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
Status
Not open for further replies.
http://forums.civfanatics.com/showthread.php?t=75688

CHECK THIS LINK then read my post!

I think that the teleport ability (suitably renamed) would be excellent for choppers. We might even want to include it in a multiplayer version to simulate arms trading... as long as we are careful about what allows teleport where and when... and so long as we only allow one building to do it with naval units...

This ability is probably more useful for a Star Wars scenario or something, but I THINK it would go a long way toward making the helicopter different from other air units.

@Blas: Most of the other stuff we were discussing is finished, except for this :

What I would suggest for heli stats in Rhye's Mod:

0.2.4 (0.4.1)

Transports 1 foot unit

Blitz
Recon
Lethal Land Bombardment
Bombardment
Rebase
Immobile

Operational Range: 8
Air Unit
 
Hey all not really a complaint at all but a querie. I've been playing this mod for a while on most difficulty settings and as many different civilisations. Thing is everytime I get left behind in tech. I can keepy myself up there with the computer in the early ancient but then they kick off and I can never catch up. Am I just a poor player needing more practice? I have read the guides for the various civilisation on rhys site but still none the wiser. Can anyone give me any pointers ?
 
I've found a small AI bug.

Saracen Bowman has AI Offense flag selected (only).
And since unit stats are 2(4)/4/1, it would give for Arabs some funny behavior (attacking with bowmen, defending with "plain" pikemen).

It should be changed to AI Defense flag only.


Hope you can make quick fix soon (it's just small biq change anyway).


P.S.
I just checked, and it looks that same bug exsited right from v1.01 version.
I'm sorry I didn't catch it sooner (like other AI flag bugs).
 
@LOM

Have you played many/any Euro civs? Non Euro civs tend to get left behind unless you really know what you are doing.

Regardless, the thing to do is to get as many contacts as possible as quickly as possible. You must also do your level best to trade every tech for another tech (or a good deal of gold) as soon as you can.

TO be honest, I was left behind on my first game or two. You really just have to get used to the different style of play that this mod forces. Its not something most/any people can pull off right away. If you focus on discovering other civs, you will find yourself in the loop... if not, you will find yourself left behind until you can force a few techs to be surrendered in a war or something ;p
 
Hello there, first off great mod, however I am having some problems. To start with I was missing the sound file ArchVixYell.wav, I got around that by simply getting rid of the sound effect in the art/unit/slinger/slinger.ini file. Now however, I am missing the African Pazyryk folder as well as, obviously, the INI file inside of it with the same name. Without it I can't go forward and would hate to have to play without the mod. I am fully patched, have the latest versions of both the basic mod and the expansion.
 
Interesting...
My experience is that I way too easily get as many techs as I can.
Quick contact with half of the world, plus best tech, lots of gold and some extra workers.

I could even say that Demigod could even be easier then Emperor since you could sometime buy 2 workers instead of one.
 
Silent Vendetta said:
Hello there, first off great mod, however I am having some problems. To start with I was missing the sound file ArchVixYell.wav, I got around that by simply getting rid of the sound effect in the art/unit/slinger/slinger.ini file. Now however, I am missing the African Pazyryk folder as well as, obviously, the INI file inside of it with the same name. Without it I can't go forward and would hate to have to play without the mod. I am fully patched, have the latest versions of both the basic mod and the expansion.

The first one was a problem fixed in one of the patches.
The latter instead isn't a problem, as that unit was included in one of the patches and uses the Mounted Warrior sounds.
Try to redownload the patch of the expansion.
 
player1 fanatic said:
I've found a small AI bug.

Saracen Bowman has AI Offense flag selected (only).
And since unit stats are 2(4)/4/1, it would give for Arabs some funny behavior (attacking with bowmen, defending with "plain" pikemen).

It should be changed to AI Defense flag only.


Hope you can make quick fix soon (it's just small biq change anyway).

I'm sorry, it arrived too late.
Last night Thunderfall uploaded the new installer updated to 1.23, and now I can't edit it.
I'll remember that the (very) small bug is still here.
If in the future something enough bigger comes out, I'll make the 1.24 and pray him to upload on 3D Downloads the updated installer.
 
I have played as russians/spanish/austrians/hebrews/ english so there are always civs around me to contact. In my current game with the Isarel I have conquered the byzantines and a persian city. Also explored to the spanish peninsula to india. mid africa, and the middle of present day russia. This was useful to begin with because I had all those techs but now knowing all those people they have all pretty much declared war on me!
 
@LoM - you have to watch that in any large-scale game. the AIs will call each other up and ask for help against opponents in war. the best thing you can do is be the first one to make those calls. it may cost you some gold, gold per turn, or techs, but it's better to be the one ganging up on others, than the one being ganged up on!

EW
 
lil old me said:
I have played as russians/spanish/austrians/hebrews/ english so there are always civs around me to contact. In my current game with the Isarel I have conquered the byzantines and a persian city. Also explored to the spanish peninsula to india. mid africa, and the middle of present day russia. This was useful to begin with because I had all those techs but now knowing all those people they have all pretty much declared war on me!

I had had the same problem in my first two games. I was left behind in the tech race, and everyone is making alliances agianst me. The first thing I learned was that tech trade with other civs is the one thing that can keeps you in the tech race.....and be absolutely sure to get the science boosting wonders.

When I am behind in the tech tree, I usually make a MPP with a high tech civ, and easily get 4 - 6 techs for the MPP. This often results in war, but it is worth it.......;-)
 
Rhye said:
I'm sorry, it arrived too late.
Last night Thunderfall uploaded the new installer updated to 1.23, and now I can't edit it.
I'll remember that the (very) small bug is still here.
If in the future something enough bigger comes out, I'll make the 1.24 and pray him to upload on 3D Downloads the updated installer.

Hmm...
Since it just a simple Biq fix, maybe you could just post it as v1.231, in the first post of the thread as attachment (with two biqs included)?
Call it 1.23-1.231patch.
 
Ok went back to an old game with the spanish starting in 1490ish. I have conquered the carthagians and control that north african area. I also own the entire spanish peninsula.

The english are the strongest civ and are about 2 techs ahead of me at this time. Last time I played I didnt attack them despeite being at war but they got massively ahead and took all my colonies in south america.

This time I took the fight to them. I conquered the french leaving me with paris marseilles and amsterdam and went to attack the english. I managed to conquer the seas and maintain naval superiority. I also captuered their city in ireland another on the danish peninsula. But they STILL get way ahead of me! They discover all the medievil advances and progess to the industrial age while I have only just discovered military tradition. They are now so far ahead any attack I make on mainland Britain gets thwarted (they have nationists and my best unit is cavalry). I can't trade with anyone becauer the English just got the arabs to declare war on me (the next most powerful civ.) I think im gonna try making peace with the english and going got a MPP. It might work if i give them enough. And i might just be able to catch up.

Nope noone wants an MPP with me :( im a bit stuck. I can stay as I am, make peace with england by giving away rotterdam and play it out that way. But its already 1920! I think Im just too far behind. Guess Ill have to start again, again!
 
Hi All,

Well, things look promising (at least, to me) with the 100x100 map!

Here below is a BIQ with a playable map and 11 civs.

On the map, I put on nearly all resources and stuff there is in Rhye’s original 170x170.
Later I (we) can remove them as we like it.
After some testing I stayed with 11 civs, representing world regions.
It turned out to me that 3 regions for Europe was too much – Eastern Europe fell out and Northern remained. Here are the civs:

West-Southern Europe: Rome (starts as in original)
North-Eastern Europe: Scandinavia (starts in ca. northern Poland)

Mesopotamia+Arabia: Babylon (starts as in original)
Northern Asia: Mongolia (starts north of Gobi desert)
Southern Asia: China (starts south of the original)

Norhtern Africa: Carthage (starts as in original)
Central Africa: Ethiopia (starts south of Nile)
Southern Africa: Zulu (starts as in original)

Northern America: Iroquois (starts as where America did)
Central America: Maya (starts as in original)
Southern America: Inca (starts in Argentina)


I do not think we should try to have as hardly historical aims as with Rhye’s original, then West-Europe would always win. I tried to balance so that all civs would get the same number of cities: about 7 at the end of Ancient Age. (except Central America). Advancement in tech will of course be not the same, though.

I changed build orders for the civs, ca. similar to all. At present stage, units are also almost the same for all civs, except elephants (for Africa and Asia only). But this is yet to be worked out, along other stuff. No UUs yet, or incidentally only.

I did two tests so far in DEBUG mode, played until early Middle Age
(and will not have more in the coming 8 days).

In the first:
Rome got smaller and hey, what did I see at end of Ancient Age? Carthage attacked the small (4-5 cities) Rome with elephants, from the Balkan and then crossing the Alps! I smiled a lot, and the barbarian Germans, oh, I mean the Scandinavians also helped in and it was down for Rome… Babylon was biggest, though. I played with Maya, could get nice land into North Am.

Second test:
(Rome’s location strengthened,
barbarians put btw. the two Europes and to hold Babylon from north and east):
Rome expanded wonderfully, borders on the east at Pannonia! Later Rome got to Britannia, too. Scandinavia got rest of Europe to the Ural – fine! To top it, they got nowhere else but to Scandinavia, too! Babylon also works fine: China could get India as I hoped. Iroquois and Inca are big but underdeveloped a bit. Maya are stupid as AI. I played with Zulu, well, playable (I give them better land as in original).
History timing went wonderfully, leader civs got to Middle Age at around 800, and in 1100 they were up to Chivalry!


I give below the BIQ, feel free to test it!
I welcome feedback, also changes done to it, only I ask it to be discussed,
here or in mail (somavarady@yahoo.com or here in the forum mail).

Soma
 
As I plan to tune and deal with the 100x100 (standard) in the future,
here I give you all (hi, Camber!) the 80x80 map I have now, with water and clear land masses only. Here is the BIQ - go on, take it and make something out of it for MP games! :)
 
If you have 3 time less civs, how about making more UU per civ ? All uu from encapsulated civs...
Like

West-Southern Europe: Rome
get Rome + Bisantium + Austria +Greece

North-Eastern Europe: Scandinavia
get Scandinavia + Russa + French +Engalnd

Mesopotamia+Arabia: Babylon (starts as in original)
Get Babilon + Persia + Israel + Arabia

Carthagen
Carthagen + Spain + Portugal + Egipt

etc.
 
Yes, collecting the UUs for these regional civs is a good idea, and I think it can be done, only have to think over how it would be balanced.

Also, the graphical specialisation of the units have to be solved, also, but that is only a technical question. With this, I welcome help, as which unit icon belongs to which culture group. Rhye, or Blas to help out? e.g. worker with icon 127 or whatever to whichever culture... :)

Oh, and I changed road movement to multiplier 2 (instead of 3)
Unit movements have yet to be changed, as the map is smaller...

/but it is holiday now for me, I have only this net, a slow but working one! :)/
 
V. Soma said:
Also, the graphical specialisation of the units have to be solved, also, but that is only a technical question. With this, I welcome help, as which unit icon belongs to which culture group. Rhye, or Blas to help out? e.g. worker with icon 127 or whatever to whichever culture... :)
Can't help you there... I don't really care enough about the graphics to go through the biq and see what cultures get what graphics.
 
Thats a difficult question... and one that I cannot help you with either.

HOWEVER, I would like to request that everyone who wants to start working on a Spanish Conquest of the New World (full earth) scenario please chime in

I would like to open a new thread for it so as to keep everything from getting mixed up. (help desking, improvements for the original, and scenarios all together would drive me mindless ;p)

I am also going to petition my parents to loan me some cash for a few graphical editing programs so that I can learn to make units. CamJH (who is working on the WoT mod) has been nice enough to provide some wisdom and a number of pointers, as well as recommending some programs!

I think we should remix the mod more on the lines of early 1500s to early 1600s so that it can be a R&F of the Spanish Empire.

Any interest?
 
Status
Not open for further replies.
Back
Top Bottom