Rhye's of Civilization - the fastest loading mod Expanded

Rate this mod!

  • 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%
  • I don't like the terrain

    Votes: 9 3.0%
  • I don't like the additions

    Votes: 5 1.6%
  • I don't like the rules changes

    Votes: 21 6.9%

  • Total voters
    305
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Regarding Palace Guards, why don't they upgrade to something? Being in the Industrial Era and still having Palace Guards run around is pretty pointless, especially if they will lag the game.
 
i'm in favour of option (a) on the privateer - that is, defensive bombard only. two reasons: first, i see privateers as offensive, but sea only, not pillaging territory (not that they didnt, but rather that it doesnt fit the uses of navy in civ 3), second, i agree with the earlier comment that it's too easy for the human to exploit.

and, rhye, thanks for taking on board all our commentary. it cant be easy, but it's surely appreciated. :)
EW
 
Wow, I know this may look like spam, but Rhye, your mod is awesome.

I should invent a word, since awesome doesnt even describe your mod....You know, awesome and great...like "Greawesome", or "Awegreat".

:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:
 
Hey Rhye,
I was just looking at the .bic for the Exp Pack and NONE of the Units that come out of the Iron Working advance require Iron (like swordsman and legionary). Is this just an oversight or the way it should be?

*edit* Doublechecked and Legionary does require iron, but not the others.
 
A1

A privateer with offensive bombard would probably slow the game down as well as drive you nuts. The AI is bound to flood the seas with the things and continually hammer your coastline.
 
Hi everyone

Rhye, some comments on your great new xpack. They may already have been posted but Ive been away and dont want to sift through the 250 pages of posts :)

-In the religious traits I noticed the Indians go from being Hindu to Muslim but I think most of the Indians today (1 billion of em) are still Hindus. Thats why they made a India (hindu) and Pakistan (muslim) after the war.

-When I downloaded the mod for some reason I didnt get the files for the African Spearman and Arab Rider. I patched it up myself by copying and renaming some other units, but did everyone else have this problem?

-Homersheiniken is right when he says the swordmen dont need iron to build. Is this intentional?

-About the 2 new wonders in the colonial age; the slave trade and east india company. Though both say you need respectively tobacco and spices in the city radius to build (actually it says "city needs access") I can build the East India company everywhere (once I have spice), and the Slave trade just in far flung colonies which have tobacco - even though the civiclopedia says the same thing for both wonders.
In case you intended on the wonders to have the rescource in the city radius (as is now the case for the slave trade), is it perhaps an idea to make the wonder(s) a bit cheaper? Im now only to build the slave trade by well into the industrial age as the tobacco colonies are far from my capital and thus only have 1 or 2 shields to work with.
 
blackheart said:
Regarding Palace Guards, why don't they upgrade to something? Being in the Industrial Era and still having Palace Guards run around is pretty pointless, especially if they will lag the game.

They don't lag the game as they are now. However they don't upgrade, for some obscure reasons. I'll test if being immobile will force them to upgrade.
 
bjorn said:
Hi everyone

Rhye, some comments on your great new xpack. They may already have been posted but Ive been away and dont want to sift through the 250 pages of posts :)

-In the religious traits I noticed the Indians go from being Hindu to Muslim but I think most of the Indians today (1 billion of em) are still Hindus. Thats why they made a India (hindu) and Pakistan (muslim) after the war.

-When I downloaded the mod for some reason I didnt get the files for the African Spearman and Arab Rider. I patched it up myself by copying and renaming some other units, but did everyone else have this problem?

-Homersheiniken is right when he says the swordmen dont need iron to build. Is this intentional?

-About the 2 new wonders in the colonial age; the slave trade and east india company. Though both say you need respectively tobacco and spices in the city radius to build (actually it says "city needs access") I can build the East India company everywhere (once I have spice), and the Slave trade just in far flung colonies which have tobacco - even though the civiclopedia says the same thing for both wonders.
In case you intended on the wonders to have the rescource in the city radius (as is now the case for the slave trade), is it perhaps an idea to make the wonder(s) a bit cheaper? Im now only to build the slave trade by well into the industrial age as the tobacco colonies are far from my capital and thus only have 1 or 2 shields to work with.

Hello and welcome back!

->As you've said, Islam is 2nd Indian religion. That's why it's one of the two traits.

->I'm afraid you've been left behind with RoC. You have to download it again.

->Yes it was intentional. Swordsmen are 3/1/1 BTW. Iron now has less importance and it needed only for armoured units

->Wrong pedia entry for the India company. I'll fix that.
 
Micromegas said:
If you want I can do an installer for the patch too, that should really be much easier than the full install and be done in a breeze. Three Crownes tested the full one on a fresh install and it did well btw, just to keep you uptodate.

This is going to be my last patch, so the installer should be already patched.
 
Three_Crowns said:
But a privateer with offensive bombardment would be able to move out of a port and destroy improvements and move back into safety - multiply with x stack of privateers. A bucaneer would be able to pour across the border and destroy improvements - multiply with stack.
But it wouldn't be so easy to stack these, and with low offensive bombard for the privateer and low stats for the bucaneer, they would be able to do little damage other than ruining some (terrain and city) improvements, and even that would be hard for the privateer to do with a bombard rating of 2 or 3. I think adding the buccaneer and giving the privateer a low offensive bombard would help reflect the menace that pirates and privateers represented in the age of sail, and it would require every major nation with coasts to maintain a navy and hunt down privateers (similarly to real history, I think). And buccaneers with 3.1.1 would be easy prey even for spearmen, so they're not much of a problem.
On a similar note, didn't the East India Trading Company also hunt pirates and stuff? Maybe that wonder should be coastal and create a frigate every five turns (or more)?
Gunner said:
A1. The privateer bombard is a cool idea, yet I think only the human would end up using it effectively and the AI would be left more clueless than usual. Too easy of an exploit.
The AI would use them just fine. I've already seen them bombard an enemy silly with a Frigate, there's no reason for them not to do the same with privateers.
Aeon221 said:
If you really want to add the Buc, remove the pillage flag to prevent pillaging. In fact, make it like the Berserker in the Middle Ages scenario and flag it with collateral (right under creates craters) and def bombardment (with a low attack).

That way it will mess up the city with a low likelihood of actually taking it. I would also recommend giving it 1 or 0 def (I do not believe 0 is actually an option... but still) so that it wont be able to hold the territory it takes, just pillage the city and capture it.

I am trying to figure out a way to create a land unit that doesnt start wars by attacking without making it overpowered.

Suggested stats for Buccaneer:

A- 3
D- 1
M- 1
B- 8
RoF- 2
R- 0
-Collateral
-Hidden nationality

Maybe? Make it expensive, but not so expensive as to make it worthless. Might also want to consider it under the same light as the militia in terms of penalties.
Souns good, only it should have pillaging (they would be pretty easy to destroy.) They should be expensive and have -2 to hp to keep them from becoming too much of a threat.
PS: Oh, and you CAN give a unit 0 defense, if you do that they get destroyed when attacked. But I think they should be at least given a fighting chance against older attackers. Would also be cool if Buccaneers enslaved to Buccaneer, but that may be just a bit too much power. =X
 
Rhye said:
This is going to be my last patch, so the installer should be already patched.
So shouldn't you wait with the patch for another few days (or even a week or two) to make sure you catch all the bugs?
 
INCA – 2

(part 3)

Oh, how sweet it is when a dream comes true!
That beautiful woman with the flame of liberty (and, err, technology advances), appeared near the East Coast of our continent in Quito in 1804. Long live the Incans! :king:
And with joy, we turned into democracy, as well.

From this on, I took science to zero for some time to get quick buildings.
But after a while – about 1900 (I don't remember clearly) I had to get back to make science on my own, for the world was not about to develop – except a single nation: Israel.
Good old Europe was engaged in various wars, Like Franch vs. Austria, Portugal vs. England, and the like, it was hard to follow ;)
So I got back into business so Mr. David not to get that ahead.

We reached the 20th century and around 1914 the big world war broke out.
It was first Russia-Israel conflict, but then soon nearly everyone smelled blood and money.
A great turmoil it is indeed (still ongiong in 1960) - Russia and France hold against nearly rest of the world (well, quite successfully!).
Ah, well, I watch it from the distance.

Im my 12-city-land the first rails appeared in 1850s and by 1920s we had comple network to reach all cities. By this time factories are almost in every big city.

The year 1936 was significant, I felt we really have pre-modern times:
We had Olympic Games and the Eiffel Tower in one single turn, orginizing the Games was thanks to a single big hero (SGL) of our nation :goodjob: (thanks to him, really). Also, first hospital is built this year.

In 1960, I stepped into MODERN AGE.
This means there is 70 turns left to… Space Race? UN? :rolleyes:
I would go for the Ship – maybe with help of Israel and Germany I can speed up…
to the stars and victory!
 
Hooray, another sail question!

The East India Company was a military force in its own right. It operated a huge number of ships and transported goods in large fleets. Anything small (a lone privateer) didn't have a chance against the merchant vessels as some of them carried as many as 50 guns (as much as a well armed frigate). The problem they did have was with crew. Indiamen ships were crewed to sail fast, not have 6 men per cannon like the warships. If they were boarded alone, they were in trouble. If they were attacked by even a small fleet of enemy warships, they were doomed. They were able to fight, but against organised, efficient fighting ships they just ran or surrendered. It was common policy to try and outrun an enemy, or split up so the whole fleet wasn't caught. If in doubt the merchants surrendered without a fight as they were deliberately merchant sailors, not fighting sailors.
The East India Company did pay for its own private escorts either using Privateers or the Royal Navy itself.
I just want to say that if you get this ship thing right you may have a new Civ player. I will probably only play to use the worlds navies, but that could be interesting to see how one focus would unravel. The major focus of England's military has been its navy since the 1500s.

Samart
 
Hmm... Then maybe the ITC should create a Trading Ship every three turns, that has almost no attack, has a good defensive bombard, has 3 defense, and is a bit faster than a frigate and is faster at sea than at coast. And it would upgrade to transport.
 
Rhye said:
This is going to be my last patch, so the installer should be already patched.
Sure, that's clear anyway. I meant a small one just for the patch, like a proof of concept to get some comments on. Regarding license, maybe this is helpfull? http://www.yoyo.org/~pgl/lqr/

soma, your Incan game sounds nice, indeed. May I ask for a sav or screenie? Sounds like something I'd love to have a look at.

And mighty OT: does someone know of a site to learn something on plumbing?
 
just suffered a humiliating defeat as india in a random map game. babylon perfectly executed a OCC, single-city cultural victory. before i realised what they were doing, it was too late for me to do anything about it. i almost caught them at the end too, losing at 9800+ culture in my capital to their 10,000.

one thing that might have made a difference was that, on the map i was on, i did not have a river. that meant i could not build my initial hindu-based wonder (the sacred river?). a number of other wonders (eg Statue of Liberty) do not require the same features in the random map game, so i'm thinking a change here might be in order.

i also realised that, in the random map game, i couldnt guarantee i'd have elephants - which meant it was entirely possible i would play india and not get one of my UU's, since they require elephants! (i was lucky, there was some next to my capital)

i suspect there's quite a few of these random-map instances that we've overlooked, taking for granted the ROC earth map.

EW
 
I couldn't enter the forum due to that advertisement page. I was always redirected to it.
It seems that puts in the HD a spy cookie, too.


-> EW, what year was it?

-> Micromegas, I have no idea of what those points need. Can anybody explain?

-> Blasphemous and everyone: the next patch is going to be released before Xmas, with no-Byzantium version as a Christmas present. And that ends the development. I'm sorry to say I won't add the buccaneer (there isn't even an animation, and I'm not convinced about it) or more naval units (except the SoL, of course).
 
Rhye : please, name a successor, i don't want see your mod die :(

Any successor who continue work of Rhye is welcome ;)
 
Blasphemous said:
But it wouldn't be so easy to stack these, and with low offensive bombard for the privateer and low stats for the bucaneer, they would be able to do little damage other than ruining some (terrain and city) improvements, and even that would be hard for the privateer to do with a bombard rating of 2 or 3. I think adding the buccaneer and giving the privateer a low offensive bombard would help reflect the menace that pirates and privateers represented in the age of sail, and it would require every major nation with coasts to maintain a navy and hunt down privateers (similarly to real history, I think). And buccaneers with 3.1.1 would be easy prey even for spearmen, so they're not much of a problem.

Well, Rhye has called it, but we can still continue our debate ;)
You could have privateers and bucaneers roaming freely around protected by any other sea and land unit. With a RoP they would be safe to pillage all they want.
 
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