Rise And Rule Revisited (epic mod)

Thank you very much both of you, for the guidance and explanations! As long as we live we learn... if we want it! :)
All the best!
 
MilsB, it lasted some time until I understood, that you meant this mod , as I have also a project with the similar name Civ 3 Plus in the pipeline.
...and... at what stage is this Civ 3 Plus Mod, have you completed it? What is it about?

PS How many mods do you have in the works? CCM, RARR now Civ 3 Plus...
 
...and... at what stage is this Civ 3 Plus Mod, have you completed it? What is it about?
PS How many mods do you have in the works? CCM, RARR now Civ 3 Plus...
I never made a secret out of it. You can read it in post 2 of the CCM 3 thread: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/#post-16624626
I consider to rename the project Civ 3 Plus to CCR (Civ Conquests Revisited) as the danger to mix it up with the Civ Conquest mod is too big and the mod with that name was released first.
 
I never made a secret out of it. You can read it in post 2 of the CCM 3 thread: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/#post-16624626
I consider to rename the project Civ 3 Plus to CCR (Civ Conquests Revisited) as the danger to mix it up with the Civ Conquest mod is too big and the mod with that name was released first.
You are really a good man! I saw how you helped timerover51, even if it's not your game-mod, how you appreciated Dountela's work, you even changed the name of your Game Mod... You're a good man! All my respect!

PS Regarding the game mods you are working on, sorry I skipped that part in post 2, I was focused on the CCM and RARR installation method... :)
 
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Hi CIvinator,

I have a mod design related question for you. After playing a bunch of Civ6 I found that I rather enjoy the system of there being 2 constantly parallel paths for cavalry and 3 for infantry, where light and heavy horse units eventually become gunship and tank units, and infantry has its melee, anti-cavalry and ranged paths too. In Civ 3, on the contrary, in all mods that I've seen, its always been the case that multiple different infantry and cavalry type units eventually converge into a single path. Cavalry becomes helicopters (or some sort of an armored vehichle) and all different infantry just becomes one type of infantry. While tanks and mechanized infantry are their own thing entirely that has to be built from scratch when they unlock without a possibility to get upgraded to from a previous era.

Have you ever thought about non converging unit paths thoughout the whole game? So that, for example, warriors, spearmen and archers do not decome the same unit in the modern era.
 
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Nihtantuel, two different lines of infantry units (melee and ranged attack units) in Civ 3 had the problem of a not working AI-routine for land-artillery over more than two decades. Land units in Civ 3, combined with a focus on an attack bombard strength, simply made not much sense in Civ 3 because of that AI problem. Now this problem is somewhat fixed with Flintlock´s C3X mod, but the current system in my eyes is working well and at present I see no need to invest all my free time to experiment about settings for different melee and ranged attack unit lines.

For sea units, where the AI routine for ranged attack units is working since the start of Civ 3, the situation is different as you can see per example in the CCM mods.
 
Nihtantuel, two different lines of infantry units (melee and ranged attack units) in Civ 3 had the problem of a not working AI-routine for land-artillery over more than two decades. Land units in Civ 3, combined with a focus on an attack bombard strength, simply made not much sense in Civ 3 because of that AI problem. Now this problem is somewhat fixed with Flintlock´s C3X mod, but the current system in my eyes is working well and at present I see no need to invest all my free time to experiment about settings for different melee and ranged attack unit lines.

For sea units, where the AI routine for ranged attack units is working since the start of Civ 3, the situation is different as you can see per example in the CCM mods.

That makes sense. Thanks for clarifying.
 
So, I have noticed that often, when taking over a city, the marketplace will be intact, but certainly the bazar and if they have it, the bank, will not survive. Is this the way that it should be expected, or an artifact of RARR?
 
So, I have noticed that often, when taking over a city, the marketplace will be intact, but certainly the bazar and if they have it, the bank, will not survive. Is this the way that it should be expected, or an artifact of RARR?
This simply are the mechanics of Civ 3. After conquering a city, the game makes a check for every building in it without culture if it can survive. Buildings with culture and SWs are always razed.
 
For some reason, I, and I think other AIs cant invest more than 60% in science, and later some AI get more than 8 techs ahead, where can I see what is going on?
 
For some reason, I, and I think other AIs cant invest more than 60% in science, and later some AI get more than 8 techs ahead, where can I see what is going on?
Most of the governments in RARR have the rate capped for Science. You can check each Government's advantages/disadvantages in the Civilopedia. As far as the AI being ahead in tech can depend on what difficulty you are playing (higher difficulty they tech faster) or they have more cities, more efficient government, or you aren't trading techs enough.
 
Most of the governments in RARR have the rate capped for Science. You can check each Government's advantages/disadvantages in the Civilopedia. As far as the AI being ahead in tech can depend on what difficulty you are playing (higher difficulty they tech faster) or they have more cities, more efficient government, or you aren't trading techs enough.
something i need to check them a little more, because some civs are like 1 or 2 techs ahead as normal, but others are 7-8 and is just late ancient and early medieval age, and the cap of the governments available are like 60, 70 and max 80, and i cant check what is happening with them because no world edit in the campaign like civ4
 
The Military Advisor will tell you which government is being used by any nation you've contacted. And while the AI generally likes to run its Sci-slider at max., if you also have diplomatic relations (=Embassy established) with another nation, you can use the Espionage screen to investigate any of their towns (smaller/younger towns are usually cheaper) to see exactly what slider-settings they're using.
 
So, I am doing a fresh install on a new computer and I got the error message: file not found "art\advisors\Tangaloa_all.pcx"

It isn't in the art\advisors folder. That includes two *_all.pcx entries, Bilgis and NgawangGyatso.

Help please.
 
So, I am doing a fresh install on a new computer and I got the error message: file not found "art\advisors\Tangaloa_all.pcx"

It isn't in the art\advisors folder. That includes two *_all.pcx entries, Bilgis and NgawangGyatso.

Help please.
Did you have a look into the CCM 3 art\advisors folder ?
 
The AI doesn’t build cities, it builds 2-6 cities and that’s it, is this normal? I built 25 during the same time
 
The AI doesn’t build cities, it builds 2-6 cities and that’s it, is this normal? I built 25 during the same time
Fircrag, this is not normal. It seems you have the same problem with all the games you did post at CFC until now. Open in your post is the difficulty you were playing your game and the turn of the game when you made these countings.

If you want to try a Civ 3 game where this cannot happen, try the mod CCM 3. You must have downloaded CCM 3 to be able to play RARR nowadays.
 
Fircrag, this is not normal. It seems you have the same problem with all the games you did post at CFC until now. Open in your post is the difficulty you were playing your game and the turn of the game when you made these countings.

If you want to try a Civ 3 game where this cannot happen, try the mod CCM 3. You must have downloaded CCM 3 to be able to play RARR nowadays.
in the CCM 3 mod you can't build settlers, it's terribly stupid
 
in the CCM 3 mod you can't build settlers, it's terribly stupid
Telling the mod creator that a central concept of their mod is "terribly stupid" may not be your best approach on CFC. Especially considering how helpful the mod creator is on these forums and the "terribly stupid" mod being one of the most downloaded and highest regarded Civ3 mods of all-time. Not to mention, that it is actually a very creative (and not stupid) approach to limiting ICS and unrealistic hyper-expansion that many mods try to to mitigate.
 
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