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

Rhye: I got a ideal if you are going to do a update. Why not let the player choose which religion thye want? It would be diffrent if Greeks went Islam, Persia went to Christianity.
 
I know this was explained at some point... It just makes for better maps using Rhye's rules. Think about it; with the world age at 3 billion, it will be more mountainous, making for "great walls" of impassable terrain. The water at 60% is probably just to give more play area (land) per map size, and the cool temperature allows for less jungle terrain, which is also impassable. In any other setting, you'd have too few mountains, too much ocean, and too much jungle, and the game would just be poopy.

Yes, I said poopy. :crazyeye:

And I have been wondering if it was even possible to allow for choice of religion in this mod, ironicly enough. Is there a way to be able to research only one religion of many, for instance choosing to research Buddhism and then not being able to research Islam? How would the tech tree work out?

SilverKnight
 
Grrrrr

I had a good game going as Israel on the world map, and I was conquering near all of Africa when the damn game crashed. I reloaded the autosave and it crashed in the same spot again.

I was in the modern era, the point where it crashes (both times) is during the AI moves. I think one of the last things I saw before the bug/crash was the Japanese move a carrier and some ships with it.

btw, I'm playing with the Expansion pack version 1.1.
 
OzzyKP said:
Grrrrr

I had a good game going as Israel on the world map, and I was conquering near all of Africa when the damn game crashed. I reloaded the autosave and it crashed in the same spot again.

I was in the modern era, the point where it crashes (both times) is during the AI moves. I think one of the last things I saw before the bug/crash was the Japanese move a carrier and some ships with it.

btw, I'm playing with the Expansion pack version 1.1.

Japanese Carrier you said?
That was a very rare bug, fixed in version 1.23.
Try updating and hope that you don't have to restart the game to see the effects. If it still doesn't work, hack the game save and delete all the japanese carriers, hoping that they don't build them again.
 
Two things:

#1) What is the updated list of which governments are the favorites and shunned, now that there are new ones.

#2) When I try to upgrade my Archers to Longbowmen (English) the option does not exist. I have a barracks. When I press Shift-U it tells me there are no Archers to upgrade to Longbowmen. I think if there is a bug, it is because there are multiple Archer types...one for every culture group. Maybe the wrong one is set to upgrade to Longbowmen.

#3) Great Lighthouse didn't have any effect on my Junks. As a sea-faring civ, I was already getting 4 move in coast and 3 in sea/ocean. After the Great Lighthouse, it remained the same! When I click the junk it shows the new movement of rate 12, but it just doesn't work.

#4) Just a question. England is no longer commercial and is now expansionist. Did you change that, or was that a Conquests patch change? I'm trying to figure out how the heck to combine those traits; they don't syngergize quite as well as commercial and SF.

#5) 1 of 2 minor disagreements I have with the whole mod is removing the floodplains ability from the desert. First of all, it is known the Egyptian civilization was built upon that phenomenon, and second of all, how useful is Agri trait: +1 food on irrigated desert now? Actually, before I fuss about it, I will try playing as the Egyptians and see how viable a desert river civ is, to be fair.

#6) My second minor quibble is the starting tech for the different civ types. I don't mind only 1 tech, but I think you could have allowed 1 or 2 civs the ability to be rush civs, like the Zulus, by allowing warrior code.

Sorry if any of this is addressed in the Readme, but it won't open for me. I think it requires me to have MS Word or something. Thanks for the answers!

=$= Big J Money =$=
 
I'll hazard an answer to some of these.
1) Don't really worry about those, the AI isn't affected too much about them. If you really want to look in the editor.

2) Not sure about that one. I don't think Rhye's gonna make any new patches though.

3) It most definetly does work! You have to look at how much it costs to move in each square. It think the junk gains the point but it ends up not helping since it costs multiple points to move.

4) Have you actually tried a game with the EXP SF combo. I was the one who originally supported that change, they synergize extremely well, especially for England. Cheaper settlers (the main EXP bonus) along with SF allow you to build colonies everywhere.

5) I didn't think floodplains were removed, in fact I'm pretty sure they aren't. Maybe I'm wrong. Agricultural's best bonus is the free food its city squares get.
 
Rhye said:
Japanese Carrier you said?
That was a very rare bug, fixed in version 1.23.
Try updating and hope that you don't have to restart the game to see the effects. If it still doesn't work, hack the game save and delete all the japanese carriers, hoping that they don't build them again.

See, I"m not even sure that's it. I saw it moving, and then shortly after it crashed. Since AI units move all the time that I don't see, who knows what was behind it. You'd think the carrier wouldn't have gotten to where it was (out near India) if there was a bug with the unit altogether. And I did see it move at least twice.

I could try deleting it, but I'm not convinced it is the problem.
 
2) Do you have enough money?

5) there still are flood plains

6) rush is already possible, and was even too easy, for European and Middle Eastern civs, which start very close. It was impossible for zulu, no matter the starting tech. Warrior code allows archer btw, which are DEFENSIVE.

Read the readme!
If you can't, you'll find the same info in http://rhyesciv.uw.hu
 
1) Thanks

2) Yes, I had enough money for the upgrade. I'll continue to play English for a while and see if this happens all the time, or if it was a glitch.

3) I guess I just don't understand the way ship movement works. But...should the G. Lighthouse be updated then? If it's "giving the point" but it doesn't make any difference, why am I building it?

4) Okay, for some reason I didn't know cheaper settlers were part of an EXP civ's bonus. Thank you for pointing this out.

5) Cool

6) Yeah, for some reason I had a brainfart and I forgot that with Archers being defensive, you can't rush with them anyway!

=$=
 
Big J Money said:
3) I guess I just don't understand the way ship movement works. But...should the G. Lighthouse be updated then? If it's "giving the point" but it doesn't make any difference, why am I building it?

Ships in Rhye's mod have different movement rates in different types of water; coastal, sea and ocean (light, medium and dark blue). Later ships (ie not Galleys) usually move fast in sea and ocean, but slowly in coastal squares. Choose your routes accordingly! It's all in the Civilopedia :)

And the Great Lighthouse does have an effect.
 
The Great Lighthouse can affect some of your units and not affect some others... It also gives you culture and stops the enemy from getting its effects. I don't really find wonders worth building that early in the game anyway, they don't justify the enormous investment in shields. Those shields can be used to form a nice little army and be of much more use than the wonder would.
 
Hi,

first of all congratulations for this great mod, i don't play civ without it.

I tried to play online with a friend but when the scenario is load always apears "ERROR missic \pediaicons.txt\BLDG_Statue_of_Liberty".

I've opened pediaicons.txt and confirmed that exists and is correct the entry for this wonder.

I don't quite know what to do, i really wanted to play it online.

If someone could help i would be gracefull

Thanks anyway
 
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