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 said:
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)
That would be good, I think. How do you change what unit you get from the settler pop?
 
1424- Spanish Galleas shows up in the Carribbean right next to CUBA!

Spanish city of Zaragoza is founded in what I believe is Haiti (island right next to Cuba). I only learned of it when I saw their ship, but clearly it had been there a while since its borders expanded at 1464. Monroe Doctrine is going to mean war with the Spanish... now if only there was a way to get the Mayan cultural border to stay out of Cuba...

News arrive that the Spanish are working on Leo's Shop!

SOO GLAD I AM PLAYIN ON DEMI NOW! Human is WAYY less important!

From what I have seen, I would recommend we increase the level of AI-AI trading to eliminate the problem of a dormant Europe when sans human.

1512 I noticed a new spanish city in SA (Pamplona, the city where St. Ignatius Loyola was wounded in an attempt to capture it, resulting in the founding of the Jesuit order)

IT MAKE ME HAPPY TO SEE SPAIN IN CARRIBBEAN! MUCH HAPPY!

This has me so excited that I want to learn how to post screen shots!
 
I can load the game from "Civ Content" and make selections, but I get an error just when you are supposed to click to start the actual game. The error states:

Cannot find

"Art/units/ancient settler/.../.../.../art/units/settler/settDefault.flc."

and that the game will now exit.

Help, I would love to try this.

p.s. this is the first time (and first mod) I have downloaded.

Thanks
 
Whoa, that was way too fast a change on the settlers from popping goody huts. Can we get a little more discussion first? I just played two games as Russia. First one I never found a goody hut. I was pretty far behind, and Germany declared war on me and I got pwnd before I had finished settling the available land. Second one, I got the goody hut settler and 1 free tech, and was able to compete. The need to build a worker right away was a big handicap, but made the game interesting.

One concern I found was the areas of Siberia, North America, South America, and Africa that are meant to be sparsely colonized. Since I saw Siberia the most I will focus my comment on it. I felt that the lack of any colonizing tiles in vast areas of Siberia was a huge advantage to the human player. Once I got about half of Russia settled, I didn't find any more settleable tiles until I hit the Pacific Ocean, where I found one just north of Korea on the coast. Specifically, all the tiles were one of the following: Forest, Forested Hills (landmark forest), Mountain, Marsh, or Tundra. What this meant was that the AI could not settle any of this, and it basically became a vast land reserve for me and me alone. While the AI went all across the map scrambling for the ready-made settling sites, I patiently chopped forest at my own pace with a stack of 4 Workers (10 turns to complete) and placed my cities of Siberia.

My observation on AI strategies for colonization is that it will never prepare a site for colonization with a worker. I've seen this many times before, such as in the Age of Discovery scenario where some islands have forest or jungle only, and a luxury resource. The AI cannot colonize these, and instead will settle nearby and try to engulf it with expanding cultural borders. Fine, that is doable, but the luxury still won't be connected to a Harbor, and will still be unusable.

My concern here is that the choice to make Forest and Jungle unsettlable has made many choice areas of the map into regions where only a human player would know how to settle them. In northeast Siberia there was an area full of Gem resources, that the AI would never be able to get to except with resource colonies. I, on the other hand, just cleared some Forested Hills and built cities near them.

One possible fix I would recommend for this is to make Forest and Jungle buildable, but also impassable by wheeled units. Then make the last Settler unit available into an unwheeled unit. It would come late in the game, after most settling has been accomplished that the AI would normally do. Then it would make available for colonization any areas still left open, such as Siberia. I've never seen the AI put down a new city within the cultural borders of existing ones. By this stage in the game, most cities will have expanded borders twice, removing the problem of the AI putting these new cities into the core of its or enemy empires where city culture borders are already overlapping. I don't think it even builds cities on the outskirts of its empire, unless it has enough tiles for the new city's initial borders to not overlap with existing ones (I could be wrong, I've just never seen it happen). I expect that it would not have a very big impact except in areas that the map is set up for very sparse settlement, such as Siberia, Canada, South America, and Africa.

Historically, the advent of modern deforestation machinery and heating/air conditioning advances made these areas more liveable. So the historical timing would be right. You would also still have surrounding tiles that support very small populations (unless chopped at great cost), so that late in the game I don't think it would turn the areas into overpopulated suburban oases.
 
Screenshots, how I make one:

0. I have programs Paint and Civ on.
1. playing the game, I press the Priht Screen button (Next to F12)
2. Copy into Paint, customize it to my like
3. Save the Paint file as jpg, onto floppy
4. Here in the forum attach the jpg file...

(see my next post!) :)
 
I begun working on a 100x100 map of Rhye's, maybe it would be of some use.
Here is what I have so far (see atteched files)

Question:
what could it be used for?

Maybe for 12 civs to play (area is almost third of what is on 170x170 - that would make for about 10-12 civs).
 

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just tossing my opinions into the ring:

- i'm against pruning settlers from goody huts

- i'm against making horse archers a blitzing unit

- i agree with camber's opinions on forest and jungle. it's been a frustration for me adapting ROCX to random maps but i hadnt thought of a solution. perhaps best of all, it would require little gameplay testing as it shouldnt affect the timeline hardly at all.

- i'm very keen on a 100 x 100 map, soma. thanks for taking the initiative. you'll want to select your 12 civs right away, so you can tune around them.

some suggestions i'll throw out for your general consideration

- create a proper line of camel and elephant units that upgrade into the armored cars line. this may not be historical, but it adds a strategic dimension to these otherwise minimally relevant resources.

- have the cavalry line upgrade into modern paratroopers. this suits historical military evolution (US 7th cavalry), and makes for more interesting late game opportunities.

- move absolutism up to after chivalry and education (but still optional), so that absolute monarchy is worth sacrificing a couple of turns to go into, since you would have it for longer. my perception of absolute monarchies is such that this would be closer to historical accuracy. of course, colonial infantry would have to moved to flintlock or military tradition to keep them at the end of the age.

opinions are just mine, feel free to take or ridicule them at your leisure :)

EW
 
Well, I realize that the 100x100 map would mean a total reworking of the mod, since I hope to get the same historicity we have with the 170x170 map.

This means change of costs, unit movements, etc. My hope is that with 12 civs, the size each can get will be roughly the same, maybe capacity of economy and develpment will also be like that. We will see - but first I have to further shape the map, what I have so far is only water and tundra-earth masses.

EW, have you actually seen the above posted pic of the 100x100? :)
I would love to work in team, by the way...

OFF:
(I will be on holiday next week - no computer, no civ, just remote silence, a few books and some ping-pong, chess, walks in village, lake-shore (Balaton))
 
V. Soma said:
Well, I realize that the 100x100 map would mean a total reworking of the mod, since I hope to get the same historicity we have with the 170x170 map.

This means change of costs, unit movements, etc. My hope is that with 12 civs, the size each can get will be roughly the same, maybe capacity of economy and develpment will also be like that. We will see - but first I have to further shape the map, what I have so far is only water and tundra-earth masses.

EW, have you actually seen the above posted pic of the 100x100? :)
I would love to work in team, by the way...

OFF:
(I will be on holiday next week - no computer, no civ, just remote silence, a few books and some ping-pong, chess, walks in village, lake-shore (Balaton))


The other solution would be not to build 100x100 from scratch, but instead adapt Rhye's 130x130 to 16/18/24 civs . That is not an easy task - you would have to scale all invisible resources and all victory points (for AI guidance) from 170x170 to 130x130 (or 100x100). The only drawback of Rhye's mod is huge map, which make late game turns very slow (6+ minutes/turn on my 3Ghz 1Gb)
With smaller map and less number of civs Rhye's mod would be perfect. However even better would be have both 130x130 and 100x100 maps :) I'm shure you will find a plenty of testers for smaller maps.
 
s3d said:
The only drawback of Rhye's mod is huge map, which make late game turns very slow (6+ minutes/turn on my 3Ghz 1Gb)

6+ minutes?
My 1.7GHz with 512MB takes more or less 2 minutes in the late game!
If I were you, I'd keep an eye to the status of the operating system.
Delete all the useless "agents" on the taskbar, deactivate automate anti-virus scanning, and make a selection of memory resident applications.

here's my almost empty taskbar..it only contains Zone Alarm (a firewall) and TClockEX
 

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I am thinking of the 12 civs:
plan:

3 European civs: west, east, north
3 Americans: north (no Lincoln!), central, south
3 Asian: middle-east, central, far-east
3 Africans: north, middle, south

Namely (really a first thought):

Rome, Byzantine, Scandinavians
Iroquise, Mayan/Aztec, Incan
Babylon/Sumeria, Mongols, China/India
Carthage, Ethiopia, Zululand

comments:
1. I want to aviod having modern European civs, just as modern America.
2. I am thinking on having new denominations altogether, like "The Asian Empire" for China/India, "Mesopotamia" for the Middle-East, or it could get even more unified like:
"The Western/Eastern/Northern Europeans", "The Northern/Central/Southern Americans" etc...
 
Since applying the expansion patch to 1.21, the Rhye's games I've played crash whenever I try to build a worker as a european civ (and also whenever I encounter said worker)

The error message says something like that the prtoworker1 file isn't found in the civpedia.txt file

I've tried reinstalling the expansion, no luck. Sorry if this covers old ground, but there's, uh, 5000 messages in this thread and no way to search it (that I can tell)
 
ummm, can I suggest you something? Of course, you are free to decide, but listen to this:

you said that you'd like to make a MP version, right?
Then you need a map for 8 players. (after all, as you already have a half-done map for 16 civs, who cares of having another one for 12...)
So if you want it that way be sure to check that the number of settleable tiles (plains+grassland+hills+flood plains) is about 8/31 (or a little more) of the 170x170 map. So about 450-470.
You can use MapTweaker to see this, and to cut the map if it's too big.
 
Arkaeyn said:
Since applying the expansion patch to 1.21, the Rhye's games I've played crash whenever I try to build a worker as a european civ (and also whenever I encounter said worker)

The error message says something like that the prtoworker1 file isn't found in the civpedia.txt file

I've tried reinstalling the expansion, no luck. Sorry if this covers old ground, but there's, uh, 5000 messages in this thread and no way to search it (that I can tell)

Sounds like a corrupted pediaicons.
The right one contains that entry. Try to re-download the patch (or if it's still broken, wait a couple of days for the next one)
 
to camber, enkidu etc.

The huts change was necessary, I wonder why I didn't think of it earlier. AI never gets that bonus, as usually's building a settler.
then, 3 pops are a huge and unbalancing advantage for the human. Instead, a warrior fills the empty chance of a mercenary and reduces the importance of huts. Finding a city is still possible, but very unlikely to happen.

About the other suggestion, I'd like to comment the settleable jungle (NOT forest).
That's a good idea, but I fear that it will increase loading times in the late game, which are already too high that I'd like.
But I suggest you to give a chance to this setting in a smaller map, where loading times aren't a problem.
 
Empire42 said:
I can load the game from "Civ Content" and make selections, but I get an error just when you are supposed to click to start the actual game. The error states:

Cannot find

"Art/units/ancient settler/.../.../.../art/units/settler/settDefault.flc."

and that the game will now exit.

Help, I would love to try this.

p.s. this is the first time (and first mod) I have downloaded.

Thanks

look here

http://rhyesciv.uw.hu/faq.html

I just updated them (yesterday) :)
 
Rhye said:
you said that you'd like to make a MP version, right?

Me? MP version? Well, I don't know. I mean, I do not want to play MP, I do not have the hardware for that. (how to make a mod MP, anyway?)
The whole idea came to me because it was mentioned that a 100x100 map would be great - yes, I remember, that it would be fine for MP games, too. Why would that mean having only 8 civs?
Is that because for standard map 8 is the normal number of players?

By the way, 11 civs for 100x100 would be close to the "density" number:
170x170/31 = 932
100x100/11 = 909

Thanks for suggestions, though, I welcome them, and I need them, I can say. Cutting the map: I "copied" your 170x170 onto this 100x100 - if it will turn out that there will be strategic difference because of the chosen civs to be on the map, I (we?) might change that.
 
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