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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It's very bad :(
 
I am very good editing skills (haha) so email it to me if you want at: e_eline@hotmail.com

I will write up a few strat guides when I get home, but right now I have like ten exams.
 
Speaking of problems with Barbarians then you should be aware that there is a serious bug with the behaviour of barbarians in Conquests.

This thread (posted by me) describes the details.
 
Lachlan said:
It's very bad :(

What's wrong? I've immediately posted the new patch (2.32) with the old settings


CyberChrist said:
Speaking of problems with Barbarians then you should be aware that there is a serious bug with the behaviour of barbarians in Conquests.

This thread (posted by me) describes the details.

I've read it. Well, that's not my fault :)
 
Rhye : simply dislike unkillable barbarians in mountains ...
 
So, if barbarians are wheeled, the first thing they'll do is to descend.
Yes, they will descend given the first opportunity. In C3C the first opportunity is for there to be a non-barbarian unit on their NW or SE axis (at any range, not just adjacent); until then they will not move.
 
Says on the site there's a new resource system. I'm playing the mod and I haven't noticed anything special as far as resources (except that my cities have Dyes twice, and I can trade the two seperately. o_O)
 
... except that my cities have Dyes twice, and I can trade the two seperately.
Oh Snark, I forgot about the Dyes. This is nice since marketplaces do not multiply them anymore.

I was going to make all the tobaccos be lux items, but I aborted when I realized each type would be a different lux. Oh well! If it's going to occur with dye anyhow, I suppose I may reinstate it. :)
 
Rhye,

Here is the updated readme. Please verify that all the changes are acceptable. I edited it for grammar, readability, and clarity. I also worked a little on formatting and spacing. I hope it is all to your liking. --- pay close attention to the initial description --- I took a little liberty there!


New Readme
 
I saw. ok. 13 o'clock I will travel. I can't make many things now. When I wil come back I will make :
- working counter
- chatbox
- i want to creat a html readme (with images) but everybody can download the doc
file.
- and more
about you: I understand that you want a civstyle page. Ok. Witch homepagecreator software do you use? (I saw the html code in notepad and ....)
 
Rhye said:
You don't see it because it's invisible to the user.
The new resource system includes some resources that appear later and invisible resources, used to balance the civs strength
Can you please elaborate?
I'm very much intreagued.

Jaybe said:
Oh Snark, I forgot about the Dyes. This is nice since marketplaces do not multiply them anymore.

I was going to make all the tobaccos be lux items, but I aborted when I realized each type would be a different lux. Oh well! If it's going to occur with dye anyhow, I suppose I may reinstate it.
What, so this is intentional? Is it suppost to represent different "brands" of the lux or something?
 
Hi, I just wanted to say I have finally managed to make this work for my c3c Spanish installation, making copies of the spanish named art/units folders and renaming the copies (and the .ini inside them) with the english names.

And... I love it! I don't think I will be able to go back to normal rules... the slower and more expensive settlers, the natural barriers for settling and moving... I only would miss being able to play in random maps, I'm not a big fan of real earth maps. I like to feel the threel of really exploring.

Another thing I miss is the celts. I know they are in a crowded zone... but I don't like using "modern" civilizations, I only like to see in the map ancient era ones. Thus, I rule out the French, Spanish, Netherlands, Austria, Ottomans, Byzantines, Americans... and still considering things like Germans not being "germany" but "the original german people". So, I would not mind seeing the celts and the hittites back... although I understand the reasons for them to get out :) I will have to remod the mod a bit, I guess :). I just like civs who I can feel well and minimally historical starting from scratch (mongols for example are middle-ages, but still they have the 'right feel' for me).

I will say it again. Awesome work...!
 
Rhyes (and all here)

First let me say that your mod is the only one I play now. :thanx: I absolutly love it.
It seems like your goals now are more toward tweaking the technicals & tightneing documentaion. So I understand you are not looking for map quibbles...
But in the months I have been playing, the North America thing has been driving me mad! I even read through all 27 pages to see what others had said about it and I understand why the continent was made the way it is - to slow the americans from dominating.
The problem is that the west coast is almost pointless because there are so few decent settlement points. I first had the problem playing as the chinese - I went to settle there (there is some (pseudo)historical basis for this & the japanese doing so as well) and found too few tiles that I could build on. Alaska has one site, the pacific northwest has a few and californa has a few but they are all massively limited by the mountians and desert squares. Additionaly, the maze like plateaus & mountians create a choke point of one desert square to allow passage to the interior.
I have been experimenting with tweaking the map (for personal use) and adding a square or two to represent the bounty of the area. Anyone have experience with this? Or any other changes?

I thought about these additional N America tweak suggestions - I may try these as well:
the addition of the Ozark moutians & Black hills on the map.
A majority the of the continent east of the Mississippi river should be forested. Someone else noted this earlier and this was the situation.
Canada has too much Tundra, espc. the lower part and the area surrounding Hudson's Bay.

Has anyone thought about creating the missisippi river as actual coast, sea or even ocean squares? That might slow up the American expansion and a few strategically placed ocean squares in the carribean would help as well.

As for the entire 'should there be an america at all' thread, there probably shouldn't be - it is historically incorrect in the early stages of the game (might as well start with Afrikaneers too). But if you want a european civ in North america, you might think about the Irish (c. 484) or the Norse(c.1000). Cut out the Americans. Maybe a seperate civ would start in Iceland or Ireland with one ocean going vessal and one settler and one military unit. Have to make their way there, etc...

just a couple ideas I had. Oh, and two things - first, this is bugging me. From earlier in the thread - China and India had contact (how do you think the chinese got buddhism?) early on. In 645 Hsuan-Tang returned from a pilgrimage to india, 800 years before Emperor Zhu Di sent out the treasure fleet. I'm Just a stickler for historical accuracy. :)
lastly - why do you refer to Livorno as 'the italian stalingrad'?

anyway, thanks for the mod and any opinions about the changes I may make would be appreciated.
 
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