Rise And Rule Revisited (epic mod)

Holan95, have you done any changes in the biq when you "screwed up something"? In that case have a look into the scenario properties for the search folders. The entry must be RARR;CCM3;RARR

RARR has no building Longevity, but CCM3 has a building with that original entry.
Thanks, however, I am unsure what you mean by "look into the scenario properties for the search folders. The entry must be RARR;CCM3;RARR". Are you implying that certain folders need to go inside other ones per a specific filepath? Ex. RARR is inside CCM3? Thanks
 
The RARR folder is outside the CCM3 folder and the RARR biq is outside both folders - but RARR uses tons of the CCM 3 files and therefore there must be a command that the RARR biq can have access to those CCM 3 files. As your screenshot shows a demand about a CCM 3 file that is not needed in RARR it can be, that this connection was broken by some changes you tried to do for RARR - but this is only a guess as I don´t know what you have done by "screwing up something". It can also be, that a biq that you have tried to change, now plays havoc in the virtual store of your pc and must be removed.

Here is a screenshot about the setting of the scenario search folders for RARR 1.8 in the editor:

RARR.jpg
 
Thanks, but here is what I have on my end. It could be that I changed the time scale and maybe that screwed things up, but I am not sure. Hope this helps.





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In the last screenshots it is shown for the first time, that you play with the ###! steam version of Civ 3 Complete. This version has a big error in its labels text file, playing havoc with the texts of all C3C scenarios that were not created with the steam version - and these are nearly all Civ 3 mods and scenarios, including RAR and RARR. This could explain the strange text in your first screenshot showing a not found civilopedia entry and than ESPIONAGE (what absolutely makes no sense) when loading the game.

Have you used the steam patch included in the RARR text folder for the update of the labels text file of RARR (should also help for an update of the RAR102 labels text file) so it can be played with that ###! steam version ?
 
I made the change as requested and the nonsense text is gone, but there is still an issue.

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Here is the text folder for RARR
 

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I think the issue here is that the CCM3 folder is nested inside the RARR folder, rather than being in the Scenarios folder as it's supposed to be. The Steam version is only a visual text bug and does not affect playability.
 
Holan95, I don´t request here anything, I am trying to help you. But here I am coming to my limits as it is clear, that the RARR1.8 biq, when installed properly, is working very well - not only on my pc, but on other pcs, too. Otherwise there would have been several posts about such a problem in the past.

So this must be something on your side. The RARR 1.8 biq does not hold an entry connecting to a pediaIcons text entry for such a building.

When looking at your screenshot the used pediaIcons text file with 191 KB is much too small. The pediaIcons file for RARR should be around 322 KB. If you should have nested wrongly the CCM 3 folder inside the RARR folder, the pediaIcons file for CCM 3 should even be much bigger (557 KB on my pc).

The following are only guesses:

It could be, that you have mixed up files of the C3C epic game, CCM 3 and RARR in the folder you have named RARR.
Do a complete deinstallation and install CCM 3 and RARR in the scenario folder of C3C. Take care, that the biqs are outside the folder. Update your labels text files of CCM 3 and RARR for the steam version of Civ 3 Complete. In the next step for RARR update the files of the download with the files at the bottom of post 1 of the RARR thread (among them the pediaIcons file).

If you do these steps now correctly and the problem is still existing, have a look into the Virtual Store of your pc. There were some cases, when civers made changes to a biq and started a game, the biq with these changes was saved in the Virtual Store and overwrote all later biqs with the same name in the scenario folder.

Edit: At present Civ 3 Complete is on sale at GOG for only € 1,29. The GOG version does not have the problems with the labels text file.
 
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I think the issue here is that the CCM3 folder is nested inside the RARR folder, rather than being in the Scenarios folder as it's supposed to be. The Steam version is only a visual text bug and does not affect playability.
Yes, this can be*. I came to a similar result. I don´t have the steam version of Civ 3 Complete.

Edit:* when looking at the second screenshot in post 1663 of Holan95. But the internet became so slow that I only received gateway errors when trying to add this.
 
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Hi Civinator,
I'm currently playing the Vikings. Last time I did, I thought the Beserk mechanic was cool, but this time it seems overpowered : both the Axeman AND the Berserk it produces seem to have the ability to generate a Berserk.
Which results in an almost infinite source of Berserk, every unit having a good chance to produce more units, and so on. Maybe I was lucky, but the Berserk being one of the most powerful unit of its time, it really felt too easy.
I don't know if it's always been that way, but I'm reporting it, just in case.
 
Hi Civinator,
I'm currently playing the Vikings. Last time I did, I thought the Beserk mechanic was cool, but this time it seems overpowered : both the Axeman AND the Berserk it produces seem to have the ability to generate a Berserk.
Which results in an almost infinite source of Berserk, every unit having a good chance to produce more units, and so on. Maybe I was lucky, but the Berserk being one of the most powerful unit of its time, it really felt too easy.
I don't know if it's always been that way, but I'm reporting it, just in case.
PhilB, thank you very much for your report. :)

In RAR 1.04 only the Axeman had the enslave to a Berserk setting, the Berserk itself had no enslave setting. As only the victorious Berserk triggers the GA for the Vikings, I thought there could be some more of them around, so the Vikings have a better chance for their GA.

To remove the enslave setting from the Berserk is only a click in the editor. Have you only played two games with the Vikings in RARR, where in one game the setting was "cool" and in the other it was "overpowered"?

What are other civers thinking about removing the enslave setting from the Berserk ?

Edit: After some reflections I think it could be a good idea, to move the trigger for the Viking GA to the Nordic Axman (as a victory of that unit is needed to enslave a unit to a Berserk) and to remove the enslavement setting from the Berserk. :think:
 
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Exactly, I had only two games with the Vikings, I guess the first one prior to the change you mentionned. And indeed, the GA is not 100% : if you wage a blitz war and don't pop a Berserk, you can miss the opportunity.
So yes, I think moving the GA to the Nordinx Axeman could be a good way to balance things out, while avoiding the Berserk loophole.
Keep up the good work, still having a lot of fun ! I haven't tried Civ 7 yet, but I feel like I could play RARR for the rest of my life (literaly)
 
A couple of points, the Tank Factory heavy tank cold war upgrade has the same stats as the regular cold war tank, but less movement. As a heavy tank, I think it should have at least a slightly better attack/defense than the normal tank (I know it has blitz, but still). Also, should that then upgrade to the main battle tank (along with its normal tank counterpart)?

This may not be possible, but I was thinking about the partisan unit tree. In historical reality, partisans etc., normally scavenge for their upkeep. Could it be possible to remove them from counting towards unit limits?
 
a) The heavy tanks have one additional hitpoint compared to normal tanks, meaning they can absorb 10 additional hits compared to a normal tank.

b) With the C3X mod the 8192 unit limit is no longer existing. Otherwise at present I am not aware of any way to increase the 8192 units limit for C3C (for PtW it is the half).
 
I believe in this case ynot56 is asking if the Partisan line could be made to not require unit support, since they'd be scavenging for their own supplies instead of relying on government funds.
 
If so, then the answer is yes, because on the "Units" tab of the Editor, any given unit in a .biq can be set to cost maintenance (or not), by checking (or unchecking) the relevant box.
 
Even if ynot56 mentioned unit support costs (what could be disabled by one klick in the editor, as tjs282 mentioned), the argument, that partisans normally scavenge for their upkeep, covers only half of the truth. Even partisans at least need weapons (especially explosives) and ammunition and these costs are mostly paid by the side they are fighting for.
 
Hello!
A somewhat offtopic question... Does Flintlock work with any Game Mod? For example, I recently tried Aviatori's Expansion Mod and I don't know if it works with Flintlock! Aviatori doesn't respond...
I'm asking because I play RARR and CCM in parallel, with Flintlock installed on the latest version!
Thanks for your help and understanding!

PS One more thing, does it matter if I delete all the scenarios from C3C so that only RARR and CCM remain?
 
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C3X in general should work with all mods and scenarios and even the conquests, as it is installed in the C3C main folder. If there should be a special problem, the settings of C3X can be adjusted by a scenario config file, as it is done with RARR and CCM 3 to allow certain options (p.e. stealth attack against a single stealth attack target or movement of paratroopers after landing) that are disabled in the normal C3X config file in the C3C mainfolder. I only know about one constellation when C3X triggered a problem to a mod (stealth attack against a single unit in EFZI) and here the setting in the config file of the mainfolder was changed to disable that option in the general settings and I had to enable it again in the scenarios config file of CCM 3.

You can delete all scenarios or some of them, but why, as the creators of those scenarios mostly invested a great amount of time and dedication in these mods and scenarios and they are mostly worth the effort of keeping them.
 
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C3X in general should work with all mods and scenarios and even the conquests, as it is installed in the C3C main folder. If there should be a special problem, the settings of C3X can be adjusted by a scenario config file, as it is done with RARR and CCM 3 to allow certain options (p.e. stealth attack against a single stealth attack target or movement of paratroopers after landing) that are disabled in the normal C3X config file in the C3C mainfolder. I only know about one constellation when C3X triggered a problem to a mod (stealth attack against a single unit in EFZI) and here the setting in the config file of the mainfolder was changed to disable that option in the general settings and I had to enable it again in the scenarios config file of CCM 3.

You can delete all scenarios or some of them, but why, as the creators of those scenarios mostly invested a great amount of time and dedication in these mods and scenarios and they are mostly worth the effort of keeping them.
Around 2023 the Aviatori's mod (Expansion Mod) started to work very, very slowly... so I thought maybe C3X wouldn't be compatible with Expansion Mod...
Regarding the deletion of the other mods, I have all the respect for those who worked on them, I even played some of them, but it was just a question in the idea of making it easier to find the Mods I currently play! Thank you very much for your understanding and help!
 
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