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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Hi Rhye!
1. Everybady use Republic in medival age, becuse Mediterranean
nations research it, and sell it for som gold....
U use the favors but please, but the 'Not allowed to Trade' flag to this tech, and every Eu civ will use Monarchy or Feudalism.
2. Becuse civs in on Eu culture grup are share many technology thay will be strong, but US is in the American culturgrup.:
- Try to put America to the Eu cultur grup
3. I vote to 2.)
 
I dont see the point of waiting to release this patch....all we really have left to do for this patch is figure out how to deal with the guerilla unit...its not really that much to do.
 
I've decided for solution #2 for these reasons:

1) AI discovers Satellites before building Manhattan Project: it would become obsolete even before starting producing bombs
2) I haven't found any user-made unit that is good for the purpose of a generic non-european light medieval infantry
3) It seems that most of you aren't convinced of the changes



I must finish the test game I'm watching. The release will be in the following days
 
Originally posted by habee
Hi Rhye!
1. Everybady use Republic in medival age, becuse Mediterranean
nations research it, and sell it for som gold....
U use the favors but please, but the 'Not allowed to Trade' flag to this tech, and every Eu civ will use Monarchy or Feudalism.
2. Becuse civs in on Eu culture grup are share many technology thay will be strong, but US is in the American culturgrup.:
- Try to put America to the Eu cultur grup

hello habee,

1. it seems a good idea, but what about democracy, comunism and fascism? Should they have that flag, too?

2. What exactly causes belonging to another cultural group instead of the same group (except different city, improvements and citizens graphics)?
 
Originally posted by Rhye
I've decided for solution #2 for these reasons:
...
2) I haven't found any user-made unit that is good for the purpose of a generic non-european light medieval infantry
There is always the option of using the graphic for an existing :eek: unit.
 
There is much truth in what he says!

When I suggested the guerrilla thing, I thought that we would just use it, not develop a whole new unit line.

Also, I really like the idea of making representative governments non-tradeable. They are harder to develop (look at most of the world today; a bunch of dictatorships masquerading as democracies) and are overused in-game by the CPU.

PLUS it reduces the reason to research non-essential governments (for trade, b/c the cpu has a hard on for the rep governments and will plop down big bucks for it... but you all know that... duh...)

Perhaps... perhaps you... this might sound a bit mean spirited, but perhaps you could even make certain culture groups (or civs, and this is not simply pointed at the crips) unable to research/utilize certain government forms to force them to use others. For instance, make most of the Europeans unable to research Republic, and make most/all of the Med culture group unable to research Monarchy/Feudalism. That would result in a more "true to history" feel. Just another change idea.
 
I abhore the idea.... leave the governments alone. I strongly diagree with setting forced governments for certain cluture groups.
 
About Techs then ...

Making some advances Not Tradeable does a lot to help reduce ridiculously fast age advancements due to excessive AI tech trading.

Personally I have have ALL government, religious, philosophical and ideological techs set to Not Tradeable (not as many as it sounds really). And since there are more of those in the earlier Ages it even outs nicely in the end.

Also, while I haven't fiddled to much with this I find the 8 turn minimum research a problem. Might be better to have 1 turn minimum research time and 900 turn max research time, and then make techs VERY expensive to research. As it is now I always end up filthy rich (since Science rate beyond 20% does nothing for a medium+ sized empire).


About Terrains then ...

I noticed that you have refused Agricultural civs the ability to gain anything from Deserts and while I agree that Desert should not be irrigateable then how about making LM Desert a special type of Mountain with +1 Irrigation (for Terrace Farming in Andean South America and perhaps Tibet also?) allowing agricultural civs (like Inca) +2 food. I dunno if Plateus would be fitting for this job - some fiddling with terrain switching would be required of course.
 
- AI like use Republic and Democracy ->> i think thay need a " Cannot be Trade"
- AI usually use Fascizm and Communizm when thay are in war or dont have other.
- Global Cultures from civilopedia:
"There are five global cultures in the game: Amerindian, Greco-Roman, European, Far Eastern,
and Middle Eastern. Global culture determines the look of cities and citizens, and nations
of the same global culture tend to start near each other and are more tolerant in diplomacy. "
 
- The current settings (250 tech rate, 8-70 science cap) assure a balance. Now, if there's a problem of making too much money keeping the lever at 40% (problem I can't see when I test because I don't play the games but just watch) I can try to tweak this a little, trying to preserve balancement.

With this new imput and with new feedback with governments, I've restarted the test game. Be patient, I'll let you know if it works and post the patch ASAP :)

About governments, right now I've forbidden only trading Republic and Monarchy, as I remember that democracy, fascism and communism have been "traded" in history. (Democracy from France to the rest of Europe after the revolution, Fascism from Italy to Spain, and Communism exportation for a Trotzky idea)
 
My reason for making Democracy non-tradeable is not that it is hard for people to find out about them, but that it is hard for a democratic government to become established.

However, I am just lobbying for this so that SOME computer nation gets stuck with using Feudalism. Perhaps making it a bit cheaper to research (or something) or making it a more favorable government, simply because I am tired of seeing the whole world go Dept=>Repub=>Democ

Perhaps messing with Feudalism to make it more attractive would be a possibility?

And can you pretty please release the patch with whatever you have???

We are running out of ideas because of the lack of new material!!
 
@Aeon Give Rhye a break... he's working on releasing the patch... don't put unnecessary pressure on him. I for one would rather have a good patch than a half done one. Let him work out what he has then when the new patch comes out we'll offer new ideas.
 
About money:
In the firs CivIII just are Market,Bank
But CivPTW gave Stock Exchange and Commercial Dock
||
V
More money in the Modern Age
||
V
More Units
- so I think you can rise the Units Support Cost in the goverments:
Despotism : 1
Monarchy : 2
Democracy : 3 --> Becaus in modern Democracy need more support to the soldiers (and country have mucs many)
 
Yah totally agree with habee!

Too many units in the later ages!

Troops should be paid good money to forgo their freedom for a military life.

@Eddiit:

I for one would rather have a half done patch. That way he will have to do less changes later on, and we can help him with new ideas. Plus, he is the only one doing the testing right now (with the patch) so it is so much more work for him. I bet he has had to play so many games of civ that it is ridiculous!

If he were to distribute, we could take some of that load off him and give him more time to do other things... like figure out how to implement the guerrilla in the way he wants to!

Besides, this patch is not half done. You remember how many changes he made in those lists! This one is 99.88999999999% done, but since he is a no good low down perfectionist (;p) he wants to make the durn thing perfect! ;p haha

@Rhye:

Feel the completely fraternal love! ;p
 
Thank Aeon221

- about patch: Rhye sould share a Beta Patch...but, I think he don't want make a slower patch and always make many test.
- other: I have many idea without the new patch but Rhye don't like radical changes. And I will write my finel exams between may 10. and juny 18. and don't have enought time.
- last: What about the Iron position between Germany and France
and: I think the Flak has too many defence (6)...
bye all
 
OK, people. Please let me finish this game and don't put more iron on the fire so that I won't restart again ;)
You don't know, but the illfamed list has grown a bit... :lol:

In this last game I'll check if the new things work and if this time the civs are balanced and the timeline is correct.
An example:
You know, after the resources appearing later in the game, I tried to guess the number of good spots to put around America to make it grow properly after the Middle Ages. But in my penultimate game they were a lot behind. So the corrections about this are included in my last game. I'll see now if the corrections were enough or something must be tuned again. Anyway, as you are becoming tired of waiting and I am becoming tired of pressing "enter", I'll make corrections at the end of this game and release it as it is.

By the way, Aeon, what would you do if you were waiting for TETurkhans's Conquests version of his mod or for the new release of Double your Pleasure? Those people have been waiting for more than an year and are still waiting!!!!
Don't worry, this won't happen :) Gimme a couple of days


about the iron....I know the problem but I can't invent a new place where there's iron
 
I think the Flak has too many defence (6)...
So change it yourself! :D
I gave flak (not mobile sam) a 3-strength zero-range bombard some time ago. More recently, I lowered the defense of both flak and mobile sam to 4. The AI never builds more than 1 or two, anyway (that I have seen).
 
Oh dude, dont threaten like that!

You scared me so much that I almost had a heart attack!

;p

I AM waiting for the updates on the two you mentioned, as I cannot get the durned labels to work right. Its a bugger, but I refuse to play it if it is going to look stupid... and I have to be King of the Dismal Defeat ;p

Go at it!

@Jaybe:

I hate SAMs and Flaks with defense. Way back when I used to play Panzer General (the original ;p) I would always have to watch my infantry getting chewed up by Flak units. It makes very little sense. Wouldn't the infantry just walk up and shoot the gunners, whose weapons are pointed at the sky... presumably.

I mean, they are kinda like artillery units, but with D.

I make them defenseless, simply because I am a heartless bastard ;p

Although... you do have a good point. It is rare to see the computer doing anything to use airpower, artillery, flak, boats (beyond explore and total misusage). Nothing one can do except play against humans ;p
 
I get this error message when I try to start the scenario. I'm using C3C version 1.22 and your scenario with version 2.14 (2.0 produces the same error message). What is wrong?

bug screenshot
 
Jon-Mikko said:
I get this error message when I try to start the scenario. I'm using C3C version 1.22 and your scenario with version 2.14 (2.0 produces the same error message). What is wrong?

bug screenshot

Strange. It seems to happen when you download an old savegame with patch 1.22, but it has never happened starting a new game. Check that everything's installed properly. In the meantime I'll try myself



EDIT: I've installed patch 1.22 and it seems to work.
 
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