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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Iztvan

the Terrible
Joined
Jul 10, 2003
Messages
278
Location
Göteborg, Sweden, Europe
I thought you were going on a vacation? ;) Let me know if you want any help.

Food/shield cost & changed landmark terrain: Hope it will help. I don't know if it will, but it's worth a test.

AI protected beginning: I think it might be neccesary. A good defencive bonus to the Palace, maybe? I can see that you give the AI less bonus starting units on the higher levels that in the ordinary game. This is probably neccessary, since the AI and player start so close to each other - the player could be overwhelmed with to many strong AI:s so close to him. But it has the drawback that a smart player can swarn the Ai more easily than in the normal game. So some kind of bonus so the AI:s stay in the game longer is probably a good idea.

Fanatic: I think it's fine as it is. What's the difference between def 2 and def 3? It usualy means that when you stack fanatics and pikemen are stacked together, you are sure that the pikemen will defend first, so that the fanatics are unharmed when they attack the next round. But with Templars, your Elite templar will defend before your veteran pikeman, wich is not good! So, sometimes, defence 2 is better than defence 3!

Feudalism: I believe it's generaly considdered a bug. Might even be changed in the next patch.

Forbidden palace (and Secret police HQ) bug: This is a bug, and will be corrected in the patch (it's already corrected in the beta-patch afaik).

Corruption: Interesting! Tell us more! :)

Originally posted by Rhye

That happens with standard games, too.

Yes... :( It's critisism of the ai, not the mod. The ai is settler crazy.
 

thasan

Chieftain
Joined
Jan 29, 2004
Messages
37
Location
Cambridge, UK
rhye, i didnt believe it as well. i was connected to internet, i even shut that down! i know desktop has much better performance than laptops but does it have anything to do with such aa high number of nations? i usually play with 8/8+ nations only...but as i said, i liked it pretty much..:D
 

HeartOfTroy

Warlord
Joined
Dec 26, 2003
Messages
153
Location
BC
In my scenario of Rhye's mod, I find that the shield cost for settlers does work. It at first builds a little faster then the old style then levels out. I find the computer plays alot better too.

I have posted version 1.02. The thread is under MODS.

Later

HOT
 

habee

Chieftain
Joined
Dec 28, 2003
Messages
45
Location
Hungary
You wrote that you don't like a tech-rush. I thinke every civ can start with 2 tech. but this tech have "canot be trade"
 

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,829
Location
Japan / South America
Originally posted by habee
You wrote that you don't like a tech-rush. I thinke every civ can start with 2 tech. but this tech have "canot be trade"

Oh, I didn't know that! Well, it's a bit late now to correct, as timeline and tech rate fit the old settings.
Thank you anyway
 

brausemaus

Chieftain
Joined
Aug 5, 2002
Messages
12
Location
Bremen, Germany
Hello Rhye, it is wonderful fastet MOD, with a beautifully Map.

After 10 Rounds come the Message:
File not found: Art/Units/Swordsman/SwordmanFortify.wav
Game over
The File "Swordsman" is correct within all Directorys
CivIII, Conquest
I play with CivIII goldversion US or German with translatet Germ-US

Can you help me?
 

Yoda Power

✫✫✫✫✫✫✫
Joined
Sep 24, 2002
Messages
13,869
brausemaus the swordsman fortify bug was fixed in a patch some time ago. Make sure you have the newest patch.

BTW the mistake lies in the writing, Firaxis accidently added a space between SwordsmanFortify and the "." So it says SwordsmanFortify .ini
 

Yoda Power

✫✫✫✫✫✫✫
Joined
Sep 24, 2002
Messages
13,869
Originally posted by brausemaus
Thanks, Rhye and Yoda,
the Problem is hystory. the interval between" . wav" was incorrect.
correct ".wav"
all is OK. the Game play furios
Oh yeah, I also wrote ini instead of wav:wallbash:
 

Kaboth

Prince
Joined
Nov 30, 2003
Messages
454
Location
Shellharbour, Australia
The terrain is great as per your previos mod Rhye.

I started playing with India and found the inability to cut down jungle/swamps a significant. Maybe the cut down ability could be enabled with a tech or jungles/swamps could provide some limited food/shields maybe commerce which might increase with tech similar to centauri techs in smac on fungus to represent the growing knowledge of nations how to make use of the jungles/swamps. I might attempt this myself somehow.

Also you mentioned zulus are one of the hardest to play as a human? Why is this, the isolation? Obviously they are very crippled when played as comp.

I seem to have trouble buying techs of the AI. When trading techs they have are not shown for trade even though I know I do not have them and I know they have them because of the wonders they are constructing or the age they have reached?

For anyones interest in my game France, Germany and China are strong.

Babs, Persians and Sumerians are weak. They have real crammed in dry start locations but I guess this mod wasn't supposed to represent balance and those civs aren't around today :D
 

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,829
Location
Japan / South America
Yes, the aim wasn't balancing all the civs but the opposite: make the game develop like the real world.

About that jungle thing: I removed the cut down ability (in old version there was, with a hundred of turns to complete - a suicide!) because wasting a worker for that time is a stupid thing that nobody would do - except AI. So, this was a clear advantage for the player.

Strange the fact of the techs: maybe you are behind? For example, if you've got only Alphabet and AI has mapmaking, you won't find mapmaking in their techs but only writing instead.
 

dreiche2

Prince
Joined
Apr 9, 2003
Messages
320
I also had the impression in my german game that sometimes techs don't appear in the trading dialog. Mabye I'm just hallucinating...
 

Roughing56

Chieftain
Joined
Jan 8, 2004
Messages
9
Anyone else having problems as America. Played it as the Austrians and no problem building settlers. But as America, I had to wait 50-100 turns before I could make a settler. Anyone else have that problem ?
 

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,829
Location
Japan / South America
I've just checked. America can build its first settler in the 40th turn. Every civ have a slow start, expecially extra-europeans. But it shouldn't take longer than that. You should manage the fact that a settler cost is much raised in this mod.
 

Rhye

's and Fall creator
Joined
May 23, 2001
Messages
9,829
Location
Japan / South America
However I'm testing v2.1 right now. I'll probably post it tomorrow.
Settlers cost was edited, but I'm not completely sure it's better now. I'll let you all decide.

Oh, by the way: rate the mod in the poll!!
 

Lachlan

Great Builder of Civs !
Joined
Mar 27, 2002
Messages
2,072
Location
European Union
Changes in 2.1 ?

I suggest to make possibility of randomize map ...
It's possible ? I would play on a 100x100 map :)

Can you convert your first map of PTW Version ?

Because with you current map, game slow down near 1800 AD

I prefer "Ancient" map and "Modern" map
 

habee

Chieftain
Joined
Dec 28, 2003
Messages
45
Location
Hungary
1. : Sorry for my bad English

2: : This is a good mod, I'm using some rules changes in my scen.

3. : For The Statue of Zeus Wonder you need Ivory, so Rome or Greece can't build it. But you don't need nothing for the HolyWar or Knights Templar , so everybody can build it. For example I played with Ottomans and I built this 3 wonder and I had many units...

4. : I think the Dragoon is better units for Military Tradition .
And un can give Huszár for Hungary.(And Make Hungary for the mod, i can halp if u need something for this, or see the TET mod, it has Hungary )

5. : Ottoman UU is earlier units. Place to Military Tradition.. I think.
In 1526 AD Ottomans use this units when invaded Hungary. Hungarians used Huszárs in the Revolution in 1848.

6. : I voted for you Mod :)

7. : The capital of Sumers don't have any shild only food.

8. : Why I can't Build Irgantion in Flood Area?

9. : Now thats all...

By
 
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