Rise And Rule Revisited (epic mod)

Hello!
I reinstalled C3C.GOG version 2.0.0.7 and tried to install C3X 22... and I get a message that I don't have GOG version 1.22... Do I need to install Patch 1.22? With RUN it starts, but the CMD window remains open... I don't know if changes from C3X 22 are applied in Expansion Mod...
On the other hand, C3X 20 was successfully installed!
Does anyone have C3X 21? Maybe this will work too...
Thanks for your understanding and help!

PS How can I know if C3X is working if I only use RUN?
 
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Legal versions of Civ 3 Complete bought at GOG have version 1.22. If even paying € 1,29 for a legal version of Civ 3 Complete seems to be too much for you, please spare this thread with such questions.

If you have a problem with a version bought at GOG, your correct adress for a reclamation would be GOG - with all the consequences if you are running an illegal version not bought at GOG. Edit: Here is the address of GOG: https://www.gog.com/en/

Civ3 Complete.jpg
 
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Hi,
I don't understand the Reckon mission... I usually end my games before the aircraft era, but I ended up with a balloon and can't figure out what it does when I order a reckon mission.
Seem to just end its turn... Can someone explain the benefits of it ?
Thanks !
 
Hi,
I don't understand the Reckon mission... I usually end my games before the aircraft era, but I ended up with a balloon and can't figure out what it does when I order a reckon mission.
Seem to just end its turn... Can someone explain the benefits of it ?
Thanks !
With a ballon you can exercise a reconnaissance mission like a plane in the range of the balloon (what is only a short distance). It can be worthy to see somewhat "behind the line" when planing an attack, but it is mostly used for helping to search settlers on a boat, that since the use of the C3X mod are no longer triggering a freeze, but must be found for their elimination.

Edit: When looking into the civilopedia description, there stands that the balloon has a transport capacity of 1, but when looking into the biqs up to DYP2 there was no transport capacity set in the editor for the balloon. Edit: In RARR 1.7 the balloon has 1 transport, but no airdrop. May be the balloon should additionally be set to transport one foot unit over four tiles and drop it there ? :think:
 
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Hello,


I’ve been playing RaR 1.7, and I recently got a new computer (Windows 10). I have the Steam version of Civilization 3 Complete (on my old computer I had Conquests separately). I’m not concerned about the in-game text errors — my main issue is that after a few turns, when I found a new city (whether it’s the second or the tenth one), the game crashes without any error message. ( RaR 1.8 )


Could this be caused by the operating system? Or by the version of Civilization I’m using?
Please help, and thank you in advance for your response.
 
Puchar2, welcome at CFC! :band: [party]

1. The steam version of Civ 3 Complete has a bugged labels text file, that plays havoc with the texts of all scenarios and mods that were not created with that steam version - and this are nearly all Civ 3 mods and scenarios, including RARR. In the RARR textfolder I have included a steamlabels textfile to patch that steam error. Simply rename the labels text file inside the RARR textfolder to labels1 (or something like that) and than rename the labelssteampatch file to labels to fix this #### error of the steam version for playing RARR.

2. RARR takes most graphics files from the CCM 3 mod. Have you installed that mod correctly ? If a correct installation of CCM 3 is missing, this can be the most probabliest reason for the crashes you did describe.
 
Hi all,
I have a question about the Supreme Court and the local courthouses it creates. I wonder if their effect is cumulative to the basic courthouses, or if it overlaps without producing an additionnal reduction of corruption ?
Thanks
 
The flag to reduce corruption in buildings works cumulative.
 
Note:
1. Gems and Gold appear twice in the Civpedia Index;
2. Gold mine has no explanation, but producing supply shipment works;

Hope this helps!
 
Every resource that should appear in the techbox needs a dummy entry for it, as otherwise resources cannot appear in the techboxes. So the double appearing of the resource entry and the dummy entry of that resource when opening the techbox is intended.

The gold mine has an explanation:

Gold Mine.jpg
 
Hey Civinator,
Juste came here to say I'm having one of the best games of my life with the new RARR/CCM/C3X version.
On semi-god, the AI stays in touch in the tech race ; city management is good ; and its really consistent on the military ground (as long as the human player is not isolated on an island) : strategical vision (looks for ressources), use of artillery, nasty privateer fleet...
I've never had a game that's still challenging by contemporary age.
Thanks for your work !!!
 
Juste came here to say I'm having one of the best games of my life with the new RARR/CCM/C3X version.
Thank you very much for your kind words about RARR/CCM/C3X. :)
 
Hello!
Observation:
- Japanese artillery could not cross the mountains even though there is a road built;
- 1650, Medieval&Renaisance Era: Egypt does not upgrade units - still has catapults, trebuchets, barbarians, etc.


Suggestion:
- add reef, , maybe with a vessel blockage
- iceberg, tornado, plague, tsunami, earthquakes etc.
- add assassin/ninja/ronin to the Japanese.
- add mountains with waterfalls(visual)
- change/add rivers and deltas(goldfool has some)
- add penguins, caribbu etc.(goldfool)
- change the image of the mines, as beautiful as the map/terrain is, that hammer and pickaxe looks weird;

Thanks for your attention!
 
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- Japanese artillery could not cross the mountains even though there is a road built;
If a Wheeled unit starts on an unroaded tile, it cannot move to any Terrain that is "Impassable to Wheeled" -- even if the destination tile is already roaded. This is also how the unmodded game works.
- 1650, Medieval&Renaisance Era: Egypt does not upgrade units - still has catapults, trebuchets, barbarians, etc.
IIRC, RARR doesn't restrict Barracks as CCM does, and C3X in any case can now be configured to allow upgrades in any town. So if AI Civs are failing to upgrade their units, that's most likely to be due to them lacking the gold to do it, rather than an actual problem with the Mod.
- add reef, , maybe with a vessel blockage
Could only be done with "Impassable" Coast or Sea Landmark terrain. But LM terrain can only be applied to handbuilt maps: it's never included in randomly generated maps.
- iceberg, tornado, plague, tsunami, earthquakes etc.
"Plague" is already a Scenario option which can be turned on in the Editor (e.g. it's used in the Middle Ages Conquest), but the only way that I can think of to implement any of the others would be to set them as actual units.

This would mean either including "Nature" as an unplayable Civ (i.e. replacing one of the existing 31 playable Civs), or by changing Barbarians to the "Nature"-Civ so that 'camps' would produce these natural-disaster units, instead of the barb-units.
- add assassin/ninja/ronin to the Japanese.
As for this, and most of the rest of your remaining suggestions, well, that's a matter of personal taste. If you want to add units, or change the game's graphics, you can do that for yourself.
 
If a Wheeled unit starts on an unroaded tile, it cannot move to any Terrain that is "Impassable to Wheeled" -- even if the destination tile is already roaded. This is also how the unmodded game works.
Okay, I understand, but shouldn't it be specified somewhere that certain mountains cannot be crossed? I had to restart the game, luckily I had saved a turn earlier...
IIRC, RARR doesn't restrict Barracks as CCM does, and C3X in any case can now be configured to allow upgrades in any town. So if AI Civs are failing to upgrade their units, that's most likely to be due to them lacking the gold to do it, rather than an actual problem with the Mod.
OK, I understand!
Could only be done with "Impassable" Coast or Sea Landmark terrain. But LM terrain can only be applied to handbuilt maps: it's never included in randomly generated maps.
I understand, but in Aviatori's Expansion Mod, reefs appear in the random map!...
"Plague" is already a Scenario option which can be turned on in the Editor (e.g. it's used in the Middle Ages Conquest), but the only way that I can think of to implement any of the others would be to set them as actual units.

This would mean either including "Nature" as an unplayable Civ (i.e. replacing one of the existing 31 playable Civs), or by changing Barbarians to the "Nature"-Civ so that 'camps' would produce these natural-disaster units, instead of the barb-units.
I understand, I'll try to see what happens if I activate "Plague", will it also affect other civs?
As for this, and most of the rest of your remaining suggestions, well, that's a matter of personal taste. If you want to add units, or change the game's graphics, you can do that for yourself.
I already did it, with the mountains, the waterfalls appear too often, I need to set this differently, I also changed the rivers (goldfool) and the delta looks very good now (to my taste :)) and other small adjustments!
What Civinator did with this mod, is extraordinary, but it also seems difficult to modify, it has some connections between strings... but I'm an amateur in such things!

Thanks!
 
tjs282, thank you very much for answering that post. :)

Open is still the point about the graphics for mines/worker camps:

In RARR and CCM forests can be "mined", too. The normal graphics for mines are not suited the best for "mining" forests. Therefore I used an abstract symbol as worker camps for "mining" forests, hills and mountains. If there are well suited graphics for "mining" all three terrains (especially forests, too) they can be here suggested.

MilsB, if you don´t like that graphic in the terrain folder, you can simply add a suffix to the file TerrainBuildings and the graphics in that file are replaced by the standard Civ 3 graphics.
 
tjs282, thank you very much for answering that post. :)

Open is still the point about the graphics for mines/worker camps:

In RARR and CCM forests can be "mined", too. The normal graphics for mines are not suited the best for "mining" forests. Therefore I used an abstract symbol as worker camps for "mining" forests, hills and mountains. If there are well suited graphics for "mining" all three terrains (especially forests, too) they can be here suggested.

MilsB, if you don´t like that graphic in the terrain folder, you can simply add a suffix to the file TerrainBuildings and the graphics in that file are replaced by the standard Civ 3 graphics.
Civinator, what I said are small adjustments not to the entire map, which looks good anyway! :)
Mods, as I think you know, especially the good ones, were born from ideas that were implemented, that's why I dared to suggest a few adjustments...
Indeed, visually it is a bit difficult to distinguish whether a mine is built or not, but I was referring to the fact that, in my opinion, it ruins the beautiful ambiance of the map... I even looked to see if it could be replaced with something closer to the chromatics of the map... and I found and replaced the "symbol" with something more beautiful in my opinion, no offense!
Anyway, I appreciate this wonderful work you are doing, for CIV and for the community that is still faithful to this game!
 
I found and replaced the "symbol" with something more beautiful in my opinion, no offense!
This is no offense. What graphic are you using to replace that symbol? Of course many such graphics are existing, but for my taste they were not fitting for forests, too and many of them in my eyes additionally are too intrusive. On the other side the standard mine graphics of Civ 3, if used in forests too, in my eyes make the world looking like an Emmental cheese.

As tjs282 posted, this all is a matter of personal taste.
 
This is no offense. What graphic are you using to replace that symbol? Of course many such graphics are existing, but for my taste they were not fitting for forests, too and many of them in my eyes additionally are too intrusive. On the other side the standard mine graphics of Civ 3, if used in forests too, in my eyes make the world looking like an Emmental cheese.

As tjs282 posted, this all is a matter of personal taste.
I tried two variants from Goldfool, some of them are implemented directly in the mountain, I found them interesting and closer to what I was looking for! I'm still looking and if I don't find one maybe I'll "make" one myself! :)
That's right, De gustibus non disputandum... but we can give our opinion! :)
 
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