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| View Poll Results: Rate this mod! | |||
| I can't play Civ without this: no more loading times! |
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203 | 66.56% |
| A good mod, but I won't play with it |
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54 | 17.70% |
| I don't like the map |
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13 | 4.26% |
| I don't like the terrain |
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9 | 2.95% |
| I don't like the additions |
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5 | 1.64% |
| I don't like the rules changes |
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21 | 6.89% |
| Voters: 305. You may not vote on this poll | |||
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#5611 |
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Resident Family Therapist
Join Date: Jul 2003
Location: The Great Beyond
Posts: 451
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Sefroth, take a deep breath, everything is going to be OK
![]() The ability to clear jungle and wetlands tiles doesn't come until the Industrial age. Look at the tech tree, and you will find it there. Until then, there are many things that will help. Focus on Food, Food, Food, build a Granary, and use workers to irrigate a lot. If you keep your granary full at all times, then your population will recover immediately from any jungle-kill. The faster you go out and settle more cities, the better also. There are plenty of disease-free regions on the map, where you can found healthy and productive metropoli. Good luck!
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This is not my signature. I type this at the end of every post I make. |
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#5612 |
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Lord of the Cheese Helmet
Join Date: Apr 2003
Location: Hiding from the Afro-Eurasians
Posts: 1,892
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"You make me unleash my secret weapon: a little of the ol' butt action!" |
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#5613 |
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Chieftain
Join Date: Apr 2004
Location: Australia
Posts: 40
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We do care Aeon, and some of us are even interested
Will watch (lurk in) your new thread avidly P. |
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#5614 |
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Chieftain
Join Date: Jan 2005
Location: Italy
Posts: 25
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Ciao Rhye!
Ho la versione in inglese, presto potrò provare il tuo mod .Ti faccio sapere presto !
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#5615 |
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Chieftain
Join Date: Jan 2005
Location: Italy
Posts: 25
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Ho provato il mod.
Devo dire che è davvero molto carino, anche se adesso è un pò più difficile giocare! Cmq complimenti Rhye, hai fatto davvero un ottimo lavoro! |
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#5616 | |
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Warlord
Join Date: Dec 2001
Posts: 236
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Quote:
My impressions so far: Greeks should be added probably, their place unsettled into well into Iron discovery.That is spoiling historical feeling. There is enouth place for them on the map . They can incorporate Greeks, Bizatium and Ottomans. Call it Eastern Mediterranean civilisation. Carphage is not building biremes, so it should have two from start, without them it can not expand into Spain. It would be compensation for disadvantage in starting location. Last edited by s3d; Jan 18, 2005 at 11:30 AM. |
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#5617 | |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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rhye.civfanatics.net |
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#5618 | |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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rhye.civfanatics.net |
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#5619 |
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Chieftain
Join Date: Jan 2005
Posts: 16
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Is this the right thread to make balance comments? I really like this mod, it's much better thought out than certain other mods I could name, but I do see some big balance issues.
Because the costs for settlers are so extreme, it is actually much more efficient to build military units to capture other civ's settlers and cities. And since you don't lose the population, your income remains high enough to absorb the cost of maintaining those extra units (which perform valuable intimidation and martial law duties). And you don't need to juggle shields/food to get anywhere. In other words, peaceful expansion ceases to be a viable strategy. You shouldn't end up unable to complete your settler because you suddenly acquired Feudalism. I find the expansionist trait to be overpowered, being able to grab all those mountain/jungle goody huts with your cheap scouts. Other civs need to use workers/new cities to pop those huts, which they do not do. Expansionist civs need NO research in the ancient era, _and_ they make contact across bad terrain an Era before others can. Plus the religious trait has been salughterd. Scientific civs still get cheap libraries and Unis, but religious civs pay full price for their Temples/Synagogues/Monasterys/Cathedrals? Since the anarchy period has been reduced, the only remaining benefit to being religious is the monument improvement. Big fat hairy deal. Even seafaring is more useful now. I like the new tech tree (especially Electronics/Hoover Dam moved to Modern Era!), but the smaller # of techs also increases the benefits of the scientific trait. It's certainly different, but instead of REX/Build/Acquire it has become Kill/Build/Acquire. |
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#5620 |
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Graulich
Join Date: Feb 2002
Location: Jerusalem, Israel
Posts: 3,079
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Didymus:
1. Peaceful expansion ceases to work pretty early but it does exist at first. And then, just like in reality, it becomes cheaper and more efficient to take what your enemy made than to make it yourself. And unlike in regular Civ3, in RoC small civs can be quite powerful so expansion is not [b]the[/u] most important aspect of the game. 2. The power of a specific trait is irrelevant in RoC because it's pretty marginal in the altogether balance of the different nations... But still, Exp is overpowered at first but it's useless in the later two ages, and religious civs also get a special specialist that produces one happy face and one gold, which is pretty valuable. Since the changes to these traits don't seem to have upset the balance of the nations, there's nothign wrong with them. I refer in both points only to the world map version because I never paly the random version (and never had) and I frankly don't really care about it. The mod is designed for the world map, the random version can never really live up to the world map version.
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The Enlightened take things Lightly Music non stop when I close my eyes / Clarity born from a compromise / And you are almost like me -Music Non Stop, by Mercenary Rhye's and Fall of Civilization -
mod by Rhye (and co) | My kind of school | Get Firefox! | Ubuntu, Linux for humans | I'm a (-3.75,-8.15), what are you? | Save the world, one CPU cycle at a time |Black CFC is beautiful! |
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#5621 |
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Chieftain
Join Date: Jan 2005
Posts: 16
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Hmm, I guess I was afraid to try the world map with anyone but the Americans, but I should give it another shot, now I've adjusted.
And thanks for pointing out that the Religious civs get priests/priestesses, that had slipped right by me. Yeah, the small civs can be pretty decent as long as the big civs don't build their infrastructure. They can build a LOT of wonders, for example. Which makes one-city culture victory possible. I've never won a one-city culture victory until I started playing RoC. |
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#5622 |
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Deity
Join Date: Mar 2002
Location: Belgrade, Serbia
Posts: 2,129
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Few minor bugs to report:
1) Feudal Monarchy has woker rate of 3 (150%), while civilopedia says just 100% 2) Civilopedia chapter about defense bonuses isn't updated to show 20/40/60 defense bonuses introduced in this mod. 3) And one thing that technicaly is not bug. Many 0-range bombard units have rate of fire of 0, while some have rate of fire of 1. While mechanicaly, it does not make a difference (RoF in not important in defensive bombardment), from flavor and consistency it would be best to put RoF for all 0-range units to 1 (like Archers and Longbowmen in original game). |
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#5623 |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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the expansionists have lost their advantage in goody huts, as barbarians never pop up.
The scout was a early-only advantage, so they also get a discount for settlers later in the game.
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rhye.civfanatics.net |
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#5624 | |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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rhye.civfanatics.net |
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#5625 |
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Chieftain
Join Date: Apr 2004
Location: Australia
Posts: 40
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Rhye, perhaps some of Didymus' questions might be included in the FAQ on your website?
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#5626 | ||||
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Shaman
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sorry to dissect your post, blas, but there's a number of points i'd like to comment on.
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dont get me wrong, i'm still a big fan. i just think we need to acknowledge the limitations of what we have and acknowledge the interaction between map and rules that makes it work so well. EW
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"A mind needs books as a sword needs a whetstone, if it is to keep its edge." -- Tyrion Lannister, George R.R. Martin's A Game of Thrones |
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#5627 | |
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Chieftain
Join Date: Jan 2005
Posts: 4
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Quote:
All english so far as I know, some downloads were for all languages, but that shouldn't matter. I think I will try uninstalling everything. I started with civ 3 gold edition if that might make a difference. |
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#5628 | |
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Chieftain
Join Date: Jan 2005
Location: Italy
Posts: 25
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Quote:
Ieri mi ha fatto un errore FILE NOT FOUND/KNIGHT... Cosa può essere?Forse manca qualche file? |
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#5629 | |
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Information Retrieval
Join Date: Dec 2003
Location: Cph, Denmark
Posts: 171
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#5630 |
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Chieftain
Join Date: Jun 2003
Posts: 71
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Can anyone explain me the difference between Atomic Bomb and Tactical Nuke in RoCX?
Do they do the same amount of damage and/or is it only the range that are different? And are the damage the same for Atomic Bomb, Tactical Nuke and ICBM? |
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#5631 |
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Lord of the Cheese Helmet
Join Date: Apr 2003
Location: Hiding from the Afro-Eurasians
Posts: 1,892
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I am not 100% certain if there is a difference, but since they are all Nukes then the damage is the same. There is probably some kind of loading difference (tac nukes can go in subs most likely, and are slightly more expensive as a result)
__________________
"You make me unleash my secret weapon: a little of the ol' butt action!" |
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#5632 |
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Chieftain
Join Date: Jan 2005
Posts: 16
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Hm, civilopedia comment. It says Oil is visible starting with one tech (Combustion?) but it doesn't show up until another tech (Flight?)
Also, what is the explanation for Tundra having a movement of three(3)? Cavalry end up using Forests and hill to move quickly, which seems really odd to me. Also, its kinda backward: my Russian history professor noted that the only succesful invasion of Russia occured in winter, when the frozen earth allowed the invading horsemen to move quickly. |
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#5633 | |||
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Graulich
Join Date: Feb 2002
Location: Jerusalem, Israel
Posts: 3,079
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__________________
The Enlightened take things Lightly Music non stop when I close my eyes / Clarity born from a compromise / And you are almost like me -Music Non Stop, by Mercenary Rhye's and Fall of Civilization -
mod by Rhye (and co) | My kind of school | Get Firefox! | Ubuntu, Linux for humans | I'm a (-3.75,-8.15), what are you? | Save the world, one CPU cycle at a time |Black CFC is beautiful! |
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#5634 |
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Lord of the Cheese Helmet
Join Date: Apr 2003
Location: Hiding from the Afro-Eurasians
Posts: 1,892
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@Didy: Your professor is 100% correct: the only possible times for a successful invasion of Russia would be the summer or winter (assuming adequate clothing of course). It is the Russian mud that truly wipes out invasions... the Russian snow finishes off the soldiers who had expected to be gone long before it came. I believe the Poles used sleds to invade at one point, and I know that the Huns/Mongols simply ignored the weather... they were used to far worse.
However, tundra is not always snow. It is land covered in a soft, spongy growth that rarely unfreezes and IS often covered in snow. But it is not snow in and of itself. It is not very good terrain to travel on, and would cause a horse massive problems. When the lack of indigenous food sources is factored in, it becomes clear that movement is only possible for small groups, not for mounted companies of soldiers or regiments of infantry. Forests and hills, on the other hand, provide firm footing for soldiers to march and ride (if not the most excellent of locations for a battleground). Even with snow and undergrowth, a forest is preferable to tundra (wood for fires, shelter, animals and plants to eat... including some tasty bark... ;p) as show in the differing movement rates. If it were possible to reflect weather conditions more accurately in game, there would be mud and snow and storms etc. but as is, tundra should be more difficult to move through than forests and hills. It really only matters for a few units anyway ;p
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"You make me unleash my secret weapon: a little of the ol' butt action!" |
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#5635 |
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Lord of the Cheese Helmet
Join Date: Apr 2003
Location: Hiding from the Afro-Eurasians
Posts: 1,892
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@everyone else:
I have no problem continuing to helpdesk, but I am pretty much happy with my own little project. I cant wait to have you guys play it! ;p
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"You make me unleash my secret weapon: a little of the ol' butt action!" |
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#5636 |
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Emperor
Join Date: Aug 2004
Location: Goochland, VA
Posts: 1,389
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I think priest add two luxeries, not one. Look in the editor.
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"Serenity now, insanity later." - Seinfeld Development forum for Rhye's and Fall of Civilization, go check it out!: http://forums.civfanatics.com/forumdisplay.php?f=204 |
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#5637 |
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Chieftain
Join Date: Jan 2005
Location: USA East Coast
Posts: 12
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Load error
The attached file shows my Civilization III\art\units\ folder information. Thanks.cylc.
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#5638 |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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cylc, that one is Civilization III\Conquests\art\units\ and that seems OK
I need Civilization III\art\units\
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rhye.civfanatics.net |
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#5639 | |
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Яhye
Join Date: May 2001
Location: Commuter by plane
Posts: 9,452
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Quote:
Controlla di avere tutto a posto in Civilization III\art\units. C'è knight, con al suo interno knight.ini?
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rhye.civfanatics.net |
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#5640 | |
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Chieftain
Join Date: Jan 2005
Location: Italy
Posts: 25
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