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:
Rhye, do the barbs there really have to be horse archers? Can't they be swordsmen and spearmen? That way they would still hurt the westerners alot but Russia would be able to combat them better, even as a human player... And by the way, the barbs were crippling to me as Germany as well, and I barely even tried expanding eastwards.

A mix of Horse archers and Horsemen is more correct. I'll reduce them a bit it you want
 
The problem is they are so fast that you cannot stop them because they attack out of nowhere... Slower units would make it less of a living hell for Germany and Russia.
Of course you could also just remove the Byzantines and place Poland there, that would solve the problem in a peaceful way. Seriously.
 
Err... Rhye, have you played as Germany recently? They're a very tough nation to play in the early ancient age because of the barbarians. Poland would not stunt German growth any more than the barbarians do, and it would be done peacefully, without annoying barbarians that destroy your workers.
And in my current game Germany was so weakened that the French conquered them very early on, as you may recall me saying. Have you sorted out the problem with the French, by the way?
 
I made a heavy balancement which involves all the Euro civs and some others.
Basically, now they all have a slower start, giving a chance to the "early" civs (Egypt, babylon, etc.) to be ahead in the very early game.
Of course, there were collateral effects, like some civs that suffered too much (Vikings or Korea) or too few (France), and the tech rate had to be altered.
I'm dealing right now with the correction to these problems.
 
I don't think the barbarians are that major of a problem. They do impact Germany, Russia, and Austria but by no means are these civs crippled. My latest test game is with Russia and while I found them to be a nuisance, I was also able to use them to my advantage as barbarians kept many of the other Euro civs from colonizing my territory.

Changing those barbs to weaker units would make having them around pointless.
 
I don't want weaker units, just slower units that serve more to deter than to destroy. But I'll recheck my attitude on this after I see how the new balance pans out.
 
I agree; Germany has become WAYY harder to play in the xpack than it ever was in the old mod. The problem for me may have been that I was teching to government, figuring I could trade for warrior code and defend

When that didnt work out I was already being pounded by the comp's barbs.

Granted, a comeback could probably have been managed, but 4000 years of punishment was really not something I was looking forward to. I suppose I will play them again on emperor and see what I end up with.
 
All I could do to survive the barbs was slowly build up a military and whipe them out one by one while I only had two cities (I had to deal with them for placement of the third, and after that I was out of space and stuck with a useless military so I just kinda conquered Holland and France for an extra 5 cities.) All I ever wanted was to be tech leader (and then conquer all of Europe once I got Panzers and Zeppelins.) :(
 
Ok, game as Russia went a bunch better today. I teched military (warrior code and masonry) while building warriors. My first settler had an escort of four, and I think two actually made it! Anyway, I was still able to tech philosophy first, got republic, and am now the leader in score for Europe. My scout snagged mysticism out of the second goody hut I hit, and I managed to make contact with all the big boys until he got nailed in the Balkans.

Barbs are EXTREMELY vicious, but if you prepare for them (which I did not do in a MAJOR way the first game I tried) you can survive them. Can we ping the palace guards as king units or something, but leave regicide off? It is really annoying to see AI surviving attack with their bonus-ed defender, while my archer stacks are taking horrendous casualties.

I got most of White Russia (there are a few annoying AI fringe colonies which I am about to sweep up with horsies), and after that I intend to establish an Iron Curtain (a huge wall of barricades... and I have enough workers to do it to ;p) and grow my empire to its historic size ;p

Look out Japan, here I come!

Germany, because my troops took the brunt of the barb assaults, was able to establish a decent empire and took Lyons (in the Alsace/Lorraine region).

Portugal went critical and colonized most of Southern and Central France. I may invade and rectify this strangeness at one point.

Here is my advice about Russia, in toto: BUILD DEFENDERS! LOTS OF DEFENDERS! and whatever you do, do NOT open the gates to strangers with candy on horses (and camels???) ;p
 
Aeon221 said:
Barbs are EXTREMELY vicious, but if you prepare for them (which I did not do in a MAJOR way the first game I tried) you can survive them.
Here is my advice about Russia, in toto: BUILD DEFENDERS! LOTS OF DEFENDERS! and whatever you do, do NOT open the gates to strangers with candy on horses (and camels???) ;p


That's something to be written in the strategy (strategic?) guide.
 
Re: RoCX .5
Random, empty, barbarian camps are appearing in the industrial age which is screwing with the turn load times. Playing as the Chinese with a stack of U2's is kinda fun :D
 
Rhye said:
those camps appear in RoC, too. They don't affect loading times anyway, but they are hardocoded: they can't be removed
:blush: Ooops! Never noticed that before....I'll sit in the corner and be quiet again. ;)
 
Nah I was just jokin around up there (its bad when u gotta explain em ;p) haha

Hurray! Is this version coming with unit graphics as well? UUBER EXCITED FOR THOSE!
 
LOL, like the new avatar :)

I've tested RoCX .5 as the Mongals, Chinese, and Russians at Emperor and in all three games the Tech race goes beserk in the 1400's. Has anything changed? In my latest test England, Arabia, Persia and the Ottomans have all reached the industrial era and it is only 1488. Would a few non-tradeable techs help slow things down?

The Ottomans were the first to colonize south America, in about 1450! The Persians have also settled in Australia at about the same time.

The Barbarians are annoying for Russia but not so much that I would want them changed, they can actually be quite useful as free mercenaries killing off settlers.

The Chinese and Mongols are seriously hard to play at Emperor (or I'm just crap) as they have such poor production in nearly all cities.
 
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