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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Ryhe, the reason I don't just use your newest version and start adding flavor units from there is I've already added most of them (and that is a LOT). Its a pretty tedious process going through and re-adding all them now, as well as trying to remember what little personal ajustments I made to the mod.
But, I've got your 2.62 and have been reviewing it, looking for differences. The camels I can add, the platues and mountians I can change, I already have those units, and the resources I plan on doing by comparison (only the problem areas like egypt, england, etc. are important to me. A few goodyhuts isn't a big deal).
ANYWAY, the speed changes look like they are due soley to the new barbarian system, right? I couldn't find anything in the editor, though I know you edited part of the script.txt . If theres anything else you did to effect speed that you can think of, please let me now. Thanks,
 
I'd be honored to be on the team, Rhye, but I will be very hard pressed for time about half of the days from this monday till October 13 and so some of the time I will only be able to post and read without any playtesting or anything.
 
Bungus said:
the speed changes look like they are due soley to the new barbarian system, right? I couldn't find anything in the editor, though I know you edited part of the script.txt . If theres anything else you did to effect speed that you can think of, please let me now. Thanks,

And the new timeline, that was a big change! (since 2.4 or 2.45 iirc)
 
Midnight Piper has a good point about England! Some late game resources would be absolutely amazing... but remember that they started growing in power right in the 1500s... when the Northern European Renaissance began... which is also right after the last time they were successfully invaded by a foriegn power (Henry VII vs. Richard III)

I think the real problem is that I am unwilling to pay tribute to France, a country that always ends up an early game superpower ;p

I would be honored to be part of your development team... means I am really a Civaholic (read loser haha) ;p

I will start another game with a more pacific approach until I have the manpower to 'deal' with them.
 
England already has lots of invisible resources popping up since 1500!


I'll send e-mails to Horton and Iztvan. I haven't seen them in a while.
I'll begin working on the addon since the 22nd or 24th September (depending on how my exam goes). The first thing to do will be the 2UUs. Then the tech tree and the wonders. Then the religions. Then the decision about the flavour units.
 
Well, I'll be very available from the 29th till Oct 12, and then avilable again from Oct 14 and on.
 
Haha if you play a peaceful game as England, you can get your 'empire on' ! I am still behind in the tech race, but I also managed to get two out of three galleys that I sent to the New World, so I was able to tap some major resources over there well before I should have (as in cash from natives and whatnot).

I would say just put some ocean in somewhere between England and Greenland, or find a way to force galleys to sink in heavy water (oceans and seas) because I made it over there in 270AD... didnt feel like trying before.

I am building a major Renaissance army to take on the Dutch, but am waiting for my UU before I really go at it. Nothing like a good costal bombardment to REALLY piss off those coast clinging bastards! ;p

In related news, I will try and play a serious colonial game as the Dutch next... that is, if I can finish my three page history paper before tomorrow... starting in a few hours haha.
 
Hey Rhye here is an idea for the Xpack. :D I usually play russia, nothing irratates me more than when the dutch, or spanish etc.. settle east of the or near the urals. They always tend to plant 2-6 cities out there. it is completely not historical . settlers marching through russia to the steppes & siberia to settle unproductive cities. :rolleyes: I am sure this is slightly unfair for other european players too, (your the french and you beat the crap outta the spanish and take all their cities in europe, and you think "Hell yeah no more spanish" but NO! :mad: lo and behold the spanish have managed to settle in the middle of the urals. :sad:

Now this is usuly easily solved via war for the russians :king: . Plucking off one or two city settlements next to your land mass is not hard. but perhaps there is a more elegant way to solve this. make a new settler called "steppe settler" and have LM terrains for that area. (may be a bit of work). This steppe type settler would be good up to the industrial age. Then regular type population 4 settlers or whatever fromt then on. This will give time for the area to be settled. and will allow for razing and rebuilding cities in the industrial & modern ages. for none steppe civs. Give this settler unit to the russians & mongols for sure, possibly even the persians & indians, heck you could even make an arguement for the byzantines and china/korea could have historically settled that region.

let me know what you think! its a way to solve a annoying problem. Discuss!
 
FooFight2000, that has bothered me too. To try and solve this I did something similiar: the Russian start with a kind of waggon settler that's a little cheaper and has 2 moves, and the mongolians use kinboats mounted mongolian settler to move 2 spaces and cross mountains and steppes. I'm trying these units out as requiring horseback riding for both civs. Also, I threw up a bunch of barbarians to sort of form a wall in between byzantium and russia. And added some gody huts near mongolian and russian starting locations. I haven't play tested this yet, so I've yet to determine if this approach will turn those two into too much of a power house.
Another thing I might try is rasing russia's aggression level to 5. So they might take those cities by force.
 
And the new timeline, that was a big change! (since 2.4 or 2.45 iirc)
Right, but that doesn't change the loading time in between turns, it just changes the number of turns. Right?
 
I also had this problem (check like forty pages back), but I solved it in a slightly less difficult fashion. I simply made desert impassible, and made the Urals uncrossable except in in one area, which I put a barbarian spearman (with a fortress) to hold. Worked perfectly, as no one settled the area until a more historically accurate time. My solution was never included because it left desert civs stuck unless you preplaced roads for them... which I did.

If we ever stop demanding stuff from Rhye, I will set my game up like that again because I really liked how well it worked; its not like people CAN cross deserts without roads in any significant numbers.
 
I haven't played 2.62 extensively yet but in my 2 test games as the Austrians I have popped 8+ goody huts and have not gotten barbarians once. I think changing the barbarian uprisings may have somehow broken the huts.
 
Aeon221 said:
I would say just put some ocean in somewhere between England and Greenland, or find a way to force galleys to sink in heavy water (oceans and seas) because I made it over there in 270AD... didnt feel like trying before.

There is ocean since the fixed ("C") version of 2.62. Try to re-download it.
I didn't know that seafaring civs can end one turn in the sea. Now that I know, I've corrected the strait.
 
Aeon221 said:
I also had this problem (check like forty pages back), but I solved it in a slightly less difficult fashion. I simply made desert impassible, and made the Urals uncrossable except in in one area, which I put a barbarian spearman (with a fortress) to hold. Worked perfectly, as no one settled the area until a more historically accurate time. My solution was never included because it left desert civs stuck unless you preplaced roads for them... which I did.

I remember this change. That is a good idea and very useful, but had many collateral effects in North Africa and Arabia. Overall, it is too radical.

I can add some more barbarians at the beginning in that area, there's still some space far from the starting locations. After all, I can put there as many as I like: I don't have to be worried of loading times anymore.

I mean: more units, not more camps. Because each camp is 25 gold, and there's the risk of inflation.
 
Rhye said:
Strange, your mod has random maps only, right?
A random 160x160 with 16 civs should not be that slow. Earth maps are instead very, very slow.

I use both Random and World Maps(the world map I'm using is based on yours btw...thankyou).
 
FooFight2000 said:
make a new settler called "steppe settler" and have LM terrains for that area. (may be a bit of work). This steppe type settler would be good up to the industrial age. Then regular type population 4 settlers or whatever fromt then on. This will give time for the area to be settled. and will allow for razing and rebuilding cities in the industrial & modern ages. for none steppe civs. Give this settler unit to the russians & mongols for sure, possibly even the persians & indians, heck you could even make an arguement for the byzantines and china/korea could have historically settled that region.

I'm sorry, but I don't understand completely what you mean. What would the "steppe settler" have different from the other settlers?
 
Bungus said:
Right, but that doesn't change the loading time in between turns, it just changes the number of turns. Right?

But changing the nuber of turns affects the loading time!
Shrinking just a bit the timeline caused having in 1900 the time you'd have to wait in 1700.
All the techs costs were updated (reduced) for this reason.

May I have a look at your modifications of 2.33?
 
Rhye said:
BTW, I thank you for your services, I'll ask you if I need something.

And that will be soon.
At first I wanted to make the Xpack step-by-step, keeping everything public and posting it here.
But I've seen that for example the DyP team (which is developing Rise'n'Rule) has a private forum: I've already revealed many tricks, and perhaps it's better to keep features more private, to avoid copies, just like them.
Now, we all can discuss of the mod here, but about posting the BIQ, I'd make the middle choice: no public (posting it here, for anybody), no private (I keep it until finished): the best is IMO a group of 5-6 users, whom I send the biqs. Call it "Rhye's of Civilization development team" if you want.

In this group you (Aeon) would be very useful if you adore researching (me too!) and writing (instead I suck at writing).
I'd like Blasphemous, Chutchy Husky, Horton and Iztvan to be in, if they can.
If any of these people hasn't free time, I'll call somebody else who's been browsing this thread for quite a long time or gave good suggestions (Asclepius? Jaguar? Khift?)

Again, the others will not be excluded by the development. I've always been listening to everybody, and I'll keep doing it. We will discuss here.
I'd be happy to beta test the expansion pack of the mod. I have fairly free weekends.
 
Rhye said:
I'm sorry, but I don't understand completely what you mean. What would the "steppe settler" have different from the other settlers?

I think he want to explain that this kind of settler can only settle in special kind of areas.
This areas will be estimate by some kind of LM terrain, so that only some civ´s who can build this kind of settler will be able to settle in this kind of LM terrain.
 
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