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: I just redownloaded the 1.22 patch, 24.3 MBs I believe....and reinstalled. At first it uninstalls the patch and then I have to repatch again. I also reextracted 2.46 to the civilization III/conquests/scenarios folder (correct?) and the patch to version 2.47. It still doesn't work. :(

V2.46 did not work...the same error message appears throughout.

Is this what the pedialcons text file is supposed to say for holy war?

#ICON_BLDG_Holy_War
SINGLE
82
art\civilopedia\icons\buildings\Bayeuxlarge.pcx
art\civilopedia\icons\buildings\Bayeuxsmall.pcx
 
Rhye said:
ibc, have you learned how to make hair? I remember that it isn't that easy
Yes i know how to add dynamic hair but it's not very hard, beleive me. It's easier then making the face itself. I have already put a lot of hour on the napoleon face and the hair should not be a probleme... the only probleme about the hair is for the rending process... It make my PC laggy like never before... just to see a preview with the hair, i have to wait 20minute... without the hair, i can see the preview in 30sec. ;).

Now i have to find the cloth and the background...

I want an opinion about the face too if you guys don't matter.

I want you to see my other try of napoleon, this one is more details in my opinion and easier to use in motion.
 

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Well, I'm going to give you my honest opinion. The first one looked like he could be Napoleons Cousin, and the one above looks like Moby. Here are some things that could make him more Napoleon like:

- Hair needs doing, as you know
- Nose needs changing alot
- Lips and skin could do with being lighter
- Beard could do with being lighter also
- Eyebrows look like they've been shaved off a bit, need redoing

and I'm sure I could think of more things, but I'll let you fix them first. ;)
 
Thanks Anarki for your opinion

- Hair needs doing, as you know : The hair will be add at the very end of the project cause of lag with my pc and the dynamic hair.
- Nose needs changing alot : I've already work almost 4 hour on the nose and i realize that it will be very hard to reproduce his nose but i will get it for sure.
- Lips and skin could do with being lighter : Ya your right, that's not a big probleme it's already done ;)
- Beard could do with being lighter also : I'm thinking about removing completly the beard and make him like Ceasar in the game, very young and maybe, make him older later in the game ;)
- Eyebrows look like they've been shaved off a bit, need redoing : I will need a new skin for the model if i want to change this part, i'm actually looking on the net to find more skin.
 
Rhye said:
so, nobody noticed that the links to the new version were missing? I just fixed them
Cuse - try to download 2.47 and install it (download in \conquests\scenarios) instead of installing 2.46 and then patching it
LOL sorry Rhye, i was busy with the leaderhead, it took all my time yesterday and will take my time today too. I'm gonna to try the new version tonight.
 
I have another try for Napoleon, this one have been made with a complete different picture. The main probleme with Napoleon is that there is 3 main picture on the internet and on the three, he is very different, One hes young, the other midle age and the third he's in fat king.

Should i make him FAT, OLD or YOUNG ?

There is a preview of the third face.
 

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The last one is OK! I think you should do it like this picture - quite joung and a little chubby.

LOL sorry Rhye, i was busy with the leaderhead, it took all my time yesterday and will take my time today too. I'm gonna to try the new version tonight.

Don't worry, keep going on with poser! :)
 
Very nice Rhye, i will work on the last one to make it better, this is my favorite one. I will send you an AVI file of the animation this week (cause tonight i'm playing the new version). I need to create our own cloth so maybe it's going to take more time. About the background, i will do 3 different one and let you choose the one you like.
 
wonderful mod, Rhye. I've tried the 2.33 with austria, and ended up in 1970's with space race, after 80 playing hours ;)
Just one quick idea: it's very realistic that jungles cannot be cleared or deserts cannot be populated, but in my opinion wetland (marsh) cleaning is not. What if you add this available with some late-industrial-age tech (or even a new, non-mandatory one), and make it as long as forest cutting? This could add another flawor to this cool mod, besides with the historical concordance.
 
Hello enen and thank you.

The reasons for this is completely forbidden are:

- clean marsh and clear jungle are the same thing: so i you enable one, enable the other.
- in modern times loading increase. If I allow more space for building cities, loading times will raise
- there are natural barriers made of mountains, jungles, marshes. Cleaning some tiles will make a hole in them. Not a problem however if it's only in modern times.
- AI won't cut to make a spot to found a city. This causes an unfair advantage for the human player, who can find much fertile terrain (remember, there's grassland under jungles)

Anyway, thanks for the suggestion. I'll keep in mind to make a try, sooner or later.
 
Maybe there is a way to do this... How about making a tech that is called "Marshland clearing" or something, that makes a certain resource visible. This "resource" is placed in the appropriate marshlands (Netherlands and others), and gives +2 food and has a suitable graphic that makes the marshland look settled?Not a perfect sollution, I agree...

p.s. Talking about graphics changes. Have you seen this, replacing mines with small houses? I like it! :) Feels a bit more realistic, houses & farming is what I see when flying, not farmland & mines.
 
Rhye said:
- clean marsh and clear jungle are the same thing: so if you enable one, enable the other.
Technically, this is incorrect. Under the Terrain tab, Worker Job can be set to None for one (jungle) and Clear Wetlands for the other (marsh).
 
Iztvan said:
Maybe there is a way to do this... How about making a tech that is called "Marshland clearing" or something, that makes a certain resource visible. This "resource" is placed in the appropriate marshlands (Netherlands and others), and gives +2 food and has a suitable graphic that makes the marshland look settled?Not a perfect sollution, I agree...

Yes, that's something I would like! Then the human player will not have the advantage of more settling space, and some civs like Netherland could benefit form it...
But, somehow isn't realistic since once the thech is researched, all wetlands would dissapear instantly.
 
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