifically for the mod... So I usually played RARR on random maps.
Thanks for the info !
 
Oh and I forgot : how can I play this map with RARR, or any other handcrafted map ? I thought the map had to be created specifically for the mod... So I usually played RARR on random maps.
Thanks for the info !
The monstrosity map needs some crucial updates for gameplay reasons.
Any map, including the monstrosity, needs additional work to be compatible with RRAR.
My plans are in a few weeks I release updates for the monstrosity map to play better, then convert and make it compatible with RRAR.
I am very interested for RRAR, since the plethora of changes and depth of game play it adds are unique and only using a huge, a really huge map, can show the full benefits of the units and the technology tree.
Keep and eye of this thread for updates on monstrosity map: https://forums.civfanatics.com/thre...x262-the-monstrosity-marathon-edition.679014/
 
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