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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Aeon221 said:
Dont know if you care, but I had an idea for dealing with the barbs for once and all.

Delete ALL the camps. Instead, create new barb units (using the warrior and swordsmen stuff entirely) without the ability to fortify. Place 2 warriors and 1 swordsman at each of the locations for the old camps.

This way, instead of barb ODing, we have small groups of barbs who wander around slaying.

You can do the same thing with a few galleys and a few spearmen (to impede movement).

I am looking for a way to prevent the creation of (EUROPEAN) empires in Africa before the caravel.

Any suggestions?
There's no need to remove camps, just remove the advanced barbarian unit.
THe problem is that we can't make swordsmen be created in any turn. You put them and galleys from the beginning, while players haven't knowledge of iron working or mapmaking.
There should be a sort of civ2 style events.txt where there was a createunit command. Unfortunately everything's hardcoded

About Africa, I don't think this will be an easy task.
 
Yah I know, it is really tough to do... but I think I found a way ;p

I basically gave the galley to almost nobody, coded it as naval power (haha, cute way of saying I checked the naval power box), and reduced its transport capability to one.

I deleted the curragh, and restricted the caravel in a similar way.

The galleon is the first transport naval unit open to everyone (I considered making it the transport, but that seemed too cruel).

I also eliminated all goody and barbarian huts, and basically returned the barbarians to Civ2 status
-Barbarian Chieftans with 3/2/1 enslave to Barbarian Warrior, not wheeled, swordsman graphics
-Barbarian Warrior 1/1/1 enslave to Barbarian Warrior, not wheeled, warrior graphics
-Barbarian tribesman 1/3/1, immobile, +2 HP bonus, spearman graphics (meant to constrict movement without permanent terrain changes).
-Barbarian Galley 2/1/3, enslave to same, sinks in ocean, galley graphics (duh ;p)

Warrior, Chieftan, and Galley cannot skip turn, fortify, or stand sentry, and therefore must always move (gets them killed or active sooner).

All places which previously had a barbarian camp now have a BC minimum.

Galleys are liberally sprinkled over heavily traveled waterways (to simulate piracy and to decrease the level of oceanic movement).

They will remain a significant threat until metal warships, as their attack is equivalent to frigate defense.

Blocked off the Koreans from the mainland
Made desert and tundra impassable
Gave the Arabians preplaced roads connecting them to all areas open for settlement
Significantly strengthened the Keshik (blitz, db of 2/0/1, reduce cost by 5), to allow for the formation of a mongolian horde
Split India from Europe via careful placement of desert and mountain
Made the Urals impassable except at one point (defended by two Barb Tribesmen and a Barricade... might be a bit much)

Iberia is cut off from Europe by two Tribesmen in Barricades (one at N route, one at S).

Eastern exit from Italy is cut off by a Tribesman w/o barricade

Deleted Babylon and Sumeria (crowding concerns). May create a new civ in SE Asia, but I like the possibility of colonial warfare in the area.

Cut Egypt off from the rest of Africa (historicity).

I know that that is a lot of changes to your beautiful map, but my goal is to force the computer to develop in a historical fashion. So far, it has worked the way I wanted it to, but not perfectly.

I too miss the days of Civ2 scenario events. It makes things so much harder when you have to do EVERYthing at the start and hope that it all works out.
 
Aeon221 said:
Deleted Babylon and Sumeria (crowding concerns).
I never understood the inclusion of Sumer in the first place so that is np, but Babylon - the builders of the Hanging Gardens and a significant presence in recorded history? Surely they deserve to be included.

Other civs more worth considering removing would be:
- Maya (currently blocking colonization of Cuba with their cultural borders)
- America (who at best should be represented by barbarians to make room for european colony - or at least not be able to build Ancient Settlers).

Civs worth considering to include:
- Khmer/Thais
- Polynesians
 
Hmm... I like the idea of no AS for America... but the problem would be the Iroquoi...

Perhaps preplace a few cities for both of them and just do not let either of them build AS.

For some reason, the editor crashes whenever I try to remove Babylon and Sumeria... perhaps it is a sign from God... or perhaps it is a sign that my computer is a piece of ...

AnYwAy, I put them back in, much as I hate to ;p

I REALLY do not want anyone to think I am casting aspersions on Rhye's mod; to the contrary, I adore it!

I am just attempting to force history to repeat itself via Civ, and this is by far the best mod to attempt it with! ;p
 
Let us know how your game grows, expecially the desert and tundra settings and the galley thing.

By the way, after the long wait, have you anything to say about the new patch? I haven't received any good nor bad comments about it yet
 
dude I LOVED IT!

The changes in terrain and appearances of bonuses dramatically alter development!

It is ridiculous how different things are.

Bad thing:

I have not seen a strong Germany in any of the three tests I ran with the unadulturated patch.

That was the only thing I noticed.



With changes I made, things looked really real. It was almost scary. Non russian settlements in Russian areas were kept to a minimum, and wars went very nicely. Barbs performed very badly. Cannot set them to AI strat attack, and barb huts still came out. Also, no enslaves occurred, despite multiple barb attacks. Probably a good thing, because the barbs were instrumental in forcing the computer to develop primarily inside europe.

I am gonna make them flavored the next time I mess with your scenario, so that you have horsemen in some places, tomahawk warriors in others, etc.

Love the new patch, keep on chooglin!
 
Hi!

Could there be another version of patch 2.2 that is an upgrade of the previous one 2.148 (if I am correct) and is SMALL in size so I can put it on a floppy disc?

would be great...
 
I'm sorry V. Soma
2.14 was ca. 300kb while this 2.6MB
This is due to the fact that in this one science advisors are included, which are 1MB each.
My suggestion is: download it to local HD, then unzip it and put the files into 3 floppys

Thanks for the vote, we reached again 70%!
 
First off let me say I love this mod and really appreciate all the hard work you put into it and look forward to playing your next project.

But I have noticed something odd. I put a road into the furs at 98,30 north of Frankfurt but in the luxuries panel of city view they show up as dyes. When I open the Trade window (F2) they show up properly. I am also receiving the correct bonuses when I work the furs (+1 shield, +1 commerce). I'm not familiar enough with where Civ pulls in the images from, but it seems that there is a resource/luxury icon file that has gotten out of sync. I have attached a couple of links to images I've taken from my game.

Map view - http://www.infoharbour.com/images/furs.gif
City view - http://www.infoharbour.com/images/city.gif

Of course it could be something I've messed up in my own game. :(

Edit: - I'll post a savegame as soon as I get home tonight.
 
Weird dude... I will try to get to furs in one of my games and see if the same thing is happening. Seems like a minor cosmetic error, unless dyes do not count when furs are already in the system.

Lent out my C3C and am suffering from withdraw... grrrhhhh!
 
Aeon221 said:
...
Lent out my C3C and am suffering from withdraw... grrrhhhh!
Buy another C3C to serve as a library copy! :lol:
 
Hi, about your v2.2, whenever i try to place it in the Conquests scenarios folder my compuer crashes, this has happend twice so its not a fluke. Is anyone else having this problem?
 
HHHmm i think i found the problem, i had to delete the older version (2.14) to keep my computer from crashing. BTW i heart this scenario, this is the only map i play. THANKS RHYE!
 
I started a fresh game to try and minimize some of the variables for you.
I ran the German settler & worker out to the furs east of their start and created Berlin there. Then put a road on the furs at (98,30). Same result as in my previous game, furs show up as dyes in the luxuries panel on Berlin's city display.

Here is my savegame. http://www.infoharbour.com/data/rhyes_save.zip

Let me know if you need anything else.
 
Rhye said:
By the way, Aeon, what would you do if you were waiting for TETurkhans's Conquests version of his mod or for the new release of Double your Pleasure? Those people have been waiting for more than an year and are still waiting!!!!
Don't worry, this won't happen :) Gimme a couple of days

More than a year?? :confused: Gee, it's hardly been a year since C3C was released in October, has it? :p

But other than that, you're right, people get too impatient too soon. ;)
Keep up the good work.
 
With a year I mean starting counting from the first time that was said "Next release will be done with the new C3C editor when it comes out". This is expecially with TET's.
Anyway it seems that both of you are near to the release.
Keep up the good work ;)
 
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