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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I cant use a dl accelerator b.c my school network blocks them. AHHHH I HATE FIREWALLS!

loathe entirely. Ill just play pirates until thunderfall makes my life.
 
A couple of things:

- Have you noticed that Berserks are now at Construction, as you asked. But I fear that thy are overpowered: 5/1/1 in ancient age is really too much. Do you agree to reduce it to 4/1/1?

- Is the BIQ intro grammatically correct?
"This expansion, developed by Rhye and the Rhye's of Civilization testing team, contains religions; a second unique unit for each civ; 25 new wonders; a totally redesigned tech tree; cultural-based flavour animations; and complete civilopedia entries. Requires Rhye's of Civilization v2.65. "
 
Rhye, I think your mod is the best, and you'll deserve the job at Firaxis. But I'm not the one who decides about this :(

I can hardly wait for your new mod, that religious thing is great! I think this flawor should be included in Civ4 together with civics. I hope the release willn't delay, it will be out on 4th dec. ;)

Thank you!
 
Rhye said:
- Is the BIQ intro grammatically correct?
"This expansion, developed by Rhye and the Rhye's of Civilization testing team, contains religions; a second unique unit for each civ; 25 new wonders; a totally redesigned tech tree; cultural-based flavour animations; and complete civilopedia entries. Requires Rhye's of Civilization v2.65. "

You don't need that semi colon there because you have put an 'and' in afterwards.
 
-0blivion- said:
You don't need that semi colon there because you have put an 'and' in afterwards.

It's acceptable (and customary) to include the semicolon where it is. I invite you to check out these college grammar sites that support this (since I know people will question my statement prima facie).

USF
Purdue
Houston Victoria
 
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Okay, just got back from a nice long session as Germany.
Only notes are on timeline and weird stuff that civs managed to do:
-1130AD: Israel destroyed by the Arabs (didn't know who it was at the time, just saw it later.)
-~1300AD: Military Tradition discovered in Europe (a bit early?)
-1400AD: Egypt destroyed by the Arabs.
-Spain had already discovered and started colonizing South America by the early 1400's.
-England was in contact with the American civs by 1472AD.
-The Maya colonized the west coast of North America with FOUR different cities. @_@
-The Industrial Era was entered around 1520AD in Europe.

I will probably play another session tonight and finish the game sometime tomorrow.
If there's any civ that you want me to play, say which it is.
 
I noticed that timeline varies in a significant way from game to game.
The early discover of America is a good news anyway, as the problem was that it happened too late (1700+)

I don't need a particular civ. Just go straight till the end.
 
Rhye said:
A couple of things:

- Have you noticed that Berserks are now at Construction, as you asked. But I fear that thy are overpowered: 5/1/1 in ancient age is really too much. Do you agree to reduce it to 4/1/1?

5.1.1 is really overpowered,while their defense sucks, good players will make up for it with lightning raids and other tactics.
 
Does anyone else notice that no one ever colonizes Cuba and get those banannas (at least I think that's Cuba in the Caribbeans). Either America or Maya or Aztec established a city on the mainland and by the time anyone has a chance to establish a city there the mainland culture already covers the island.
 
I do when I play as America, but only because I like to tick them off. Darn mayans, takin my propertah! I agree that that seems to be the case for the computer, however its not really major; America rarely colonizes Hawaii, and England NEVER goes near India (although I intend to at some point, just to see how hard it is ;p)
 
Just managed to squeeze in another few turns...
Nothing new to report, but I'm building a railroad network in the 1600's and that means our tech pace was too fast. Rhye, are you going to correct this with increased costs?
Also the Galeass animation is a bit quirky... There's a couple frames that are out of palce or something... Hard to describe... Just watch an AI Galeass move around and you'll see what I mean.
 
Not sure because I never really understood exactly what animation is used when... As I said, it's hard to describe, just take a look at the AI's Galeasses as they move them and you'll see. I can give you one of my saves, the Vikings keep moving Galeasses through my territory around Denmark.
 
SOunds like the run anim...

grrrr... I am still playing the old version...

when are you going to get a spot on CFC for it?

Nothing seems to work including download assistance programs, which my school blocks.

If you still care I had a game where babylon and israel kicked some major regional butt, the Dutch and the Germans ended up as world powers (dutch as the strongest), most of the other europowers being dead, and england was barely out of the medieval era... all very weird. Oh, and arabia is also superpowerful, while persia is tiny.

Meanwhile, I conquered some stuff as Japan, including large parts of China and Korea. I might invade Cally at some point, but right now I am trying to catch up in the tech race.

its a pretty weird game, bordering on REALLY fricken odd! my historical sense is keenly offended ;p
 
at the risk of asking some already asked questions (particularly with all the beta testing going on ROC-X):

(note: i'm playing the 2.65 version of the ROC modpack, including the most recent 2.65 update correction)

1) i've hit the middle ages and my civ is cruising. but i've hit this stretch where techs arent offering anything, and at min 5 turns of research, i feel i'm spinning my wheels: my core cities have caught up with every building (incl uni's, and cathedrals) and all my cities are well stocked with defenders (2 musketmen, 1 man at arms, 1 trebuchet), plus i have 4 good stacks of attackers/counter-attackers (knights or men at arms) spread around.

i realise this is partly a function of the difficulty level, and may in fact well represent both my civ (military) and the world time period (late 15th-early 16th century).

yet, for the accuracy of the simulation, i feel limited as a player, strategically. thoughts or advice on this welcome.

2) i really like the 2 extra hp per unit as a better balance against ludicrous outcomes. however, i notice that it takes SO much longer to fully heal in the field (ie without a city/barracks).

i note the tweak made with regard to artillery to balance against the higher hit points. is there anything that can be done about the repair rate of units in the field?

thanks for your advice

EW
 
Graphic Bug: Phoenician Bireme attacks the wrong way. I believe that "rotate before attack" is checked, and it shouldn't be. The result is that the Bireme rams empty sea, and then fires arrows at it.
 
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