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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Ok Procrast:
I tried your suggestion of unzipping again. I found a problem ( Maybe I had it before and did not remember).

When I try and unzip the a couple of the files I get this message.
"could not write data into a file which had been previously opened. Mostly likely cause
is the disk is full or write protected "

I get the above message when I try and unzip RoC_v268_part 2
and also I get the same on RoCX_v121_part 4.

Obviously I am not very computer Savy.
 
:eek:

If you have enough HD space, have just rebooted, don't have Civs running, and you get those messages when unzipping, I'd suggest the dowloads are corrupted.
Maybe try re-downloading just those two zips; then you'll have to start the unzipping again from 2.68 pt1 (I say this so you ensure you get the files overwriting in the correct order).
Watch for any more messages as well ;)
 
Jaguar - if you are lurking, you are up in the SG.

EW
 
I had a question about one of the unit changes and hoped someone here might know the answer; I couldn't find it in the documentation.

Could someone explain the rationale for switching the attack/defense stats for the archer and spearman units. I was very surprised to see that the Archer has taken on a defensive role and the spearman an attack role. I do a lot of live medieval combat, and a spear/shieldman is strongest on defense, while archers, when unprotected, are very weak on defense but strong attackers if supported by a line of shieldmen.

Also wanted to give kudos for the role that religion was given in the mod. I finally had a chance to read all the civilopedia stuff on it, and was very impressed. I think RoC does a better job at representing the integral role of religion in civilization than any other mod I've seen. I give especial kudos for the ancient/medieval religion shift. That is some serious historical candy for a person like myself.

I have to admit that I've turned "increases luxury trade" back on for Marketplace in my games. I agree that it doesn't belong in the ancient era (a shopping mall in the modern era would be more appropriate), but the game just isn't as fun without it.
 
Camber said:
I had a question about one of the unit changes and hoped someone here might know the answer; I couldn't find it in the documentation.

Could someone explain the rationale for switching the attack/defense stats for the archer and spearman units. I was very surprised to see that the Archer has taken on a defensive role and the spearman an attack role. I do a lot of live medieval combat, and a spear/shieldman is strongest on defense, while archers, when unprotected, are very weak on defense but strong attackers if supported by a line of shieldmen.
Historically, on the grand strategic scale of the kind we play on in Civ, Archers were always used defensively. They were never the kind of unit that swarms at an enemy, annihilates them, and gets control of the area. The closest archers came to being used offensively was by peppering the enemy ranks with arrows before the real attackers swarmed in. Spearmen on the other hand were used in their time both to defend and to attack.
So we changed the purposes of the different infantry lines. I don't remember how it was at first, but currently there are three lines that correspond more-or-less to historical reality and work very well for game balance:
The all-purpose infantry - always have equal or almost equal offense and defense ratings. Can be used effectively to conquer and to hold. Various inaccuracies in the line are due to game balance reasons.
Specialized defenders - always have very low offense and very high defense, all together historically accurate I think.
Specialized attackers - short line starting with the Swordsman and then becoming the marine line in the middle ages, with Colonial Infantry and eventually Marines. Always have low defense and high offense. (I may be wrong about the Sword, haven't played in the ancient age in RoX for a couple months already. :<)
Guerilla infantry - cheap line of weak units, starting with Urban Militia in the early middle ages, and then going on to Partisans and eventually Guerilla. All units are slightly, or very, weak for their time, but they are cheap and do not require maintanance, making them useful for nations with low production as well as nations with a low income. All or most of the line can enter jungles and marsh and mountains and all those. None of these units require resources.
I apologize if I made some mistakes in this rundown of the infantry lines, I haven't played in a while. Stupid education system. :mad:
 
To be honest, Camber, you are quite right about the role of the archer as a agressive unit.

However, as you will no doubt recall from your experience, it is incapable of forcing its way forward over contested ground on a battle field without general infantry support. C3C chose to represent this support by making it an aggressor (and giving it defensive bombardment) and the spearman a defender. This is actually a quite logical decision, and forces the kind of combigned arms forces that keep the game interesting.

The spear formation, however, as you are well aware, IS capable of forcing its way forward over contested ground. Its versatility made it the formation of choice for thousands of years (from the Greek Hoplites to the Saxon Huscarls to the Swiss Pike formation) for infantry (read successful ;p) based armies.

Even gunpowder armies were organized on the same lines, with the longer reach of the gun weapons replacing the shorter ranged spears (or, by that time, pikes).

Making it entirely defensive seems somewhat "weak" when you consider such a successful tradition. The only problem was that making it a useful attacker as well as a defender made the archer almost pointless.

SOOO the archer was restructured as the first link in the defensive infantry chain in light of its role as the primary defender of fortified positions and the fact of its use as a skirmisher and harrasment unit.

I have a bit more to say, but i have to go to some required event

Glad that someone (blas ;p) read my post on horse archers. Any chance of a change Rhye?
 
I'm playing the English version. Would you please send me a private message on how to get to this ROC forum quickly. I took me awhile to find this post. I'm new and still trying to find my way around. thanks for your time. cylc.
 
Granted, it is possible, but look at lancers

Their blitz does not make them the penultimate power of the battlefield. Granted, there are barbarian horse archers, but they would not garner much advantage from it.

You could cut an HP from both lancers and horse archers. They are light cavalry, so they really should not be able to sustain as much damage.
 
I just made a major update to the site. Please report any wrong link/picture/grammatical error

The new patch will follow in the next days, and (as Micromegas isn't here now) I'll try to make an installer and upload it on 3d downloads.
 
Rhye, what will be in the next patch?
 
Fixes.

- Removed some build never flags for the random map
- Removed "build never science" flag for Portugal
- Jaguar Warrior cost decreased to 15
- Eagle Warrior and Clubman now both cost 35
- Fixed AI Strategies flags for Clubman, Elephant Archer, Musketeer, Swiss Mercenary, TOW Infantry, Spearman (5), Firelancer, Cossack
- Turtle Ship now can bombard but can't load units
- Mobile Tower can be loaded and can't load
- Carrier moved to Flight
- The Slave Trade now expires with Mass Production
- Fixed crash occurring when building a carrier. Eastern civs now have the carrier with the standard animation
- Oil appears with Combustion in random maps
- Deleted artificial lakes of Kahovka, Cimljanks, Rybinks, Kremenchug
- Edited Azov sea and Ladoga lake borders
- Added Marsh near Caspius and Azov sea
- Added one river in Peru
- Tuned German (+) strength
 
Tuned Germans stronger? In the games I have been playing on emperor, the Germans are usually among the more powerful nations in terms of size and tech...Until I lead a coalition against them that is :D
 
That makes sense then. It is interesting as I have played several games that some tendencies seem to be reoccurring. The Byzantines have no room to settle and usually do not have any 2 cities connected by culture. The Romans tend to be lagging behind in tech and only have cities in Italy, while the Greeks and English have WAY to much gold. (over 20,000)

In a game that I am playing now as the Americans, I made contact with Japan first in ~1570, and only contacted Europe when I was able to build Caravels. Germany, Greece, Arabia, Babylon and England were way ahead in tech, so the Statue of Liberty was great to build to catch up. I also noticed that I was able to tech broker between Asia, Europe and the Middle East to catch up some. I am now in the Industrial age and building a large army to invade Iberia (after destroying the Iroquois, Aztec and Japanese incursion on the American landmass).

:goodjob:
 
Got bored with my Russian game. Tooooo strong. However, my anal-retentive blocking of other civs from Siberia had some seriously adverse affects on Euro-performance. It seems that much of their strength comes from the free units they get in each city, and when they are restricted to the European landmass itself they are heartily crippled.

Interesting, but also depressing for my own hopes of forcing a small but powerful Germany to attack me, a massive and evil Russian empire.

I had 6 or 7 armies thanks to judicious lancer usage (filled them with Cossacks of course ;p) but 4 of them died to rifle fire... which made me curse the RNG but did not stop me from playing more.

This is the third game in a row where I have popped a settler right off. Can they be turned off somehow? I am really tired of consistently losing the 'should I disband it to keep things fair" argument with myself ;p

I mean, we all tell ourselves that the AI has just as good a shot of getting that free settler as we do... but do they really? How many huts can the AI get before a human player exploits the advantage of the .biq file?

I would say that a worker pop would be fair, and the cash, map, and tech pops arent too bad... but the settler and city pops are just excessive and unbalancing.
 
Yes, we need to find out how the game decides what unit to pop from a hut and make it something other than Settler. Even a three-pop unit with 0.1.1 would be good, as it could get itself to your capital and boost your pop. That wouldn't be nearly as unbalancing as giving you a full settler. Not sure how the AI would handle it tho.
 
I think that the disadvantage to the AI comes from the fact that the human knows the map so well, in other words where the goody huts are.

I played a game as the English is which by the time I built my first settler (along with the city I got form a hut) the continental european civs all had 2nd cities or at least a settler ready to go.

The BIGGER question is how we can teach the AI to not build settlers if there is nowhere to put the city!

In my current game as America, I have captured 3 Aztec settlers just sitting in cities when there is good land to settle on nearby.
 
I can remove the settler from the chances of appearance. I'll replace it with a warrior, as the "friendly mercenary" is no longer happening since there is no standard barb unit.
(Expansionists bonus isn't affected. It was already gone with the missing chance of barbarians, and was already filled with the settlers cost discount)
 
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