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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First of all Rhye - Great Mod, i am really enjoying myself. I will let you know when i hit industrial and modern when i get there.

I have noted a few things:

- There is something wrong with Phoenician Biremes. When attacking and defending against Barb galleys, they ram the wrong direction, or the galley shoots arrows in the wrong direction.
- In the civilopedia entry for Phoenician Biremes, it states 2 coastal movement when it actually has three.

I have to say though - i have greatly enjoyed the new units, the flavour units, the concept of religion, the new tech tree and the competitiveness of the AI. I am playing on emperor, normally comfortable on that, but the changes made (no starting worker, AI has palace guard, settlers more expensive) make it a very fun and challenging game.
 
-0blivion- said:
I have noted a few things:

- There is something wrong with Phoenician Biremes. When attacking and defending against Barb galleys, they ram the wrong direction, or the galley shoots arrows in the wrong direction.
- In the civilopedia entry for Phoenician Biremes, it states 2 coastal movement when it actually has three.


-I'll check that. I thought I had already fixed that - mmmm...
-Seafaring civs have 1 more movement!
 
script.txt is now updated, together with all the rest of the things, now fixed.

I could make a patch even this afternoon! Well, some more days of wait would be wiser as new bugs could come out. But Thunderfall is posting the announcement and many more people will come here to download. It's better if they aready find the patched version, right?
 
Rhye said:
-Seafaring civs have 1 more movement!
Errr... Only one civ can build the Bireme and that civ is seafaring... Pretty redundant not to write the actual movement that it will have. Just say it has 3 coastal movement and also note that includes the seafaring bonus.
I'm gonna finish my Germany beta game before I start a game on the post-release version so for all I care you can take a few days to release the patch. :P
 
Same with me and Rome! However, I do think you should release a patched version before the announcement goes out.

Also, should the beta testers dl what you have already posted?
 
I think the announcement goes up no earlier than Wednsday so there's time for more bugs to come up before that.
 
That (bireme pedia) is a very minor thing, as the player should already know that seafaring civs have a +1. I'd be forced to change England, too.

The patch is released with the following changes:

- Fixed European Ironclad (now ignores ocean movement cost)
- Updated flavour warrior "available to" list (Fixed Israel, Carthage, Korea)
- Updated flavour scout boat "available to" list (Fixed America)
- Updated flavour musketman "available to" list (Fixed Ethiopia and Iroquois)
- Swordsman no longer available to Aztecs (as it is inferior to the Eagle Warrior)
- Fixed Bireme and Trireme attack animation
- Tech rate now 254
- Added Axeman sounds
- Updated Civilopedia (Absolute Monarchy, Moai Statues, Epic of Gilgamesh)
- Updated script.txt. Now the science advisor says the correct phrase
 
The reason for this rush is that Thuderfall told me that the weekly announcement should be posted today

Have you beta testers already downloaded the final version, or you're still stuck with the beta? You should do it now that the patch is out.

I guess you have lot of garbage in the RoCX folders, if you overwrote the alphas
 
Rhye said:
That (bireme pedia) is a very minor thing, as the player should already know that seafaring civs have a +1. I'd be forced to change England, too.
Well, you should then.
If the Bireme will always have 3 coastal movements, that should be in the pedia. Same for any other seafaring civ's naval UU.

I downloaded and installed the final x-pack over the alpha/beta. I'll probably just delete the folders and reinstall once I'm done with my beta game.
 
The mod just isn't downloading....

I'm going for the whole thing, the link sent me to http://www.3ddownloads.com/civfanatics/civ3/modpacks/RoC_v265.zip and its not working. It puts me in a queue that never ends. It says 5 minutes, and then 20 minutes goes by and nothing changes (the 5 minute number doesn't change either).

Is there somewhere else I can get the file from?
 
Rhye--fantastic MOD, best I have EVER played. The time you have put into this (along with the rest of the testing team) is appearent.

One question though... In terms of units. It seams strange to me that swordsman and urban militia run around as long as they do. Seems like there should be a middle man before we get to Colonial infantry and Guerilla respectively.

Keep up the great work!!!!
 
One other unit change. The English Man-O-War was the Royal Navy's generic term for all line of battle ships and frigates. Therefore, doesn't it make sence for them to be offensive ships to replace frigates, and not transport shops replacing Galleons?
 
Rhye, did you fix the Euro Ironclad's battle anim? It does not turn to attack, and it should!

I have just finished researching flight in 1904 (ten years ahead, means mod is right on track!), and am busily annexing smaller nations for the heck of it.

I noticed that the smaller a nation is, the more gold it seems to be capable of handing me. This is odd, but I think it has something to do with military support costs and ability to market techs. To squash these little monsters, I have been handing out communications free to other civs so that they can get better deals... and so that the little cash cows die out (hopefully!)

No other bugs apparent to me right now.
 
Just a minor optical thing, the table of religious traits is out of line for japan, spain and maya. Not misleading or anything, just out of line, could be tabs? Anyway, besides that everything's fine thus far. Great work again, kudos to rhye and the team.
 
Iztvan said:
The Greek/Byzantium/Ottoman question is a damn hard nut to crack in a game that goes from 4000bc to 2050ad. There is no "right" way of doing it, just different ways of doing it "wrong". :confused:
If a civ-slot is needed to fill a hole in SE asia, west Africa or poland/ukraine/central asia, I'd vote for ditching the Greeks or Byzanties... but I'd do so with a heavy heart. :(

Not sure if this has been fixed yet (I don't have the time to read all of these posts...)

but, IMO, I would cut the byzantines. Byzantium is a greek city made into the capital of the eastern roman empire. They were only independent after the fall of rome itself. Granted, they do have many distinguishing characteristics - but I would scrap them in favour of putting a more important/independent civ somewhere else.
 
OneOne or two things.. (2 in fact)

1) The custumise tribe button isn't there. Well... it is, but there is nothing indicating that it is. I can't play civ without the occasional "We love the Big Cheese day".

2) The civ-select menus are rather odd - why are some some civs selected, and others random?
 
I decided to delete all in my scenarios folder and start the download all over, well I did so, downloading the full original RoC from your website (which sent me to 3D downloads) when I now start playing games (after install the exp and patch) I cannot start the game because when the map loads (before I chose a Civilization etc.) it says it cannot find "art\advisors\np_all.pcx" and forces me to quit. Any help on this?

thanks

edit: Decided to redownload the whole file from 3D and see if I reinstall it, if it will work this time.
 
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