Rise And Rule Revisited (epic mod)

Okay, I understand, but shouldn't it be specified somewhere that certain mountains cannot be crossed?
All Mountains are Impassable to Wheeled in RARR, and all (early) bombard-units are Wheeled -- just as they are in the unmodded game. I would be very surprised if this is not already clearly documented in the respective 'Pedia entries.

Wheeled units can still cross Mountains along a road so long as they start from an already-roaded tile.
I had to restart the game, luckily I had saved a turn earlier...
You restart for a misclick...?!? ;)
I understand, but in Aviatori's Expansion Mod, reefs appear in the random map!...
I think Pounder (also?) made some 'Coastal Reef' tiles, but these were just decorations on a few of the 'normal' Coast Terrains .pcx graphics, they didn't affect unit-movement.

But you were suggesting that reefs should have different properties to ordinary Coastal terrain, and the only way to achieve that is on a premade map using LM terrain.
I understand, I'll try to see what happens if I activate "Plague", will it also affect other civs?
Yes.
 
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Hi !
What's the correct way to use new versions of C3X under RARR ? I installed the last update, but I my understanding is that the new features can't work until the scenario_config ini file is updated too.
Should I just copy paste the new options in the ini file, to avoir erasing the settings that are mandatory for RARR ?

Thanks !
 
If the additional options of a new version of C3X should work, besides the installation of the new version of C3X you have to create a new scenario config Ini file for RARR, based on the default.c3x_config file of the new version of C3X.
 
Ok ! I guess the best way to do it is to check if the scenario options you previously set up are the same in the new scenario ini I'd create, based on the default ini...
Thanks
 
So, stealth attack is partly messed up. I can sometimes attack any of the units in a stack. There seem to be a few that are invisible (?) to stealth attack, particularly the field artillery and the arqbussier (?) flavor units.

Also, I would like to make a pitch that the field artillery should not require gunpowder. I was building tanks, but didn't have access to gunpowder, so the latest bombard unit I could build was a trebuchet.
 
There seem to be a few that are invisible (?) to stealth attack, particularly the field artillery and the arqbussier (?) flavor units
Yes, that's correct, and quite likely as intended.

The "Stealth Attack" ability doesn't give your unit the choice to attack any enemy unit in their stack. You can only attack those specific unit-types which are set in the Editor as "Stealth Attack targets" for your chosen Stealthy attacker.

Different Stealthy attackers can have completely different target-lists.
 
So, stealth attack is partly messed up. I can sometimes attack any of the units in a stack. There seem to be a few that are invisible (?) to stealth attack, particularly the field artillery and the arqbussier (?) flavor units.
With the facts that tjs282 described in the post above, it is needed that you first tell us what unit made the stealth attack and secondly what unit can not be targeted by the stealth attack of that unit. This is needed, as the stealth attack targets can be very different for units with the stealth attack option.

Please take also into account, that in C3C without the C3X mod, and the relevant option enabled in that mod, you can only perform a stealth attack against a stack of units, if that stack at least includes two units which are permitted targets for such an attack.

Can it be, that here you mix up RARR and CCM 3 ?
Also, I would like to make a pitch that the field artillery should not require gunpowder. I was building tanks, but didn't have access to gunpowder, so the latest bombard unit I could build was a trebuchet.

This is a suggestion I will reflect about. :)
 
My stealth attack was from a storm trooper against a stack. The stack was mostly available for stealth attack, however the arquebusier flavor unit was not visible, neither was the field artillery.
 
My stealth attack was from a storm trooper against a stack. The stack was mostly available for stealth attack, however the arquebusier flavor unit was not visible, neither was the field artillery.
The stormtrooper up tp RAR 1.04 had no stealth attack. In RAR 1.04 stealth attack was implanted to that unit, but many stealth attack targets were left out without no visible reason. At this point I have to add, that setting stealth attack targets to mods with thousands of units is an incredible amount of time if not all units should be set as stealth attack targets, and my eyes didn´t get better in the more than two decades of modding Civ 3.

As the stormtrooper is felt overpowered by some civers, may be it is the best to remove the stealth attack from that unit again. :think:
 
I think the time the East India Company goes obsolete is far too late. Currently it is with Air Defense in the Modern Era. In reality, it should be with Emancipation, but that is too short a lifespan. Probably something like Flight or Mass Production?
 
I agree that the East India Company goes obsolete very late (with the historical independence of India 1947) and that a good point for its obsolescence could be in the middle of era 3. The problem is to avoid here a graphical mess by overlapping contents of techboxes in the techtrees. There is no place for the obsolete icon in the techbox of tech Flight. There would be a place in the techbox of tech mass production, but this place is planned for the new battle cruisers in RARR. There would be a free place in the techbox of tech psychology, but this is not fitting well for the obsolescence of that GW.

May be to do a movement of the info-icon of communication trading to tech psychology and to make the East India Company obsolete with tech electricity ? :think:

Plan:

rarr-1-9-in-works-jpg.706680


Current state RARR era 3:

Current state era 3.jpg
 
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I could easily imagine East India Company going obsolete with what is now "Interwar Period".
 
I could easily imagine East India Company going obsolete with what is now "Interwar Period".
There is no place in that techbox as you can see in the plan for era 3. That techbox is full with early WW2 tanks.
 
Maybe I'm mistaken, but the only thing I see in the "Interwar Period" is the League of Nation. Having WWII tanks in the next technology after WWI tanks (Tank Warfare), seems like its too soon.
 
Maybe I'm mistaken, but the only thing I see in the "Interwar Period" is the League of Nation. Having WWII tanks in the next technology after WWI tanks (Tank Warfare), seems like its too soon.
There are two screenshots in post 1712, one named plan and one named current state of (the next version of) RARR. The corner around tech Interwar period is still under construction. Tech Interwar Period is fitting very well for tanks (and may be updates of battle cruisers) which were designed in the 1930ies. And that tech has several additional prerequisite techs (among them tech Motion Pictures, which will loose its "not required for era advance-flag) so these tanks are coming not too early.
 
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OK, I got it now. FWIW, I thought having them with mechanized warfare in the modern age was just fine.
 
Current state RARR era 3:
Hello! I'm sorry, is this still version 1.8, or there were some changes that I have missed? Cause it is not how my RARR1.8 looks like. No "Chemical Industry" or "interwar period" (what war?). I still have a good old Democratic Socialism instead a "New Deal". Please tell me you've updated the mod, because I'm really worried. Thank you.
 
What you see in the screenshots in post 1712 are plans and the current state of RARR version 1.9, that is not available yet.

The interwar period is the period between WW1 and WW2. The stats of the tanks, upgraded battleships (esp. stronger AA) and battlecruisers of that period must still be checked and the civilopedia entries must be written.
 
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