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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Originally posted by habee
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

2. Quote me ;)

3. So, would you add a resource to holy war or remove ivory (which is a standard civ3 setting) from statue of Zeus?

4. The problems are: 1 - In these forums there are no good Dragoon user-made units in my opinion. 2 - In these forums nobody has ever poster an Hungarian leaderhead.

5. Thank you; I didn't know that. But now, if I place Sipahi to military tradition, what will I do with cavalry? Anticipating it would create a double unit with Hussar.
I could anticipate only Sipahi, but I'd have to decrease its stats to make it an upgraded Hussar. After all, they carry pistols and swords, while cavalry and cossacks carry rifles.
But wait, should the Hussar be placed to Nationalism maybe? I don't know any dates for Hussars, can you tell me some?
I must think about it. I'd like to hear more opinions.

7. That is intentional. I want to see an early end for Sumeria.

8. Because it would overpower civs like Egypt and India, which already have much food.



Originally posted by Lachlan
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

With habee's suggestions I might wait some more days before posting v2.1

A random map is something I thought. But how can I do that if I'm not sure that a starting location is good enough to allow a civ the production of settlers (remember they cost more)? Furthermore, I don't think that with (small) random maps there are speed problems. Not the same as Earth maps.

My PTW version used Kal-El's 140x140 map and I prefer using things made by myself. Thus, his map can't handle a lot of civs in Europe (try to put Spain AND Portugal in it: the ancient/modern division can't help!). So, I'd need to convert myself my 170x170 to 140x140. But I can't do that until DrAlimentado updates his utility with the resize feature. (Otherwise I'd have to draw it from the beginning! :undecide: ). If I make a decent Earth that can handle lots of civs, I'll make the "smaller" version and make it available for Vanilla and PTW, too.
 
Thanks for your answer :) and :(

No !!! Post your 2.1 and call the Habee's changes 2.2 :o
 
Dragoons

Their history begins with infantrymen mounted on horses. However, as this force was developed, more and more attention was paid to riding drills. This resulted in a force that could fight both in mounted and foot formation. They yielded to heavy cavalry in hand-to-hand fighting, but with sufficient training they could accomplish the same missions. Dragoons were armed with a musket (later a musket with a bayonet), a sabre or a broadsword and a pair of pistols. Dragoons had no armour. Their equipment was very much alike to that carried by musketeers, except for the fact that dragoons wore jackboots. In a foot array, they fell in 3 ranks like linear infantry. When mounted, they charged in a tight array like heavy cavalry. As the cavalry developed, dragoons were used less and less as infantry.

Hussars

Hussars constituted a light cavalry force used for bold raids to the enemy's rear, reconnaissance, manning outposts and frontier service. In the period of linear tactics, hussar squadrons took on a special significance. They escorted infantry squads and intercepted deserters. This way they helped maintain discipline and order in the infantry, which often consisted mainly of riffraff. Hussars were usually regarded as adventurous people. The main features of this force were its speed and manoeuvrability. They were excellent horsemen capable of performing numerous tactical moves in a battle. Naturally, they were inferior to heavy cavalry concerning attack power, but that was easily countervailed by their maneuvers, ambushes and sudden charges to the rear or flanks. Hussars were armed with a sabre, a pair of pistols and a short flint musket or blunderbuss (for short-range buckshot fire). Their equipment had many traditional Hungarian features and comprised a dolman (a jacket embroidered with gold or silver cords), a pelisse (an outer jacket with fur worn on the left shoulder), chuckchirs (leather-cased trousers) or riding breeches, boots with tassels and a sabretache worn on the left side.

Spakhs (Turkey)

Along with the janissaries, these troops formed the core of the Turkish army. Spakhs comprised a heavy feudal cavalry settled at the European border of the Turkish Empire. They were perfectly skilled in combat and riding, as well as in hand-to-hand fighting. Their entire life was devoted to soldiering. They constituted a kind of warrior caste which was, in a sense, comparable to European knighthood. Spakhs wore armour and wielded varied weapons.

Cossacks (Russia)

These Cossacks were an irregular cavalry with an original structure and unique administration system. Their ranks were beefed up with fugitive serfs and militaries sent to defend the frontiers. The largest Cossack associations were formed at Dniepro (Zaporizhzhya Sich), Don and Yaik (river Ural). As the Russian monarchy grew stronger in the 19th century, Cossacks gained the status of a regular army. Their weapons and equipment were manifold, but mainly they were armed with a scimitar, pistols, a musket and a lance. A Cossack used no armour except for the occasional light chain mail, and wore a long caftan without buttons and a tall fur cap. Like the light cavalry, Cossacks attacked in an extended array. They were quick and manoeuvrable, successful in raids to the rear, good at outflanking maneuvers and were often used for gaining new territories and performing frontier duties.
 
By the 17th century, the classic regular cavalry had been formed. Basically it was divided into heavy and light cavalry. The difference between them lay in the quality of their horses and their combat tactics. Heavy cavalry had big, strong horses, were slower during the attack, but inflicted mightier strokes.

Light cavalry horses were faster and more manoeuvrable. Heavy cavalry charged in tight formations and heavy riders wore cuirasses, protecting them from splinters and bullets fired from more than 50 steps away. Units able to preserve their tactical array during an attack had a great advantage. After a hand-to-hand fight, the quick restoration of their array was essential, while the enemy could send fresh cavalry units into attack and annihilate the new victors.
 
Militari trad:
-Hussar (Light Cavalry A/D/M 5/2/3 ,Blitz )
-Dragoons (Heavy Cavalry A/D/M 5/3/2)
-Spakhs (Ottoman Heavy Cavalry A/D/M 7/3/2 ,+10Cost)
Nationalism
-Cavalry
-Cossacks
____________________________
Hussar obsolte Horseman
Dragoons obsolte Knight
Cavalry obsolte Dragoons
Tank obslote Hussar and Cavalry (But don't have upgrad ability)
 
Thank you for the info, habee; it has been very useful.

I'll change something in the Military tradition area, and other things, too. I'm not sure it's ok but I think I've found a good compromise between History and "not tweaking too much".

I'm sorry for Hungary, but I don't think that everyone else would be happy if I removed Austria and put Hungary with a leaderhead with scottish flag on the background and so a 20MB download only for the patch.
I suggest you to try to do it (if you don't know how to, I'll explain you)
 
I thought of doing this:

Mil. Tradition:
Hussar 5/3/2/80 + blitz
Sipahi 7/3/2/80 (no blitz as it's heavy cavalry)
Shifta 5/2/2/80 + blitz + ignore hills/mountain

Nationalism:
Cavalry 6/3/3/80
Cossacks 6/3/3/90 + blitz
 
Ok, no problem about Hungary...

I'm waiting the patch (2.1)

P.S.
- I'm can put Hungary for me. I have played civ since 1996 and can make scenarios :)
 
The 2.1 version is soon ready ?
 
1. Too many civ's are in Republic in Ancient, Middle and Industri ages:
-Republic is usefuly because there are many lux resource in the begining of the game -->1-2 Eu. resource change to Bounus resource, and 1-2 American resourece are add with Navigation (Tobaco).
-Everybody can use it, it is a Greek-Latin tech, and need an "Cannot be Traded Flag"

2. Feudalism isn't useful:
-
- High Units support cost (3) pls change to 1

3. In Industry and Modern age everybody are in Democracy so there are many units Low the units support cost. If u put Higher (2-3) The game will faster and handle.
4. I can't Build the Suez-chanel pls. correct the map.

5. I find this in civ3.com in UUR mod:

Simple mod to rebalance a handful of the unique units:

Jag Warrior: Added ignore forest/jungle move cost
Legionary: Added build roads/forts
War Chariot: Added 1/0/1 defensive bombard
Hwach'a: Removed lethal land bombard (but kept lethal sea bombard), increased bombard stats to 10/1/2
Keshik: Added 2/0/1 defensive bombard (Bad Brett gets credit for this idea)
Chasqui Scout: 0/1/1, ATAR (Incans start with one)
Enkidu Warior: 3/1/1, 25 shields, requires Mysticism (Sumerians can build warriors and spearmen)
Crusader: Added build barricades and enslave to worker ("converts") :)

6, If u change the leadershead to flags u dont need to make a XXXMb mod when add some new civ (In africa or Asia) and it can change in evrey age (Babylon's flag to Iraq Flag). But this change not important.


I like the change with cavalry.
If not problem i ,will write for you more changes (whenn will I have something)
 
Rhye, is there a place where you discuss the "special rules" you used to minimise load times? I'm gearing up to start modding my personal mod (once C3C arrives), and I'm interested in implementing some of your ideas so that my games don't take as long to load, etc...
 
1 - I haven't studied much the governments, and I didn't know most of the civs use Republic. But with the changes you suggest, will the number of civs reduce? Mmmh. However, I've corrected some favourite & shunned gov'ments

2 - I've already been told. Done.

3 - ?? I didn't understand what you mean

4 - I forgot to do that before. It doesn't look as I wished, but it's done and it works.

5 - The legionary already does that. Same for Crusader. I fear that adding Crusaders and Fanatics the enslavement ability may make that wonders too powerful
Jaguar Warrior -> it's wheeled! I can't do that!




Lachlan -> Sorry for the delay. The food/shields thing made the game slower, and i had to work around that (my last test game now was even faster!). Furthermore, new things were added (not only those mentioned in these posts) these last days and I'm testing (again) now. If nothing is added by now, I guess it'll be ready in 2 days.
 
Originally posted by Mithadan
Rhye, is there a place where you discuss the "special rules" you used to minimise load times? I'm gearing up to start modding my personal mod (once C3C arrives), and I'm interested in implementing some of your ideas so that my games don't take as long to load, etc...

It's all explained in the readme.
If you use some concepts from it, quote me ;)
 
Originally posted by Rhye
It's all explained in the readme.
If you use some concepts from it, quote me ;)
Ah, thanks, good to know. I will certainly quote you! A man has got to give credit where credit is due. :)
 
Too many units = slowing computer

I should uploaded my save :(

In the next occurence i will upload my 1800 AD 2.0
 
v2.1 released (see first page)

- Updated some settings to Conquests v1.15BETA.
- Ancient settler costs 120/3; Medieval settler costs 180/4; Modern settler costs 260/5: AI should be less hampered while game speed should not be affected
- Changes to the map: added and removed many resources and LM terrains to rebalance the game after the settlers settings change
- Modifiez Suez region
- Added maize and rice bonus resources (same as wheat: 2 food)
- Fanatic stats changed to 5/1/1
- Edited difficulty levels (now the game is more difficult and the AI is more protected at the beginning)
- Feudalims government cost/unit: 1
- Updated civilopedia Forbidden palace and Secret Police HQ entries to v1.15
- Fixed some errors in civilopedia
- Corrected civilopedia resources and terrains entries
- Corrected civilopedia entries for wheeled units
- Palace gives a 50% bonus defense in its city
- Town/city/metropolis bonus defense: 20/40/60
- Cheaper upgrades (2)
- Colossus requires Iron Working (it had some parts made in Iron)
- Pyramids require incense; Holy War requires incense; Oracle requires incense (needed in cerimonies); Hanging Gardens require wine (the gardens contained vines)
- Pyramids cost decreased to 20 (it was the first wonder to be built); Hanging Gardens cost decreased to 20; Colossus cost increased to 30; Oracle cost decreased to 20; Statue of Zeus cost decreased to 15; Holy War cost decreased to 25
- Swapped internally Feudalism and Monotheism (no effect in the tech tree: the only effect is that AI researches Feudalism first and Medieval Settlers enter in the game some turn earlier)
- Mathematics cost decreased to 6; Monarchy cost decreased to 14; The Republic cost decreased to 16; Construction cost decreased to 18
- Feudalism cost decreased to 26; Monotheism cost decreased to 34; Chivalry cost increased to 44; Printing Press cost increased to 40; Astronomy cost decreased to 54; Military tradition cost decreased to 48
- Shifta no longer wheeled
- Hussar 5/3/2/80 + blitz; requires Military Tradition
- Sipahi 7/3/2/80 (no blitz as it's heavy cavalry); requires Military Tradition
- Shifta 5/2/2/80 + blitz + ignore hills/mountain; requires Military Tradition
- Changed some favourite or shunned governments (Byzantines, Portugal, Arabia, France, Germany)
- Republic free units changed from 1/3/4 to 1/2/3
- Plant forest turns increased to 32
 
As usual, keep posting here feedback, as I have tested the game only till 1500 AD.

The patch won't overwrite the biq v2.0, so you can still play with it if you prefer the old food/shields settings. But as you can see, many things have been changed thanks to your feedback after v2.0 release,
 
Units are still numerous :( ?
 
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