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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You know Rhye....obviously youre a very good modder...and I work with the crew putting together the Mystara mod...basically what I'm trying to say is...... you should come visit the Mystara mod thread and maybe add your two cents...I really respect your opinion and consider Rhyse of civ to be the best mod in the game right now...we could use your help.
 
I like D&D but don't know Mystara. I'll visit the thread and try to give my opinions anyway.
In the meanwhile I've uploaded a corrected version of the patch. Please re-download it.

I'm making more experience in palette editing, and the best results I've obtained are posted here (scroll down the page). Just for curiosity.
I think that messing the palette would cause units to wear a "magic" armor/cloth. Not bad for a fantasy scenario.
 
Thanks Rhye.... Im not into being true to the D&D world so much as producing a good mod with high replayability. Any opinions you have are appreciated. Thanx for any help you might give.
 
Rhye,

How did you remove the "clear jungle" action from the worker jobs in the rules?
 
I noticed rome was actually using its legions to build roads...i thiught the computer didnt use unit abilties like that on non workers. Can you put the build road option on any unit and theyll use it? People in other threads said the AI cant figure out what to do with them.
 
Originally posted by Eddiit
Hey Rhye when you check out our thread can you give a brief explanation on changing colors? It would help.

Manny people are asking expainations in the other thread (follow the link I've posted above). I think I'll open a new thread to make a small tutorial and post some new colours for download

Originally posted by Eddiit
I noticed rome was actually using its legions to build roads...i thiught the computer didnt use unit abilties like that on non workers. Can you put the build road option on any unit and theyll use it? People in other threads said the AI cant figure out what to do with them.

You can do that with any unit, but you need a build road animation

Originally posted by tammi
Rhye,How did you remove the "clear jungle" action from the worker jobs in the rules?

Go to Terrain -> Jungle -> Worker jobs -> NONE
 
Rhye, you've been dealing with certain issues much longer than I, and so I'm sure your have some expertise on a couple of subjects. I'd love to hear your insight...

1 = Since the AI can't help itself in building settlers, is there anyway we can force the AI to build other things? I'm sure this question has been asked before, but I only read a couple of these threads, your's being one of them. Didn't you try making settlers have a tech requirement? What happened? I would really like the AI to put a priority on building walls and other early buildings, but it seems almost impossible. What options do I have in forcing their hand?

2 = I've noticed that the computer doesn't know what to do with an army - at least at the beginning. I started a game with a civ already in possession of one, but it only loaded one unit and then just sat in the capitol. Have there been problems with AI using armies? In all my play time, I have rarely been attacked by one. My desire was to create a random starting civ that was highly aggressive from the beginning, but I can't get it to happen. I upped the aggrissive slider, made all civs most aggressive, and gave a civ 6 starting archers and an army. Instead of using the army the civ just kept it in the capitol with one loaded archer, and sent the other archers exploring. In no case, could I get any civ to attack another civ before about 2000bc. My goal is have random civs equipped and aggressive to attack neigboring civs early in the game, similar to what the human player does in an early rush situation. Any help?
 
Roluce ->

1 - I'm afraid AI is hardcoded. The only way to manage its priorities is the bottom right of civ page in the editor. But it's not so useful: there's no differentiation between improvements. You can only tick "culture" or "science" etc.. The result is that if you don't want a civ to build libraries and tick "never build science", that civ will still build libraries because you didn't tick "never build culture".
Flavours don't seem to work. You could try to reduce some improvements cost and make settlers available with a tech (I've never tried)

2 - Same here. The only solution that comes in my mind is setting that civ at war with some other random civs. They could attack enemy at the beginning, but I've never tried
 
I've been attacked by full armies the AI built, but usually they are filled with old out-of-date units.
 
This just might be a stupid question, but how exactly do you install it?
 
Yah I actually realized how to do it like 5 seconds after I posted, but my school cut the internet off...

Sweet map, love playing as the Americans. Only problem is that the barbarians are a major threat whenever there is a barbarian uprising. Hordes of full strength swordsmen are just ridiculous.

I really like how long it takes to expand, but making America Scientific was a narsty little trick! I thought I would be able to just ignore feudalism, but it was sprung upon me...

Wayy too easy to keep the Iroquois from expanding, as they can never build a city except to the south. You can wipe out all their soldiers and then betray them like 50 times, but no one knows about it because they die. Playin on Emperor (want a challenge, but not a hard one ;p)

REALLY liked the tomahawk warrior, and glad to see that SOMEONE else is making the Americas horseless!

Love the mod!

Curious about why I only started with one tech though
 
Originally posted by Aeon221

Sweet map, love playing as the Americans. Only problem is that the barbarians are a major threat whenever there is a barbarian uprising. Hordes of full strength swordsmen are just ridiculous.

I thought the same thing. You can change it in the editor to be a different unit but it affects the mod globally.

Originally posted by Aeon221

I really like how long it takes to expand, but making America Scientific was a narsty little trick! I thought I would be able to just ignore feudalism, but it was sprung upon me...

You probably already know this but to avoid getting the bonus tech you don't want study it when the age changes and switch it before the turn ends. You'll also find that some of the civ traits have been changed from the default settings and it would be wise to be aware of it before starting the game.

Originally posted by Aeon221

Wayy too easy to keep the Iroquois from expanding, as they can never build a city except to the south. You can wipe out all their soldiers and then betray them like 50 times, but no one knows about it because they die. Playin on Emperor (want a challenge, but not a hard one ;p)

If you haven't already wiped them off the face of the earth, I would recommend doing so before the Europeans arrive. You really don't want them getting word of your mistreatment of the Iroquios people do you? You should see either England, Spain, Portugal, or France by the mid to late 1400s. If you are just starting the Medieval Ages as an exta-Euro civ on Emperor level, it is safe to assume that they are near the end of the Medieval ages.

Originally posted by Aeon221

REALLY liked the tomahawk warrior, and glad to see that SOMEONE else is making the Americas horseless!

You may regret not having horses especially if they find out about the Iroquois. Good luck acquiring them from another civ. You're going to need it. You'll find that it is an awful long wait for tanks and should enjoy several invasions of Cavalry and Hussars in the interim.

Originally posted by Aeon221

Curious about why I only started with one tech though

I'll leave this comment to Rhye. Try this mod as a European civ and I think you'll understand why it was set up this way.
 
EL_OSO explained probably better than me, as he has the point of view of the player.

Anyway:

barbarians -> with horsemen you can double loading times: each units moves twice. And what about horsemen in a continent with no horses?
However it is strange that barbarian uprising happen: they shouldn't with "sedentary" setting.

horses -> I've seen american AI with horses. But I agree that it's probably very difficult. Perhaps some more horses should be added in Western Europe.

techs -> In Europe or Middle east (crowded areas) the number of techs is pointless. In 10 turns everybody's got all the techs around. The only thing that changes is that more techs you trade at the beginning, earlier middle ages come. And Middle ages shouldn't come in 1000BC but around 500AD

Anyway, thanks for the comments, and if you've liked our work, vote please!
 
Hey Rhye... can you run by the Mystara forum. Our terrain guy had some questions for you about his recently created terrain. Thanks.

By the way... Ive seen the American AI have horses quite a few times. Not really much of a problem. Ive never once seen a barb uprising though.....
 
Ive never once seen a barb uprising though...
Barb uprisings will occur by large stacks of swords (the advanced barb type in Rhye's) appearing in surviving camps, primarily in jungle areas such as in South America. If there is anywhere they can move, they might if someone comes near and they are not really strong.

I have modified guerillas so they are not wheeled (light, mobile infantry with -1HP, 2MP and ignore terrain costs), and use them -- perhaps lifted in by helicopters -- to reduce the barbs.
 
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