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:
Still to do:

Wait for Aluminium's unit
Fix default and fidget animations
Update civilopedia with the new units and resources

I just want to let you know... i'm a graphic designer (working with photoshop since 1999) and if you need any help for the mod... ask and i will be happy to do something for you.
 
Ive been playing around with one of Mecney's maps of Europe and Rhye's mod this week - Ive edited the map & rules to try and have this game follow the general flow of history of the region. At one point I might make a proper mod where Ill replace all the modern European civs (French, Dutch, English) with the historical barbarian tribes to make things more accurate.
I thought Id post it here in this thread (with Rhyes permission hopefully), seeing Ive basicly nicked all his stuff :) Nothing fancy realy, but it might give some of you a few good games.
 
Rhye; Im playing the Vikings at the moment and I think they could be a bit stronger or have a few tiles in their starting location improved. Im now at 1300 AD and halfway done researching feudalism on the regent level - whereas their golden age was around 1000 AD when they sacked many a coastal city in Europe, for which they I assume need their unique unit the berserker (with Invention). (and no, its not because Im crap :) )
 
Update:

- Renamed Horseback Riding to Riding
- Renamed Ivory to Elephants
- Add Elephant Archer available with Riding (3/2/2, +1hp, requires Elephants, cost:50)
- War Elephant available with Riding only for India (3/2/2, +1hp, requires Elephants, cost:35 (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 for balancing reasons
- Add Camel Rider (2/1/2, requires Riding, cost:25, ignores desert movement cost)
- Camel a new strategic resource only available in some deserts
- Redistribution of oasis (less), horses (less), elephants (less and far from the coasts to make exportation in Europe more difficult), wines (less), dyes (less), wheat and cattle (more in America)
- Reduced number of barbarian camps in America, moved a camp by the Caspius Sea, added a camp in southern France
- Removed the goody hut in the Azores
- Added a couple of rivers near Carthage
- Redrawn some islands in the Pacific and in Indonesia
- Added more plains in Canada
- Tuned Babylonian, Viking, Indian, Iroquois, Incan, Chinese, Korean, English and Dutch strength
- Tuned Japanese, Viking, Carthaginian, Incan and Arabian research speed
- Removed Lugdunum, as it's Lyon (double city)
- Slightly changed Egyptian city order
- Updated floodplains.pcx and marsh.pcx
- Updated ntp02.pcx (lighter Dutch cities and borders)
- Updated rice civilopedia icons
- Updated luxuryicon.pcx and units32.pcx, due to the changes
- Fixed the wrong Ottoman Civilopedia entry
- Updated civilopedia with the new units and resources complete with icons and description



To do:

- Fix camel default animation
- Wait for sunday, when Aluminium will fix Elephant Archer animations (thank you ibco. I've already found an help :) If I need something I'll let you know)
 
News Flash: new discovery (only partially tongue in cheek)
If you have scouts available to all civs, an ideal advantage for expanionist civs is to give them cheaper settlers (new units, 1/4 off shield price, no other changes). Adding reduced pop cost seems to give them terrifying early REX capability.

For Portugal (Earth map), I gave them the reduced-cost settler only for Medieval Settler period. Other civs could have similar restrictions.
 
A direct consequence of your idea is another idea: I think that dividing the civs in 3 groups and each civ has a discount on one settler type is a GREAT idea.
It would add further realism, colonization of Siberia would be slower, maybe there could even be quicker loading times...but there are some problems:

1) The civs with discount on modern settlers (America, Russia, Germany and perhaps Japan) could suffer and remain weak, while early advantages may be more important. This could be solved balancing the costs:
Now it is:
120/3
190/4
300/5
could become:
discount -> 110/3; no discount -> 130/3
discount -> 170/4; no discount -> 210/4
discount -> 260/5; no discount -> 340/5
But this may not be enough. Many tests are needed, and tests require time.
2) These tests mean altering the balancement that there is now, which with 2.4 is nearly perfect in my point of view
3) I'm not sure about which group some civs belong


So, I'll try. If it works and balancement is an easy task I may add this, otherwise I'll stick with standard version
 
Rhye

couple of things

I was playing 2.32 (thought I had upgraded but hadn't) and found that when I would take one city, the civ would collapse as if I had taken all of them. Has this been corrected in 2.33 or reported at all? didn't see it in the posts or in the 2.33 lists. something I did maybe?

Did you misspell the cavalry on purpose for an americans?

I am playing as America and while I was one of those who *****ed about the disadvantages earlier, I have had great success with them. The key is to block off the iriqous early - they only have three access points down into the continent. block them with warriors early on, stay at peace and they are severly crippled. Additionaly, staying focused on softer research helps - pottery, alaphabet, etc...

anyway, thanks again for the mod.
 
zagyg, if civs collapse when you capture a single city, that means you're playing with Elimination enabled.

EDIT: Rhye, the problem with making cheaper settlers in different ages for different civs is that settlers are far, far more valuable in the first half of the game than in the second half. If you want the Modern Settler to be useful, you've got to make the earlier settlers more expensive so space if left over for later settlement. I think the current balance is okay.
Also, we mustn't underestimate the power of exponential growth. If you make some civs have cheaper settlers early on, that's pretty much a guarantee for their success due to the way the game is built.
 
Rhye said:
Bjorn, why don't you use invisible resources? They can be very useful in balancing and crippling for a short time. You can delete them if you don't use them.

Ive just been playing around with the map, nothing fancy realy. I added a few of those rescources that pop up later. If I do do any work on it Id like to make it more authentic by adding all the civs from the same timeframe; Romans, Greeks, Carthaginians, but also Celts, Scythians, Iberians, etc (all the tribes from the classical era to make it historically sound). Ive also got several ideas for extra Unique units (something you spoke of yourself), but I havent realy checked the forums yet for any graphix that would fit.
 
Rhye, I just had an idea...
Many resources that are in the game are often synthesised these days... Perhaps you can have synthesised resources appear with later techs, so that you don't need (for instance) natural rubber from a certain point and on. The synthesised resources should look like wee labs perhaps with an icon on them saying what they produce, and they should be placed so that countries that really synthesise or have synthesised the resource will recieve once copy (so they can't sell the synthesised stuff without conquering other countries' sources).
Then you make it so units that use synthesisable resources will upgrade to an identical unit with a space at the end of the name that requires the synthesised resource instead of the regular one. Perhaps it could even be a tad cheaper, if the free resource is not enough.
*Returns three hours later to see he forgot to submit the post. Bleh.*
 
syntethic stuff has only been around since the 50s or something which relates to just a few game turns. What I would like to see is countries going to war for rescources because their homeland doesnt produce sufficient to get by (Germany/Russia ww2, USA/Iraq present). At the moment civ3 only offers building as many units as you like with a certain rescource or none at all.
 
If you want to reduce the amount of certain units being produced in relation to the amount of resources you have then make those units automatically build from buildings only, and then make the resource a prerequisite for that building AND make it so that the required resource(s) must be within city radius also. That would make grabbing resources a lot more important

The real question is how the AI would handle a setup like that of course.
 
bjorn said:
syntethic stuff has only been around since the 50s or something which relates to just a few game turns.
Not entirely true. Saltpeter was no longer needed for the manufacturing gunpowder after a certain point (or something like that... Maybe people learned to get saltpeter more easily, I can't recall)... The game currently represents this by making Riflemen and all later firearm-bearing units require no resources.
Anyway, it was just an idea... Don't hang me for the details.
 
Rhye ? you said sunday for 2.4, no ? :mischief:
 
My work is complete (except updating the readme).
The only missing thing is a fix for the elephant unit. I asked Aluminium for this and he said that he tried to do it for today.
But there are 2 choices: 2 different units, each one has something wrong and I don't know which one's the best and the easiest to correct:

1)DomPedro's Elephant Archer:
-wrong offsets in default animation
-too bright shadow, must be made darker
-elephant too yellow, it needs a -10 saturation
-the archer is placed too high: he seems on the roof. His body must be cut so that only his head, half torso, arms and bow can be seen
-the unit is too big compared to any other unit and considerably bigger than War Elephant. It needs a 90% resize

2)DomPedro's elephant cavalry:
-wrong offsets in default animation
-no shadow, it must be added and I don't know how to do it
-elephant too reddish, it needs a -20 saturation
-in AttackA animation it seems that there's a man with a bow, but no arrow is shot. An arrow should be added in a frame
-fortify animation isn't that good

I'm currently waiting for something from Aluminium, but he replies me only once a day.
If any of you is good at creating units, please let me know
 

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Rhye said:
I'm currently waiting for something from Aluminium, but he replies me only once a day.
If any of you is good at creating units, please let me know
Can you relaese it like that... i mean without the new graphics, cause i have absolutly nothing to do tonight and that would be cool if i could play your new version... i dont really care about these elephant, i jsut want the new rule and other fix.
 
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