• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

Rhye's of Civilization - the fastest loading mod Expanded - PART II

:rotfl:

Congratulations! Actually, most of my posts are in here now... well, here, the original thread, or in the RGC thread. Hehe, does anyone else have that problem? :mischief:

SilverKnight
 
I have one question. As I like a lot Rhye's world map, I tried to play it with another mod also. But the computer players get always 2 bedouin raiders at start, those are 7-5-3 units.


I only imported the map, not the rules, so those palace guards should not be an issue, but still....


Also I cant figure how to make the Ai start without that extra settler, I put initial units both to 0 but still has a worker and a second settler at start, strange

Where I have to look to disable the "special" 2 units at start, so everyone starts with 2 regular defensive units?
 
Salamandre said:
I have one question. As I like a lot Rhye's world map, I tried to play it with another mod also. But the computer players get always 2 bedouin raiders at start, those are 7-5-3 units.


I only imported the map, not the rules, so those palace guards should not be an issue, but still....


Also I cant figure how to make the Ai start without that extra settler, I put initial units both to 0 but still has a worker and a second settler at start, strange

Where I have to look to disable the "special" 2 units at start, so everyone starts with 2 regular defensive units?

You can edit those settings in rules->difficulty levels and in the scenario properties
 
May I build a pagan idol for you? So everyone will be able to worship Rhye like a god
 
Any idea why I am getting those silly things when replacing tundra in Rhye's mod? Should I keep the original coast maybe? Seems the contrast is too high. It works in unmodded, but here look at it:
 

Attachments

  • Image02.jpg
    Image02.jpg
    152.5 KB · Views: 353
I just finished a game as America. I was way behind in tech but got the Statute of Liberty and then caught up. I saved a Scientific Leader and used him to get the United Nations. I bribed everyone so I figured I would win the vote. Mao won 13 to 11 and the game was over. Oh well....it was fun :D
 
Rhye, I sent in my saves for RGC3. I hope you got them....Thanks.
 
Well the RGC got me interested in the map, and I am near finishing my first game, as China (randomly selected) entering the Modern Era in 1886AD with a 3-4 tech lead on England, Germany, Persia, and Greece, 145gpt, 5 turn techs (since mid-early IA). I hope to create a world war to slow down progress; right now I'm losing my edge by a bit due to min research.

No wars other than an early banishment of the Koreans, and then once I got Calvary I wiped the Japanese out (they had more culture than me!!!).

Anyway, it's a fun game and it really is what I want out of civ; small countries, few units, war is difficult.

Anyway, where does China rank in terms of difficulty? I chose it at random, but am trying to figure out how other nations will perform in comparison.

Also, very big credit to everyone involved in the procject, everythinng is polished which is unfortunately kind of rare in mods. Pedia entries are accurate and informative, and graphics look great and fit together well.
 
Rhye, I sent the RGC3 files...
It was a nice unconventional RGC to have... :goodjob:

Oh, and a question:
in part 2: it says I should find out location of the ruins
I took it as I do not have to walk into them, only to uncover them for the map...
Is it OK? I hope so...
 
Rhye;

Well, now that I got my silly program problems over with...:-)

Playing your expanded package (1.23) on a huge random map, Emperor level, I notice that after the ancient age, it gets extremely easy to afford tech advances even with the minimum turns (5). There's really no advantage or need to build Banks, University's or whatever.

Is there a way to substantially increase the tech advances cost for the AI and the player through the editor that won't screw up the balance?

Also, even with the commercial trait, corruption is disastrous after getting over twelve (or whatever it is) cities. What would be the best way to reduce, but not eliminate corruption? On a huge map it doesn't take long at all until even after courthouses, the cities won through warfare are totally unproductive. And Communism is a long ways away. :-))

Thank you!
 
I think the tech thing is aimed to keep the timeline reasonable. I am in late 1900s and researching the correct techs. However I do see the same effect, where I only have banks in a few cities, although I did get universities early on. There is a ton of money on the map, and even early on there will be civs with 2000-5000 in gold from tech trades (partly because the research limit creates extra gold). I'm not sure if there's a good way around that, though, that will not blow the AI out of the water.

Regarding corruption, 12 cities is in reality a lot realistically speaking. Conquered cities can be created as specialist farms, or get the India trade company and FP built which will help a good bit.
 
Both problems can be seen as problems in themselves, but the balance and realism is preserved through them so there's no need to change anything. What exactly is so bad about researching a tech in 5 turns after the stone age? What's so bad about it being impossible to build a succesful huge empire before the industrial age?
 
Back
Top Bottom