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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Rhye, regarding your :evil: idea of increasing upgrade costs or limiting upgrade capabilities, this is what I do (with old RoC 2.6 (or is it 2.3?)):

* Upgrade Cost=4 (shields are worth 4 gold, 4 gold to buy a shield, upgrade costs 4 ... they are all equal).
* Barracks are deleted (replaced with a defensive establishment -- Castle, which just gives defensive bonus). Need to change Civil Defense so barracks not required.
* Harbor: no vet naval units.
* Airport: no vet air units, but provides +50% tax.

* Palace, Forbidden Palace, Secret Police HQ, Sun Tzu's (produces Armies), Military Academy and The Pentagon all produce vet ground, sea & air units.

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I haven't updated to the latest RoC because I mod it too much (e.g., no artillery units), and you keep updating the latest version :D
 
Jaybe, what allows you to upgrade units with this setup?
 
Hmmm...
You could always make Palace count as free Barracks in all cities, and then make Barracks unbuildable.

Of course, that would help human too, not too mention free healing and vets in all cities (kills some strategic depth).
 
Jaybe said:
Rhye, regarding your :evil: idea of increasing upgrade costs or limiting upgrade capabilities, this is what I do (with old RoC 2.6 (or is it 2.3?)):

* Upgrade Cost=4 (shields are worth 4 gold, 4 gold to buy a shield, upgrade costs 4 ... they are all equal).
* Barracks are deleted (replaced with a defensive establishment -- Castle, which just gives defensive bonus). Need to change Civil Defense so barracks not required.
* Harbor: no vet naval units.
* Airport: no vet air units, but provides +50% tax.

* Palace, Forbidden Palace, Secret Police HQ, Sun Tzu's (produces Armies), Military Academy and The Pentagon all produce vet ground, sea & air units.

Well, my idea was the opposite: free upgrades, but high barracks upkeep.
In this way AI should be more willing to upgrade, while it spends less money on trade because of mandatory manteniance for barracks.
I have started a test game but I saw nothing better in particular. There are junks and galleys around everywhere, in 1700 :(


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Jaybe said:
I haven't updated to the latest RoC because I mod it too much (e.g., no artillery units), and you keep updating the latest version :D

Haven't you tried the Xpack?
 
homersheineken said:
I haven't played civ3 in over a year, and never Conquests or this mod and you want me to write a Strategy Guide :eek: :lol: Sure, I could do one. since I have no idea who I want to be, any suggestions???????
thanks for the install tips. I should start a game today/tonite.

If you want to write a guide, try one of the following: {Rome, Greece, Germany, Russia, China, Persia, Ottomans, Austria, Carthage, Netherlands, Byzantium}.
For those civs you only need to adapt the old RoC guide to RoCX
 
I didn't finished te site, but I work about 6-7 hour and I was tired. So now I play with the X-Pack. I have some new ideas with the site so don't change a lot of thing on it in this week or update the modification date corretly, thx...
Bye
 
Rhye, would it be possible to have a patch-file that upgrades the basic mod to latest from the phase that precedes it?
I mean, now: from 2.67 to 2.68... the 3MB is too big for a floppy... :(
 
Oh, thanks! :)

Now, another question:
What is the way to play in a way as only to watch the game go by only with AI players? So that I could test settings I make in the editor... that is, khm, to make a mod(ification) :)
 
I think you can change the debuger mod in the editor (maybe in the scenario settings panel) and start te gam with a minor civ (f.e. Zulu)
 
...and then what? the AI will play the Zulu and I can press enter at the end of each turn? Or I will play Zulu? :) I want to run through a game as quick as i can, and to monitor how things go in the game...
 
Rhye I love your mod, but I'm having a bizarre problem. Everytime I try to bring up the diplomacy dialog with the Hebrews (and only when they are in the middle ages) the game crashes. No error message, no missing file notification, nothing, it just locks up and quits out. I kept thinking the next update would fix this problem but is has been ongoing since v2.66 and in the expansion since v1.0. Has anyone encountered this problem as well, or is my computer an anti-semite?
 
I never played a modded game (but I've played the regular game a lot of times). This looks really interesting, especially the expansion. My question is: does the AI really "undestand" how to use all new techs and units etc in a good way?
 
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