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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Blasphemous said:
1. Bleh.
2. I'm not talking about trains, I'm talking about APCs, trucks, and Jeeps that carried troops from place to place.

1. guerrillas will be non-wheeled and will treat all squares as roads.
2. It seems that early tanks were big APCs. The choice is kinda difficult now between a mobile vehicle and a machinegunner.
However a unit that requires rubber IS NEEDED
 
But it's odd to have the main infantry line either disappear in the modern age or upgrade to a non-infantry unit.
 
Just wondering. I know all you Modders hate Railroads because they destroy certain elements to the gameplay. But is it possible to change the railroad to reduce the movement cost from a third to something smaller?
 
I like the idea of a machinegunner, the idea of a unit between cav and tank is ridiculous, there wasnt one look at WWI or the Crimean, also why not just make some kind of half decent infantry or even leave the standard one and make the mech infantry a non-upgrade-to build thing. That way you can play USA with the Stryker Brigades and M1A1 Abrams Tanks all you want, but the GI is still the primary defender.

In fact, you could call it that: General Infantry. Has a nice ring to it, would represent the end of the foot defender path, with slightly higher stats/cost than WWI infantry.

Classes, yesterday was busy so I didnt get a chance to read everything, if this is a restatement just ignore it, I like the idea of jeeps but it sounds kinda worthless as the world is explored by then and no one builds scouts anyway except maybe in multiplayer.
 
Having 1,001 ideas for units is nice but there seem to be quite a few issues in the early game. Are people actually playtesting 0.21 or just making up units?
 
Horton said:
Having 1,001 ideas for units is nice but there seem to be quite a few issues in the early game. Are people actually playtesting 0.21 or just making up units?

Guilty on both counts M'lud.

Well at least I was testing .11. I've only just downloaded .21. I found the defensive archers and offensive pikemen a little strange to be honest. Also the increased move cost in the coast was probably the reason I only saw galleys and no other early ships.

Got any comments, Horton, or are you mailing Rhye direct?
 
Asclepius said:
I found the defensive archers and offensive pikemen a little strange to be honest.

Yes I know that's strange at first, but it's only a matter of getting used to the new stats.

Asclepius said:
Also the increased move cost in the coast was probably the reason I only saw galleys and no other early ships.

I've seen both galleys and dhows around.
BTW I forgot to add a +1 movement to caravels and post-caravels
 
Aeon221 said:
I like the idea of jeeps but it sounds kinda worthless as the world is explored by then and no one builds scouts anyway except maybe in multiplayer.

Probably I'll add the graphics only. It will replace the explorer graphics in modern times. And another unit graphics will replace in industrial.
 
Rhye said:
It seems that early tanks were big APCs. The choice is kinda difficult now between a mobile vehicle and a machinegunner.
However a unit that requires rubber IS NEEDED
You shouldn't have to choose, both had a colossal effect on modern warfare.
I think machinegunner should come in at the same time as infantry, it should have a higher defense than infantry but only something like 4 attack, and infantry should lose a bit of defense because the real reason for Infantry having so much in the first place is that it represents ALL of trench warfare, including machineguns and mortars.
Then with motorized transport you put in Mobile Infantry which have same attack but less defense as compared to regular infantry, and have 2 movement. Infantry was moved around in APCs, trucks, and jeeps since the beginning of WWII if not earlier.
So here's what I propose you have:
Infantry stats now 7/8/1, cost hould be adjusted appropriately. Upgrades either to Mech Inf or a new modern infantry (GI?) that can be added to continue the foot defender line which irrationally dies out in the original game.
Machinegunner added with Conscription, stats 4/11/1, should be about same cost as Infantry and should require Rubber as well. Upgrades to TOW.
Mobile Infantry added with Mo Trans, stats 8/6/2, wheeled, should cost a bit more than the other two and also require Rubber. Should upgrade to Mech Inf.
 
Rhye, FYI, 0.21 is crashing due to a missing art\units\crossbowman\crossbowman.ini file.
 
Rhye said:
I forgot to change the animname.
You can keep playing your game with a temporary fix.
Add this zip into Rhye's of Civilization X\art\units

Also the radio tower in 4000bc is more than a small problem as it leaves the mongols, etc. with no worker! Fixed it myself but for the other testers you have to change this or the AI civs aren't just crippled but they have both of their legs broken.... ;)
 
Wanna hear a funny story?

I had no clue that this was a playable version :blush:

I have been looking at the tech tree and editor this whole time and wondering how the heck you guys were getting so much test data.

So SHOOT me ;p

I will start playing this very instant
 
Asclepius said:
Also the radio tower in 4000bc is more than a small problem as it leaves the mongols, etc. with no worker! Fixed it myself but for the other testers you have to change this or the AI civs aren't just crippled but they have both of their legs broken.... ;)

If you give immediate feedback (about anything, for example about the UUs) on what you have I can give you an improved version instead of simply what you have with the fixes
 
I think I'll change Ethiopian UU.
That animation is necessary for being a flavour unit, and it isn't very accurate (I haven't good photos of the shiftas: it is a very generic term).

Now, do you know any unit that were tipically abyssinian?
 
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