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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I'll send some screenshots to your email. I'm starting a new game as the Dutch tonight so I'll take some good ones.

If you still want brief write ups for your site I can do some for the civs I have played. I have really enjoyed your mod so I'd be glad to help out if I can.
 
Horton said:
I'll send some screenshots to your email. I'm starting a new game as the Dutch tonight so I'll take some good ones.

If you still want brief write ups for your site I can do some for the civs I have played. I have really enjoyed your mod so I'd be glad to help out if I can.


Thank you very much!!!
I really needed someone to complete the site: about the screenshots, you could send me some old savegames too (in various eras) and I could make some. About the writings, as I've said I don't need pages and pages :) If you looked at the site there will be a section with general suggestions and then brief civ-specific suggestions

You'll join the "special thanks to" section :beer:
 
Rhye,

I will write some strategy guides. Which civs do you want me to cover? I think I would be willing to take 4 of them. Perhaps if you designated them it would help. I just started a Germany game and will have a strategy guide soon. What three others would you like me to take?
 
Do not choose Zulu, Romans, Japanese, Ottomans, Americans, Dutch and Austrians as Horton has already played with them, and do not choose Portuguese, English, Byzantines and Incas as Kello has already written something.
My advice is to play with Demigod level if you're taking Germany, and if you take native American of Africans play with an easier level (Regent or Monarch).
Of course, use the last patch (2.33 posted this night)
 
I'm working on an alternate version with random maps.

It will lose much of the good things of this mod, but will offer a chance for ME to play a game without already knowing everything...
As I do it, why not sharing it?


here are the changes (for now):

- New world size settings that will fit 8, 14, 20, 26 and 31 civs in the map in the same way as standard Rhye's of Civilization (same number of land squares per civ)
- Removed all the invisible resources and the resources that were appearing later
- Removed the special Barbarian warrior and special Hussar and Cavarly for American civs
- There won't be LM terrains
- Eruption period back to 5000
- Re-enabled resources disappearance probability
- Ancient settler cost raised to 140; Medieval settler cost raised to 200
- Edited tech rate?
 
Rhye said:
Baraka, what's the problem?

well, no more problems rhye! (i dont want to get into the technicalities of the problem i was having, lets just say it was COMPLETELY my fault, and i feel like an ass :mischief: )

i have only had a chance to play for an hour or so, let me just say i am extremely impressed! (i am playing my first game as germany, if anyone cares, and on regent level. (sorry, i am a bit of a newbie!)

the work you put into this mod realy shows, and makes for such a much more enjoyable game (even the short time i have played it i can tell!)

the only thing i have noticed so far (and it might be fixed in the new patch) is that the civilopedia entries for terrain (although an extremely minor thing, do not corrospond to all the terrain changes you have made, and the original graphics are shown in the 'pedia, but this may be hard coded, i don't know.

anyway, just want to say i am a huge suporter of anything you do from now on (in fact i have been using your terrain already for a few months now!), and one day i hope to post something that is even half as ambitious as what you have done here.

bravo!
 
There are double or triple cities: Entremont/Marseilles and Byzantium/Costantinople/Istanbul.
Marseilles, Istanbul and Byzantium deleted.

I would like to add one to the list. The celtic city of Lugdunum is modern Lyons in France. Here's some proof.

Awesome Mod. I love it. Thank you :)
 
Thanks!! And vote please!

In case of another patch, I'll delete Lugdunum and update civilopedia terrain pcxs.
I'd like to add entries for new terrains, but I really don't know what to write in the description...
If you find something on the web, please post here!

Baraka -> this mod is said to be easier than standard game if you use an European civ. So my suggestion is to try an harder challenge.
 
I just started a game as the Germans. It is one of the better mods I've played. A strategy guide would be helpful, because as Germany you quickly become boxed in.
 
An idea for an addition...

what do you think of moving the War Elephant back to "Riding" (instead of Horseback Riding) and add another Elephant archer unit, available to all civs with Ivory (Carthaginians, Persians, Egyptians,...) and so making Ivory a strategic resource instead of luxury. I'm not sure about the stats (3/3/1? 2/3/1? 3/2/1? +1hp? and Indian elephant what more?)
 
Rhye said:
An idea for an addition...

what do you think of moving the War Elephant back to "Riding" (instead of Horseback Riding) and add another Elephant archer unit, available to all civs with Ivory (Carthaginians, Persians, Egyptians,...) and so making Ivory a strategic resource instead of luxury. I'm not sure about the stats (3/3/1? 2/3/1? 3/2/1? +1hp? and Indian elephant what more?)

That sounds cool. You should keep the Indian elephant at Chivalry, and give the elephant archer unit at riding. Maybe 2/2/1 or 2/1/1, with an extra hitpoint. And if it's an archer unit, the 0-range bombard.

I seem to remember something about the pikeman having a bonus against mounted units. You could us that flag in the editor for the elephant units (including the war elephant) since horses were scared by the smell of elephants.

EDIT: I looked in the editor and the only flag I could find for it was "foot unit", which, according to the help, only goes with "can transport only foot units", which no ship has. Weird...
 
Rhye, if you're interested in messing around with the whole setup of units in the pre-gunpowder era, there are some major discrepancies in the original game...
Just to name the obvious ones, offensive archers and defensive spearmen:
Archers, in all their forms, everywhere, were always used for defensive tactics, never, not ever, were they used as offensive units.
Spearmen, in the classical age, were used both for defense and offense, and the Greek Hoplites were unique in their use of especially effective offensive units.
I know your objective is to mirror history as much as possible while still leaving the game pretty much as-is, but I put together a scheme for pre-gunpowder unit-chains that made much more sense than the original setup. I even made a tiny mod out of it, but never really went through with the entire change.
If you're interested in hearing how it should work, just say the word. ;)
 
The mod itself was incomplete, so I won't bother... The reason I never finished was I got all befuddled by pricing the early medieval units...
Anyway, the general idea was as such:
Swordsmen and Warriors stay the same.
Spearman costs 30, stats 2.2.1.
Hoplites get 3.2.1. (Basically an early spearman that doesn't require Iron.)
Immortals are a spearman replacement that gets +1 HP (the Immortals were a single unit of spearmen who always numbered exactly 10,000 and were hand-picked elite soldiers. This gave the impression that they were immortal, because the unit numbere ten thousand, battle after battle.)
Numidian Mercs get 2.3.1 and cost the same as regular spearmen (basically they stay unchanged. ;-)
Legions get 4.3.1 and cost 50, still replace swordsmen (the roman legions were very powerful both on offense and defense, but for game balance reasons they have to be expensive.)
Archers are now 1.2.1 (1.0.1 or 2.0.1), at a cost of 20 shields. (Reflecting their defensive role throughout history.)
Archer-based UUs remain unchanged.
Longbowmen are the English UU, 1.4.1 (3.1.2). I don't know exactly how much they should cost. (England was the only country ever to use Longbowmen. The Longbow was a highly ranged, highly effective weapon, used by very well-trained soldiers who could fire quickly and accurately to a great distance.)
All other nations get the Crossbow, 1.4.1 (3.0.1). Should cost 40s.
All that is the easy part... It sorta gets messy once you get to Pikes and Muskets.
The changes really are pretty major I guess, but they're much more accurate than the current model... Every time i see a Zulu Longbowman attacking something I wince. =\
 
I tried myself to tweak a bit, but I understand that the risk of unbalancing is too high. And it should be considered that if it's true that an offensive archer is unrealistic, from another point of view it is realistic because archers used to do long range attacks but needed protection of infantry because of their poor armor/ short range defense.

So I'll leave everything as it is now, except perhaps the Elephants.
The impact on strategy for Egypt/Carthage/Persia/Babylon/India is high, but the change is motivated by historical facts: as they're now (in Middle Ages) they're completely out of place, and the fact that only India can use them is a huge lack.
I have clear how to do this, but I'll do it only if:
- most of you agree (and I think that Itzvan will do, considering his signature :) )
- Aluminium (the AoK unit converter) converts the Elephant Archer (I don't like the jimmyh's conversion). Otherwise there's another good unit but I'm not 100% sure.
 
I think there should be no problem renaming Ivory to Elephants and making it a strategic resource required for some elephant based unit... Sounds good. :goodjob:
About Archers, whenever the were used offensively, it was as light artillery... You would never send a herd of Archers running at the enemy and trying to shoot at them... :rolleyes:
 
So, here are the changes if I get a decent unit. Do you all agree?

- Rename Horseback Riding to Riding
- Rename Ivory to Elephants
- Add Elephant Archer available with Riding (3/3/1, +1hp, requires Elephants, cost:50)
- War Elephant available with Riding only for India (3/3/1, +1hp, requires Elephants, cost:40 (as Indian elephants were smaller and easier to tame))
- Elephants a strategy resource instead of luxury, as it is required for some units
- Remove HP bonus for Ancient Cavalry
 
That, and rename Ivory to Elephants (you can't ride on their tusks alone, right? :P)
 
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