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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Is not so difficult to find specific wonders governments, no :( ?
 
Rhye said:
argh. I'm drowning....

->Is cruise missile too early? No problem, I'll put it later.

->There is no Smart Weapons tech!!! That silly tech was removed.
....

This is where you should put cruise missiles and perhaps permit other modders to make very very small adjustment to your brilliant mod.
I am thinking about the evolution of jet aircraft which you have obviously canned. Other might expand on this.
Also it's a good place to add some modern units (which you don't like) that have the omitted quality on picking out Stealth attacks.

Rhye said:
->for cemo: I'm sorry you've spent some time with that long post, but I must point out that I won't put flavour units. I'll use flavour animations. So I don't need civ-specific names: the name remains the same. What will change is how units will look, depending on the cultural group. An example: the current swordsman will be Euro-only. Mediterranean civs will have their own animation, African civs will have a black swordsman and so on.

Brilliant idea, of course when I think of it it's what I accually means. Not a flood of different named units but different flc for different nations on the same. Like Modern Armor being a Challenger for British, Abrams for Amerika, some late T-model for Russia and Leopards for German and so on.

Someone mentioned I put in 20 cents, but surely it wasn't worth more than a single devaluated cent ....

Good luck on the mod I'm looking forward to it, and what it can offer in further development.

Cemo
 
Rhye said:
->the armoured car...the choice is yours. In that place I can put an early tank like the Renault FT17, or an even earlier MKIV, and call it "Light Tank".
Otherwise I can leave it where it is. Remember that its place is accurate, as the Austin Mk2 armoured car was used by the british as a sort of tank for crushing irish rebellion. In 1922 they entered stadium during a game, and entered the football field and shot to the spectators.
The British also "invented" the Concentration Camp that doesn't mean I think it should be in the Mod....

Due to the scale of the map in RoC each unit represents a VERY large force, say Army or Division in size. Who ever heard of an Armoured Car Army? As cemo said, it looks like you are pretty much set on this idea so why don't you just close the debate on units and move on. It doesn't appear that you will reach a concensus on the Armoured Car with the people who are testing for you. I'm not going to vote for either an Armoured car or a WWI tank so I abstain!
 
Asclepius said:
As cemo said, it looks like you are pretty much set on this idea so why don't you just close the debate on units and move on. It doesn't appear that you will reach a concensus on the Armoured Car with the people who are testing for you. I'm not going to vote for either an Armoured car or a WWI tank so I abstain!

Well it seems to me that nobody here would reach the consensus. We're very divided, it's very clear.
I'm set on some ideas but I can live without the armoured car. I don't want to reach the consensus on it, I can remove it. But it must be replaced by something else. The fact is that motorized trasportation must necessairly contain something pre-ww2 (it could even be an improvement instead of a unit). And in this case I'm set on my idea.
 
Trench warfare ended the usefulness of the armoured car. The most successful early tank was the Renault F.T., developed in World War I and was still in use in the early 1930s, but the French developed their tanks to assist infantry (they were more servicable than the British ones).
 
cemo1956 said:
This is where you should put cruise missiles and perhaps permit other modders to make very very small adjustment to your brilliant mod.
I am thinking about the evolution of jet aircraft which you have obviously canned. Other might expand on this.
Also it's a good place to add some modern units (which you don't like) that have the omitted quality on picking out Stealth attacks.

Does the same apply to SAM battery?
(BTW rocketry is a little postponed since after that screenshot you saw: it has now electronics as a prerequisite, too.)


cemo1956 said:
Brilliant idea, of course when I think of it it's what I accually means. Not a flood of different named units but different flc for different nations on the same. Like Modern Armor being a Challenger for British, Abrams for Amerika, some late T-model for Russia and Leopards for German and so on.


In this moment I added 1/3 of the land (non-armoured) units.
It is such a long and boring thing to do.
It means adding more than 80 units!!

My "basic" plan is to add only those units, leaving standard ship, planes and tanks.
If I'm not exausted I'll add those, too, including some modern stuff. Modern units usually look very similar, so I must carefully consider if it's worth spending 4-5 days in doing this. I can't promise anything.
 
Blehhh! I just wrote for a few minutes straight and then sent the post, only for my school's stupid internet to log me off and lose my text. ARRGH.
I'll rewrite it this evening when I get home. :'(
(And it just happened again when sending this post only this time I managed to save my text.)
 
SUGGESTION: Put in a half track. Make it faster than tank, stronger than infantry on attack, and stronger than tank on defense. Give it slight AA ability (if that is accurate) and use it to replace the armored car.

Why? Because half tracks are cool, they carry infantry, and they could replace the armored car with something a bit more logical (and USEFUL!).

ABT PAPER: I finished my paper on Rousseau (sorry Khift, Social Contract only), so if anyone wants a good laugh I can send it to them ;p

Its pretty much a humerous assault on an asinine goofup.
 
@Aeon:
Railroads reperesent trade and infrastructure, not rapid transit to the front line. My rapid transit idea is not really so complicated. I bet after one game using it you would hardly notice the complication involved - all it will require you to do is put the unit in a city and press the button and then select where you wanna go. A railroad or current airport takes too long to build to be able to effectively speed up unit movement to the front line. If there were units that can skip away from a city's nine-tile core in one turn instead of two that would allow for much quicker war. Think about it: you conquer an enemy city, you secure it with Infantry and quickly build a transit center (or whatever), and then you send out your Mobile infantry right into enemy territory. Then on the enemy's turn, they attack your units, you suffer heavy casualties (cause they're using Infantry to attack Mobile Infantry), but the survivors proceed to put a hurting on enemy troops. A turn or two later, your cheaper Infantry arrive and relieve the surviving Mobile Infantry units, and hold the ground or even gain a bit, and then a couple turns later new Mobile Infantry starts pouring back into the battlefield from your newly-conquered cities.
And anyway, Armored Car being its own unit is just ridiculous. Maybe you could make it much cheaper and very weak (as in 3.2.2) so it serves as a scout (possibly between Explorer and U2?) and pillager.
Speaking of pillage, perhaps some units should not have it (after the early ancient age) so that it can be made a special ability? Historically I think there were times when pillaging was not something EVERYBODY did...
Just another idea. :)

RE: Men-At-Arms
I think the best would be this:
Urban Militia (3.2.1, no Iron) comes in with Feudalism.
Urban Militia upgrades to Footknight (better name for Man-At-Arms, judging by the animation) which comes in with Chivalry (which is a tech not everybody will research since it's not required), has 4.2.1, and requires Iron (at the same price as the Urban Militia.) This way there's an attacker with 4 attack in the medieval age for those who research Chivalry and have Iron, and the upgrade to Colonial Marine is smoother.

RE: Cossack
Enslave sounds very cool and unique. Maybe 5.3.1, cheap, and enslave. That would be pretty balanced (cause enslaving to a 6.3.1 unit is pretty damn powerful.)

RE: Cruise Missile
PLEASE Rhye, remove this useless unit and just give ships its bombard rating!
 
Transport of what?

Jsut finished another session of England. 1472 AD is the year at the moment.
-Astronomy was discovered sometime around 1300
-I discovered Australia at 1320
-When I got the Dutch map in 1330 they already knew of Central America (apparently they had just arrived there). Next turn they had a colony there. Nobody else knew of the Americas before I got there at 1440 or so.
-The Arabs look very very weak, with only three cities in their home area and a couple satellites in Africa. The rest of their home area is occupied by Ottoman cities - not conquered Arab cities, but actual Ottoman cities. This mean the Ottomans out-settled the Arabs. If the Ottomans could settle current Byzantine territory this would not happen. Yet another collateral effect of having the Byzantines in. 4 empires blocked and counting.
-Constitutional Monarchy seems to be better than Oligarchic Monarchy in every way. Is this in purpose?
-The Privateer pedia entry should say what an enslavement results in. Also, though I'm only now researching Naval Tactics, it seems that 11 movement for a unit that's already a bit underused would be a killing blow. Can it at least be made 15 or something so it can stand up to its contemporaries' 25's? It would also make sense for them to suffer slow movement near the coast, that way they would be more of a menace on the open sea (like in real history).
 
Oh, and I noticed that the Urban Militia is in fact no longer part of the Swordsman line. So just repalce my idea about UM upgrading to Footknight with an idea that's the same only with Swordsman upgrading to FK istead.
 
-> tech costs have changed in the version I have. I need no more info on that.

-> I have some problems adding the man-at-arms or FK. I should find other flavour animations and I'm not sure to find them.
If I don't, the last possibility could be raising pikemen attack to 4.

->tranport of foot unit, of course. It should be tried to see if AI can use it.

->Privateers coastal movement is fine. They did not attack in the middle of the ocean, but near arcipelagos.
 
1. Okay, when I finish this game (should be a few more days at least) I would like to play on the latest version you have so I can help tweak science costs.
2. DUDE! This is EXACTLY why I thought flavor anims were a bad idea! NEVER let graphics be the small issue disallowing a gameplay change! I would rather see china use euro footknights than see offensive pikemen and swordsmen that upgrade directly to Col Inf.
3. They can't use it, it's been tried, don't bother.
4. Okay, then give them 15 (or more) in coast and sea, and limited in ocean (to keep them where they should be bugging people.)
 
Blasphemous said:
1. Okay, when I finish this game (should be a few more days at least) I would like to play on the latest version you have so I can help tweak science costs.
2. DUDE! This is EXACTLY why I thought flavor anims were a bad idea! NEVER let graphics be the small issue disallowing a gameplay change! I would rather see china use euro footknights than see offensive pikemen and swordsmen that upgrade directly to Col Inf.
3. They can't use it, it's been tried, don't bother.
4. Okay, then give them 15 (or more) in coast and sea, and limited in ocean (to keep them where they should be bugging people.)

1. If you want a full new release you'll have to wait some more. If you only want the new biq, I can give you before you start the game.
2. I'll see what I can do.
3. So what stats would you use? There are many halftracks out there and they seem what we were looking for.
4. That would mean being the same as frigates. Instead I didn't want them to be faster than frigates in the ocean, but slower than modern ships. 11/11/11 was the best compromise imo.
 
1. I want whatever I'll need to be able to play with updated rules.
2. Just keep in mind that gameplay matters more than graphics to most civ players.
3. I don't know... Halftracks are another think I don't know enough about.
4. But 11/11/11 is very very slow compared to the other units of its age... This unit is one that I used to build as an explorer because it was as fast as the Frigate and cheaper. Now it will become almost useless... It should at least be faster at sea, if not at coast and ocean.
 
Rhye said:
-> No I don't agree with governments. And Roman Empire was totally different from a despotism...there was the senate!

->the armoured car...the choice is yours. In that place I can put an early tank like the Renault FT17, or an even earlier MKIV, and call it "Light Tank".
Otherwise I can leave it where it is. Remember that its place is accurate, as the Austin Mk2 armoured car was used by the british as a sort of tank for crushing irish rebellion. In 1922 they entered stadium during a game, and entered the football field and shot to the spectators.
Post Augustus Rome was essentially a despotism with some monarchial source. (The Caesar's will was the will of God or somesuch.) Before Augustus, I don't think you can really debate that Rome wasn't a republic.

I also just got an idea: Mobile Infantry with 8.5.1 + ATAR. This solves the problem with retreats; it only has one movement point, so it shouldn't retreat. The only problem is that it moves faster than tanks naturally do... Perhaps raise the Tank movement rate to 3 to fit? It's a possibility. Better to think of a possible answer that doesn't work than not think of anything at all, right?

The half-track thing might work, I dunno. Seems funky. There really isn't a good answer to this question, is there?
 
I thought of the ATAR solution for Mob Inf but somehow forgot about it. It's a good solution. And since Mob Inf would be far weaker than the Tank, it's fine that it's faster.
 
Sorry - I've looked at the beginning pages of this thread and Rhye's own website for the answer and can't find it.

Do I need a patch to play the mod? I'm downloading as I write and kinda wondering if I'll be able to play when all's said and done. ;)

Looking forward to trying it out. Thanks in advance for any response.
 
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