Rise And Rule Revisited (epic mod)

1. Canon = he can sink ships
Horse artillery = cannot sink ships - maybe it would be good to have a specification, so we know which can sink ships and which cannot!
Certainly in CCM, when a unit has "Lethal (Land/Sea) Bombardment", that is (usually) noted in that unit's Pedia entry. I find it hard to imagine that the RARR Pedia has been any less carefully written...
2. You can go on the road with ½ penalty = you can't see where the attack is coming from - if it has a displacement of 3 = it turns into 6 tiles.... Maybe in your territory, but in the opponent's territory, maybe it is too much!!! :)))
Since roads in enemy territory do not provide any movement advantage, you are presumably talking here about (enemy) units with the "All Terrain As Roads" flag(?).

If so, then yes, defending against ATAR units requires some care. You cannot leave towns weakly-defended or undefended!
3. The game's "AI" sent troops.... just a cannon...
or choose a city and attack it with ships continuously, without the city being a highly developed or important one (like the capital, for example)
Yes, this is because RARR does not and cannot alter the hardcoded Civ3 game-engine AI. So the AI Civs will still occasionally get stuck into loops of doing apparently stupid/ pointless things.
4. Can something be done with moving all troops one tile, if "all" is selected?
If you want to move 30 ships just one tile... you have to wait! :)))
Also the movement of the "AI" troops - I waited a few minutes until the movement of the several dozen vessels/troops was finished
Turning off nearly all unit-animations in your Game Preferences (Ctrl-P) menu (as advised by Civinator in the basic Game Concepts Pedia-page) may help speed things up.

I usually only "Animate Battles".
5. Bombad volley works very well only for "AI"... A single "AI" commercial rider fired 10 bombad volleys...
This sounds like either an animation- problem, or that you did not notice that there were actually multiple ships in the bombarding stack.

How many HPs were removed from the defending unit(s)?
6. Costal battery seems to have no effect... built to be destroyed... with one shot! It was destroyed by a Commerce Rider in one shot…
You could maybe make a case for increasing the CF's "Naval Bombardment Defence" stat, but you might also just have been very unlucky with the RNG.
7. Commerce rider I think she is still too strong... she also gets 2 bonus hit points, good defenses, 10 displacement tiles, these corsairs are too strong! :)))
In Civilopedia it has 10 movement tiles, and in Stats 5...
The unit-stats listed on a Pedia-page are drawn directly from the .biq, so cannot be "wrong".

If you mean that Corsairs have only 5MP, but can move 10 tiles per turn in-game, that tells me that Corsairs have ATAR, which will effectively double their movement-distance (since roads use a 1/2 point of movement in RARR)
8. A city goes into starvation alone for no reason... For example: When I built a fishery, in order to increase the number of food, suddenly starvation appeared and the population of the city decreased!
Was that city on or near e.g. Jungle, Flood-Plains or Marsh tiles?

Because if so, what you saw was most likely pop-points being conicidentally lost to disease (hardcoded game-mechanic associated with specific terrain-types), not starvation.
9. In the enemy cities ("AI"), Sortage does not appear if I destroy their food-fields!!!
If a town has a lot of food stockpiled, it may take 5-10 turns before it begins to lose population to starvation. But once starvation begins, the town will lose 1 pop-point per turn until it re-equilibrates with the now-reduced food harvest.
10. Maybe it would be useful if fleets of ships could be made as well as the land army.
Unfortunately, this is not possible -- other than graphically, with a "multi-unit" animation for a single unit.

But regardless of whether such a "Fleet" unit was hand-built or autoproduced, it could still only have a single, fixed set of stats -- unlike a Land Army, whose stats are defined by the units loaded into it.
11. I did not find explanations for Draft in Index or Concept Game, etc.
Conscription/ Drafting is a basic concept in Civ3. It requires learning a specific technology (Nationalism in the epic-game, not sure what it is in RARR), can only be done in a city or metro (Settlement Size >1, i.e. >6 citizens in the base-game, or >8[?] citizens in RARR), costs one pop-point per unit drafted (draft-limit per turn depends on current government), and IIRC causes 1 citizen to become unhappy for 20 turns per unit drafted.

A Conscript unit will usually also have a HP penalty compared to a Regular unit of the same type
12. There are more inconsistencies between Civilopedia and the Status of the units, regarding displacement, from what I have seen!
Again, this may be a result of ATAR, or differential terrain handicaps. Such qualities are usually described in the unit's Pedia page.
13. I saw that in a naval confrontation between two convoys, human vs "AI", the strongest ship is not activated.
That ship was likely King-flagged, so will defend last of all. The "Last Defender" quality is usually (also) listed on a unit's Pedia- page.
 
Last edited:
MilsB thank you very much for your questions and tjs282 thank you very much for answering them (what is a great help). :)

Here some additions to the answers:

1. and 12.: Unfortunately there are really a lot of "inconsistencies" between the Civilopedia and the Status of the units. This has to do with the history behind RARR, RAR 1.04, RAR 1.03, RAR 1.02, RAR 1, DYP2 and DYP. When you open the RARR civilopedia file, you can see that the civilopedia of those mods was written in different "layers", in contrast to the "central" writing of the civilopedia per example in CCM or Worldwide.

Per example the entry for a cannon, that it has deadly sea bombardment, could be missing, because that entry was written in a time, when there was no deadly bombardment available for cannons in Civ 3.

Civilopedia-DYP-RAR-RARR.jpg


RARR did start as a graphical update of RAR 1.04. My focus concerning the update of the civilopedia was on the new "things" that RARR added to those old traditional mods. A RARR civilopedia, written completely to a standard as it is in CCM, would be a dream, but unfortunately I never had the time for it and I don´t know if this can happen in the future.

So volunteers to do this, are heartfeltly invited. :)

But please don´t underestimate the enormous amount of work that is demanded by such a task. Per example take the armored cruiser, that is not defending a convoy cause of the king flag of that unit (as tjs282 pointed correctly to in answering top 13). Now you can add to every unit of that type an entry "Last Defender" with a link (as it was done in CCM) changing dozends of entries for the units, king flags, convoys and so on and than comes a version of Flintlock´s C3X mod, that allows to treat all units with a king flag as normal defenders (what is very good) and than you have to change dozends of civilopedia entries again.

to topic 5: There is only 1 bombard value per ship in defense and several bombardments are only possible if a unit has blitz attack, but a ship can fire several times on bypassing ships, when it has ZOC.

to topic 7: Commerce raiders are strong, but they make a lot of fun. I don´t think they are too strong, as even protected cruisers are stronger.

to topic 8: If a city "goes into starvation", this always has a reason, but it can be that you are not noticing that reason. Some of these reasons additionally to the answer of tjs282 can be, that an enemy unit was in the fat cross of a city and pushed a citizen from one of the food fields, or that a neighbouring city of your civ did grow and took one of the food fields of the now starving city, or that a "we love the king" day was cancelled for the city, or .......

to topic 11: The draft comment is in the government entries (where it should belong to) and in the link to the entry posted below:

Drafting.jpg
 
Last edited:
So, there is something that I am confused about. I just downloaded this mod. The instructions say that the scenario.c3x_config is for R18 of the Flintlock. Perhaps it is user error, but I cannot find a way to downloade R18, the default is now R19.

First, will the scenario.c3x_config work with R19? (If it does or if it doesn't might be a nice thing to note at the top of the config file)/

If not, I must either find a copy of R18 or have a magic decoder ring to update the scenario.c3x_config for R19.

Any help would be appreciated.
 
RARR is working without C3X (this is how Flintlock now wants his mod to be named). For RARR it should not be a problem to be operated with the R19 version of C3X. The scenario.c3x_config file stops a list with the special settings of the R18 version of C3X for CCM3 when starting RARR. If you are not using the R18 version, you don´t have to deal with the lists in that version for CCM 3.

The C3X updates could be more problematic when playing CCM 3. If all settings in new versions of C3X are in the same sequence as in the R18 version, I hope that there will not be any problems by using the scenario.c3x_config file based on the R18 version, but I had not the time to test this yet.
 
@Civinator Hi, quick question for you. Is RARR 1.8 currently the latest 'final' version, or you are planning to release another one in a forseable future? I want to start a playthrough, but if there is something major coming up on the horizon I'd rather wait.
 
I just noticed that the Privateer does not upgrade to the pirate frigate.
By a first look into the editor I was not able to find here an error. Has the city where you wanted to upgrade the privateer besides the needed upgrade facility and the needed gold the resources saltpeter and hardwood in that city?
 
AH, perhaps no hardwood. I didn't look for that.

Did you intend to make the Trebuchet have hit points. In previous versions, it was capturable.
 
In the last versions of RARR land artillery is no longer capturable due to the C3X mod. The offensive use of land atillery, that is possible by C3X, makes it far too easy for the human player, to look for a clash of two AI stacks each with a big amount of land artillery in them and to attack the weakened stack of the winner of the AI battle and to capture the land artillery of both AI stacks.
 
Greetings oh exalted ones!

I've just jumped from 1.6 to 1.8 and it' feels tremendous, thank you very much. It gives me back my old gaming habits again like playing from dusk till dawn, forgetting to eat. Terrific immersion again.

There is one question I've been longing to ask for a very long time here, sorry: how can I either lock or even delete the "Genetic Engineering" tech? I really truly need it. It's a complete game buzzkill for me. Well, I usually play a long 700-turn campaigns and when the world reaches the sad GE point, it goes dull in an instant. Everybody starts to make supersoldiers in great numbers and that's it. They're everywhere. No cool tanks, Spec Ops and literally thousands of other units, no. Space marines only. So, I'm very much eager to end this uncomfortable situation and finally disable this tech. Please advise.

Thank you!
 
Izengrimm, thank you very much for your continuing interest in RARR. :)

As it seems your problem are these "supersoldiers" (Shadow Force) the easiest way to get rid of them is to disclose them by setting them to the tech Unavailable. Additionally you can delete in the settings of that unit all civs so no one can build it, even if you made a mistake with the tech. This is very easy to do.

Another way would be to set the tech Genetic Engineering to era None. This would trigger no consequences to other techs as it is an end-techtree-tech, but it would leave a hole in the graphics of the era 4 techtree and some arrows going into the void as that tech now is no longer a part of era 4.

As it is very easy to skip the shadow force unit in the game I would have posted such a biq for you, but 700 turns is neither the scale of RARR extended nor RARR.
 
Last edited:
Thanks! I'd like to choose the "no one can build them" option to keep the whole tree intact. How do I do it?

UPD. Deleted it from the unit list. Hope this will do.
 
Last edited:
Deleting the unit is not advised, since it might mess up stealth attacks, enslavement, and auto-production of units since the unit list changes. You're better off just changing the required tech to the aforementioned "Unavailable" instead.
 
Better you do this with a new RARR biq.
Yes, I always keep the original biq intact.

I want to thank you both for helping me with my supersoldier problem. Looks like I was my bad - I checked the biq settings but simply missed the "unavailable" prerequisite there. May the Force be with you.
 
Hello, I add some more observations:

1. Again, a single Pirate Frigate fired Bombard Volley at least 10 times into my convoy of 74 warships!!!
... but when several enemy ships pass by my ships, nothing happens, no Bombard Volley... my units "forget" to shoot... :)

2. The bombing of a city using Bombard Stack, continue even though it seems that there is nothing left to destroy in the city, or maybe there is? 30 bombardments with Any warships, ... bombardment in the void! Shouldn't he have stopped? The city had reached 1 citizen... and the bombing continued...
- Bombard stack works for the Fighter on the Carrier but not for the Bombers located in the city with which I have to bomb with each bomber plane.

3. A Submersible shot down a Zeppelin located in the City... in the same way, he also damaged a Camp... With torpedoes? Wow, winged torpedoes... :)

4. Defense: when a group of my units is attacked, My healthiest unit is not selected, the attack continues on the same wounded unit, until it is destroyed... after that another wounded unit is selected... and so on! Kinda weird!

5. I attacked with a Tank, a soldier with a spear... the "life" of the Tank reached close to 2... what a powerful spear, probably made of titanium... :))

6. Upgrade Tank: Centurion(MBT) upgrade to M48 Patton(MBT) but nothing is upgraded, they are identical...

7. Error: Art/wonder splash/AtomicWeaponsTest.pcx is missing!
I searched in Art at CCM, but I didn't find the file... I found a file with this name in CCM 2.5. I copied the file into RARR Art/Wonder Splash and it worked! :)

8. "AI":
- Islands with Roman cities and 3 Egyptian cities -> I destroyed these 3 Egyptian cities... the Romanians did not build new cities, but Egypt sent transport and built other new cities in the same place...
- the "army" made up of a single unit, sometimes a single...artillery gun!
I know I've said it before, but I've seen it appear quite frequently...
- It does not adapt if it is attacked by air, it does not build anti-air defense, it only had a few fighter planes, nothing serious!

9. After a fight, a Leader appeared... Mr. "Handsome Luck"? :)))

Thank you for your attention!

Also, thank you very much tjs282, for the explanations and for your patience!
 
Last edited:
1. Again, a single Pirate Frigate fired Bombard Volley at least 10 times into my convoy of 74 warships!!!
... but when several enemy ships pass by my ships, nothing happens, no Bombard Volley... my units "forget" to shoot... :)
As posted, ships with ZOC can fire several times at bypassing ships. The real question in my eyes is why there was no scouting before sending the "giant convoy" of 74 warships on its way. The single pirate ship could have been easily sunk by one or two scout ships before the giant convoy is passing the pirate ship.

Your units can only fire on bypassing ships if they have ZOC attack.

Btw.: I never had a convoy of 74 warships! :eek:

2. The bombing of a city using Bombard Stack, continue even though it seems that there is nothing left to destroy in the city, or maybe there is? 30 bombardments with Any warships, ... bombardment in the void! Shouldn't he have stopped? The city had reached 1 citizen... and the bombing continued...
- Bombard stack works for the Fighter on the Carrier but not for the Bombers located in the city with which I have to bomb with each bomber plane.
:yup: Yes, these are issues of earlier versions of the C3X mod (this is the name that Flintlock wants to be used for his great mod). They should be fixed in the newest versions of his mod.
3. A Submersible shot down a Zeppelin located in the City... in the same way, he also damaged a Camp... With torpedoes? Wow, winged torpedoes... :)
Yes, the land bombardment by early submarines is a current weakness in the settings of RARR submarines, but all in all the bombardment attack for submarines in my eyes is so much better, that I accept this current weakness. Anyway most early submarines had cannons, so an Operation Petticoat situation (where a truck was torpedoed by a submarine) is not completely unrealistic, but it stays next to be unrealistic, especially if the early sub uses torpedo-attack graphics instead of cannon-attack graphics. In reality USS Bowfin in its fifth patrol torpedoed a bus. The problem can be dimmed down for preset maps, but otherwise I think we have to live with it when playing CCM3 and RARR. I asked Flintlock for a fix, but at present there is no fix for it.
4. Defense: when a group of my units is attacked, My healthiest unit is not selected, the attack continues on the same wounded unit, until it is destroyed... after that another wounded unit is selected... and so on! Kinda weird!
No this is not weird - it is stealth attack. Units with this setting can select between preset target units and are not fixed to attack the defending healthiest unit.
5. I attacked with a Tank, a soldier with a spear... the "life" of the Tank reached close to 2... what a powerful spear, probably made of titanium... :))
This is an old civ problem: :spear: In your case the attacking tank was lucky and survived the deadly spearman.
6. Upgrade Tank: Centurion(MBT) upgrade to M48 Patton(MBT) but nothing is upgraded, they are identical...
This looks like beeing an error in the RARR biq, if both tanks of the same level are enabled for a civ. To have a look into that problem, please post what civ you did play when this situation occured.
7. Error: Art/wonder splash/AtomicWeaponsTest.pcx is missing!
I searched in Art at CCM, but I didn't find the file... I found a file with this name in CCM 2.5. I copied the file into RARR Art/Wonder Splash and it worked! :)
This problem was still reported some time ago: https://forums.civfanatics.com/threads/rise-and-rule-revisited-epic-mod.549166/page-75#post-16668633
The wonder splash still had the old entry before CCM 3. The pediaicons file is fixed now in the entries of some wonder splashes. It is attached to post 1 of this thread. The new RARR.zip posted at that time, was also actualized by the new pediaicons file.
8. "AI":
- Islands with Roman cities and 3 Egyptian cities -> I destroyed these 3 Egyptian cities... the Romanians did not build new cities, but Egypt sent transport and built other new cities in the same place...
This can only happen, if a civ has enough settlers to rebuild those destroyed cities.
- the "army" made up of a single unit, sometimes a single...artillery gun!
I know I've said it before, but I've seen it appear quite frequently...
In CCM3 only units with the foot flag can be loaded into CCM armies. Land artillery in CCM 3 don´t has the foot flag. I am wondering if such a setting should be done for RARR, too.

Army.jpg

- It does not adapt if it is attacked by air, it does not build anti-air defense, it only had a few fighter planes, nothing serious!
In my current CCM 3 game I have a lot of problems with AI aircraft of all types, among them many fighters and, to a lesser extend, by AA artillery.
In RARR this is handled traditionally as it was set by the old master creaters decades ago.
9. After a fight, a Leader appeared... Mr. "Handsome Luck"? :)))
This is normal in Civ 3, that leaders can be created by winning a battle with an elite land unit.

MilsB, thank you very much for your input.:)
 
Last edited:
Back
Top Bottom