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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Rhye said:
Instead I care - it should be based on real facts (which I don't know)

It seems that modern destroyers (guided missile destroyers) and cruisers have very similar roles - but the cruiser is the larger one and is more specificly designed to using cruise missiles. I am not sure how this should be translated to the game. If one have an unlimited supply of (weaker) missiles but can only fire once a turn, and the other has a limited supply but can fire them all in one go - then perhaps the latter is better suited for the cruiser. They would save their expensive and powerful payload for a designated target and let the destroyers fire at whatever comes in the way.
 
Yes, that's the chart.
 
Just played a bit, had three very disturbing problems.
First and foremost, the game crashes to desktop every few turns the second I end the turn. I load the last autosave and continue and it works fine for a bit and then it happens again.
Second of all, I may have found the reason for certain AIs being flooded with gold: the AI appears to underestimate the value of GPT. I offered a deal to Greece, they were willing to either give me about 2100 gold, or 19GPT + 1750 or so gold. This means the AI may be giving eachother way too much gold by way of GPT.
Third and least annoying, is that my capital of Deutschland-Zentrum is at size 10 and refuses to grow further, not because of lack of food but because it seems to need an improvement to grow further (99999.... turns for growth.) I will hopefully soon claim Shakespear and see if that fixes it.
Attached is the latest autosave (the game crashed after this very fruitful turn of trading. This means you can try and trade Astronomy with Greece and see the gold thingy.) Make sure to remove the ".not.zip" from the end of the filename - this is a rar file.
 
OK, I'll try. About the cruise missiles, I managed to have them loaded into AEGIS and destroyers.
It works fine and I can avoid changing those 2 units animations.
Now I can choose the transport capacity, which can be different for the 2 ships. Any suggestion?
The only corrateral effects is nuclears subs being able to carry cruise missiles, too. But I think that's not a problem.
 
Give both large capacities (at least 3, better if more), and make cruise missiles cheaper so they get built.
 
bleh, I don't know what happened this time. The crash happens between the Aztecs or the Carthaginians.
Please abort that game. It's born badly.

Tomorrow (or tonight if I'm fast) I'll send you the 0.5.
One of the fixed things should be the amount of gold. It was due to too low rate caps.
 
0.5 sent!

The main changes are:

-addition of the colonial infantry (early marine)
-addition of modern infantry
-heavy changes to the upgrade paths
-balanced costs as a result of the excel sheet
-addition of industrial and modern naval units
-some changes to the tech tree
-some changes to the governments
-some changes to the starting techs
-dock removed
-alternative barbarian warrior removed
-added a warrior that upgrades to the legionary or the berserk
-Russian UU now the T-34
-tons of civilopedia fixes
-some new civilopedia pictures
-civs balancement
 
Bleh. I loved my empire so very much. :cry:
Oh well. These changes are probably worth it. I'll start a new game this evening. What civ should I play as? (Gimme a selection so I can choose. =P)
 
Okie, fine, I'll start soon. I still miss my German empire alot. I will probably rebuild it once the xpack is complete. :D
 
How come civs with 5-6 cities are able to keep up in the tech race when I have maybe 40-50 cities at this late age in the game?
 
Skywacker said:
How come civs with 5-6 cities are able to keep up in the tech race when I have maybe 40-50 cities at this late age in the game?
Probably because you can't research faster than 5 turns per tech, and they have enough of an income for that so you don't have a research speed advantage over them. Also, research in this mod is very much based around trade, and if you aren't trading much and they are, they're bound to keep up.
 
Haha glad my spreadsheet idea was helpful, even if I was not much use in its creation ;p

now... about Byzantium... ;p

Destroyers: 2
N. Subs: 4
Cruisers: 6

Destroyers are fast and small, subs have way more space dedicated to missile holding, and cruisers are just bigger in general. Thats my explanation for these arbitrary numbers. Besides, I like cruisers the best ;p
 
thanks for the explanation. Yeah I'm getting everything in 5 and never trade. Turns are going VERY slow for me for some reason too. Couple minutes wait at 1500 AD.

PC Specs:
Dual Opteron 2200Mhz CPU's
4 GB RAM
 
Very strange that is so slow. You have a far better computer than mine (P4-1700, 512MB RAM) and I wait 1 minute and half in 1500.

The tech race is going like I wanted to.
I wanted a system in which a small civ can keep up. I don't agree that the bigger is the most advanced, and the fact that the richer gets richer and the poor gets poorer.

Apart from the very low optimal city number, there are many hidden resources that boost some civs economy (Netherlands for example)
 
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