Rhye's of Civilization - the fastest loading mod Expanded

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  • I can't play Civ without this: no more loading times!

    Votes: 203 66.6%
  • A good mod, but I won't play with it

    Votes: 54 17.7%
  • I don't like the map

    Votes: 13 4.3%
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    Votes: 9 3.0%
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    Votes: 5 1.6%
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    Votes: 21 6.9%

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Micromegas said:
Blas, the last sentence breathes a historical cynism I like alot :D Guerilla as the weapon of choice for republics ... like in afghanistan during the russian occupation... thumbs up LOL

Rhye... if you had to decide which page to link to, would that be forum or the modpage? I run into some strange problems when I try to add both. Guess that's because I'm utilizing some premade modules, esspecially for the registry stuff. Seems to point all *.url to the same URL. I'll work that out, but I get the feeling I need to learn quite a lot befor I can be sure not to introduce errors for a rather neglectable feature (err imho). So, if you don't mind I'd like to stick with one link in the programm group for now. Plz decide.

That's bad. :(
Link to this thread for now, but you really need a fix
 
Another quick question for you guys.

Around 200 or 300 AD i am 2 or 3 techs into the Middle Ages, I thusly want to send a settler and a worker to African to get that good colony in the place with the oil and rubber and everything! Unfortunatelly, my galley keeps getting ambushed by 2-4 barbarian ships and sunk :(

My question is how do you experts at RoC go about getting colonization going, not just in African, but everywhere?

Still looking forward to the new Strategy Guides.. I saw earlier in the thread "SG" :goodjob: and I got excited, but no..:cry: .. it is something else.

KUTGW

thanks
 
strikercw said:
Another quick question for you guys.

Around 200 or 300 AD i am 2 or 3 techs into the Middle Ages, I thusly want to send a settler and a worker to African to get that good colony in the place with the oil and rubber and everything! Unfortunatelly, my galley keeps getting ambushed by 2-4 barbarian ships and sunk :(

My question is how do you experts at RoC go about getting colonization going, not just in African, but everywhere?

Still looking forward to the new Strategy Guides.. I saw earlier in the thread "SG" :goodjob: and I got excited, but no..:cry: .. it is something else.

KUTGW

thanks
Like Rhye says, it will be a while before you have the right vessels for this mission... But you may be able to just manage it if you use a large stack of galleys to clear the barbarians, and another large stack coming up right behind, defending and carrying your settler/s.
Generally I would suggest just beelining for the naval techs and using the more advanced ships when they come along.
 
strikercw said:
Another quick question for you guys.

Around 200 or 300 AD i am 2 or 3 techs into the Middle Ages, I thusly want to send a settler and a worker to African to get that good colony in the place with the oil and rubber and everything! Unfortunatelly, my galley keeps getting ambushed by 2-4 barbarian ships and sunk :(

My question is how do you experts at RoC go about getting colonization going, not just in African, but everywhere?

Still looking forward to the new Strategy Guides.. I saw earlier in the thread "SG" :goodjob: and I got excited, but no..:cry: .. it is something else.

What Blas said. In my games I rarely colonize, I conquer ;)
 
blackheart said:
What Blas said. In my games I rarely colonize, I conquer ;)
With me it entirely depends on what nation I play... Now playing as Germany I just recently acquired my first colony in a peace deal. I don't think I've even ever built more than one or two naval units... But in my previous game of England, I colonized as much as I could. I stopped playing during the colonial era but I was doing pretty well at the time.
 
Yes, England or Portugal for colonisation! When playing Portugal I was quite successfull dragging the barbarian galleys close to my harbours (seafaring!) and used guerilla style attacks against them, hit and retreat. Finished them off one by one, that kept the number of needed galleys low.

Rhye, working on it. I was lazy, and now that haunts me. The Problem is that I'll need to rewrite the uninstall section from scratch to fix it probably. Anyway, as long as I don't run out of coffee... I already said byebye to this night's sleep... It's annoying me too and I'll get it fixed somehow.
 
strikercw said:
Another quick question for you guys.

Around 200 or 300 AD i am 2 or 3 techs into the Middle Ages, I thusly want to send a settler and a worker to African to get that good colony in the place with the oil and rubber and everything! Unfortunatelly, my galley keeps getting ambushed by 2-4 barbarian ships and sunk :(

My question is how do you experts at RoC go about getting colonization going, not just in African, but everywhere?
If you want to get colonization going before Caravels, you'll have to deal with the barbarian galleys that roam the seas. What you want to do is carefully lure them towards your ports. If you have a ship out, and they're fairly close, they'll come after it. Get them close enough to one of your ports so that your galley can come out, safely attack one of their ships, and then get back to port, where it will be safe. Repeat this as many times as necessary.

Also, since you never know where one of those barbarians might show up, it's a good idea to send at least one escort galley with your settler-carrying ship.
 
As a colonizer, I found it more effective to build up small stacks of colonial infantry and various ships and just capture the colonies I needed.

Oh, and I always establish colonies in Brazil! Best place EVER! If you get some slave workers in there, you can link up like five rubber deposits, 3 gems, a tobacco, some uranium, 2-3 aluminum, some spices... etc ;p

Only thing it lacks is... well... stuff you can get back home in Bonny Ol' England ;p

AND it makes an excellent staging ground for further conquests in Africa and the Carribbean! Especially if you give it a FP. An airport or two (and later on some helicopters, but really they arent very useful for anything other than rebases to airportless cities) gives you the finishing touch on this brilliant gem of a colonial territory!

Really, the only place I can always assume I am colonizing is Brazil; the AI heads for it last, the terrain is good for cities, and the ability to simply move in on large numbers of resources make it par excellence in my experience!

ANYway, about the ships!

I am comparing Rhye's list and mine and seeing if I had any suggestions back then... cuz right now my brain is fried ;p
 
For the ships, I would decrease the frigates ROF to one in modification of Rhye's proposal. I also think that SoLs should enslave frigates.

I always like to colonize that area of Argentina which has all of those nice rivers and cows. I like cows alot. :goodjob: In my English game I have aquired pretty much all of eastern South America with about 8 cities. That combined with the India Company, a FP in Argentina, and alot of courthouses means lots and lots of money good old mother England. Not to metion the overabundance of luxuries and resources that get exported around the globe. [pimp]
 
There's a lot of wonderful places to colonize.

My favorite civ to play colonially is Japan. I'm weird that way. In one game I had 65 Pacific ports. It was crazy. I had an unbroken line of Japanese cities from the southern tip of Chile to Alaska.
 
SHIP SHI... STUFF ;p

(APOLOGY IN ADVANCE! I got carried away in the writing, but I really started getting passionate ;p)

If any ship deserves to go really slow, it is the SoL. For the most part, the major battles involving the SoL were not very far from its home ports. Why? Because such a massive ship was extremely expensive! The loss of something that huge would have been a major loss for any nation!

Frigates, on the other hand, were considered almost expendable in comparison. They were the ones cruising and acting as escorts... not SoL!

Analogy time! SoL's are like Abrams Tanks. They are massive, incredibly deadly, speedy on a straight line, and expensive. Frigates are more like Bradley Fighting Vehicles. They are quick in the normal sense of the world, deadly against everything smaller (and capable of evading larger foes), and (in comparison) relatively cheap.

Now ask yourself. Have you EVER heard of an Abrams being used to guard a convoy? Possibly yes, BUT only if that convoy is expected to go through some extremely hostile territory, or if the convoy is particularly valuable... which explains why Degrasse was defending a certain convoy of ships... which were holding a cargo of cannon... which just so happened to result in the doom of Cornwallis!

Ok, so now we have established that the Frigate was a ship whose speciality was escort duty and patrols. Everyone knows that the Frigate was a beautifully lined ship, designed for speed and maneuverability, while the SoL was built for sheer ability to kick A$$

I previously showed you guys a link which stated that the galleon was a versatile ship, often converted between military and civilian uses with great alacrity. It was in fact an excellent vessel! An incredible number of them were produced, simply because of how excellent and versatile they were... although clearly they were not really ships of the line. They were well designed ships, albiet technically of an era prior to the one we are really representing.

Finally, the Privateer! Fast, footloose, and fancy-free, these guys were basically Jack Sparrow with a license to kill (and no EvIL dEaD style monsters ;p). I can understand the reasoning behind forcing them to stay near a base (most French privateers operated out of France!) since we hardly need ships of roving miscreants stalking the planet (something they would hardly have done...), but they do need to be strong enough to cause some damage without being too powerful and eliminating the need for another class of ship... likeee say the frigate? ;p

Baaasically, I really am pushing for a good reason to build every ship! We require something like that with ground units (the good all around, the quality defender, the superior attacker, the mobile attacker, etc) but ships... not so much anymore, not so much ;p

TO THE POINT!

Rhye, it seems like you are really killing the reason to build frigates. You are making them frightfully slow, weak attack units with a bombard barely equivalent to that of a galleon (which is defensive!) and then granting them radar (oh, its ok that you suck and are really slow, because YOU CAN SEE FAR! ;p) and then! THEN! you create a unit basically equivalent (except with an even weaker attack) that can enslave... and it gets better! BOTH of these units suck so much compared to the SoL that if either gets built its because you are sick and tired of seeing the darn thing!

Seriously, you would have to be a bit loopy to build a ship incabable of defending itself against a galleass... and if you build the frigate, thats what you are! ;p

(please please please notice that most of this is hyperbole and laugh at it a bit ;p)

I will more than admit that my stat suggestions are not perfect! Most of them I ripped off of convenient land units (Privateer=> Crusader, SoL => lancer -1 w/ BONII) which fill the same duties! So sure, tweak em a ton. But seriously, history aside, you cannot have a unit that is so dominant that no other unit types will be produced. It destroys the point of giving the player a choice... the choice which you/we considered so incredibly important when designing the land tree.

Take everything you read with a grain of salt, and possibly re-think this plan. In the end, Rhye, it is totally up to you. Its your baby and its your decision... I'm just trying to change your mind ;p
 
Update... I have started from scratch all over cuz I decided to change the whole installationsystem used. Initially I used an evaluation of the wise installer, I just kicked the stupid thing out... switched to Nullsoft Installer, which is open source (woot!) albeit less powerfull, but will suit our purposes nevertheless. Found a real nifty editor for that and voila! two working links in the darn programm group and uninstaller. Now I'll have to go through the copy and paste nightmare of all that files again, but things are looking really good, that's just plain stupid routine stuff mostly. Err... sorry needed to vent.

And did anyone notice it seems to be season for passionate post ;p (<- sorry for the plagiarism ;))
 
Hi, to all!
Nice to see this activity around here! And what a history lesson we get about naval technics... :) This is what school should have been! :goodjob:

Well, I gave yesterday the Incans another start

INCA &#8211; 2

Main efforts went to cross the Andes as soon as possible. After two cities founded at the ancient land of the Andes, my nation took claim of the Pampas, Gran Chaco and the Campos (later Barzil).

I traded heavily with my fellow Southern nations, but avoided giving much to Lincoln.
My scouts collected an amazing lot from the goody huts: 9 (nine!!!) :D techs came free &#8211; giving a real boost, and thus Middle Age came around AD 800. By this time I already moved Palace to the new big city :king: &#8211; east of the Andes!

The Portugal discovered me pretty early, in 1370, and I welcomed them and the Germans (!), for suddenly I could buy techs from the money I saved up until then.

It is now in the 1440s, and the Incans are a christian nation, have 4 universities (!), and with freshly bought techs &#8211; Alchemy, Magnetism &#8211; now we are ahead of America in the tech-race, and just 5 turns away from the first caravel unit &#8211; ahh, there is New World to discover in the far East! Will we meet the English in the mid-Atlantic? :)
 
Ok, I think RoCXinstallerRC1 is ready for testing. Filesize is 151mb. Let me know what is to happen now. No license included, so this is not going to be the final, but I think I want someone to take a look at it and hear some comments. Rhye?
 
Frigate has OFFENSIVE bombard: 6/1/2.
If you think it is too similar to the Privateer, I can reduce the Privateer movements to 10/10/10, and increased Frigate defense to 3:


Galleass movement reduced to 8/8/8 (previously 9/9/9)
Upgrades to SoL instead of Frigate

SoL: 5/5 Movement: 8/22/22
bombard 8/1/2.
(Possibly 1 transport. Only if Samart says that they were used for transport, too)
Upgrades to cruiser.

Frigate: A/D: 4/3 Mov: 11/11/11 (like the old Privateer) + Radar
bombard: 6/1/2
Nothing upgrades to Frigate now.

Ironclad A/D increased to 6/8 (previously 5/6)

Privateer 3/2 instead of 4/2.
Movement: 10/10/10
No radar, but they can enslave.
bombard: 4/1/2

Galleon A/D 2/3 instead of 2/4
defensive bombard: 6/0/0

No changes to the old MoW settings xcept bombard: 6/1/2.
 
Micromegas said:
Ok, I think RoCXinstallerRC1 is ready for testing. Filesize is 151mb. Let me know what is to happen now. No license included, so this is not going to be the final, but I think I want someone to take a look at it and hear some comments. Rhye?

Then you have to upload it.

Who was having that space, is it enough for this zip?



BTW, for those installers I once tried Setup Generator Pro. In case you need...
 
Rhye,

If you can hold off from making your final decisions re the ships, Samart has some interesting (no extra work) ideas that can really improve the realism of the mod. He's shown me that some of Firaxis' necessary choices (compromises) might not be needed for your accurate mod. I'll try to get him to post tonight (Aussie time). Cheers.
 
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