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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Well, Im glad the children of my stupor were well recieved ;p

Also, noticed that according to the civilopedia the powerful Man-o-War seems to upgrade into the fearsome...Transport...? Is this an error, or are you simply trying to confuse the crap out of me! ;p

I, for one, am unwilling to upgrade my powerful seaborne UU into something so... plebian.

I like that the Galeass is stronger in combat than the Caravel, but slightly slower. Does the Man-O-War no longer replace the Frigate for the British?

I am getting close to being able to build them, so its a critical question ;p
 
K i noticed it replaces the Galleon, which is AMAZING since it has high bombard, transports 4, and goes fast! Holy cow did you make it worth having ;p

Sadly, it upgrades into something weaker, lacks bombard, goes only a little faster (3 pts) and is weaker in attack and defense. MoW needs to either be moved or have its stats changed (or to simply be unable to upgrade; might be the best solution utc!)
 
I think the Transport should have better stats... It should be able to defend itself against wooden ships, even if modern transports don't actually carry heavy weaponry - they're usually escorted by combat-capable ships if I'm not mistaken... (Pretty freakin stupid of modern armies if I'm wrong...)
And I don't think every unit that's escorted in reality needs to require another unit's escort in the game... Sometimes the escort is so integral that it can be considered the same unit.
 
Aeon221 said:
Does the Man-O-War no longer replace the Frigate for the British?

Yes, if you remember there was a discussion about true nature of Man-o-war.

What you see is an experiment - I tried to make it similar to history. If it works I'll leave it that way.
The upgrade can be a problem.

EDIT: raised Transport stats to 2/4
 
Khift said:
I really like this idea. I like it enough to advocate the abandonment of the current sacrifice system.

I wonder if you can change the percent chance of an enslave. If so, then allowing these "Triumphs" to be sacrificied in a Palace city would be extremely awesome.

I haven't much freedom here. I can't change the percent chance.

Currently some UUs can enslave. Enslavement results in worker. Only pagan, nordic and mesos can sacrifice humans.
 
Rhye said:
I haven't much freedom here. I can't change the percent chance.

Currently some UUs can enslave. Enslavement results in worker. Only pagan, nordic and mesos can sacrifice humans.
Errr... There's the Enslave Results In box in the editor unit editing page that lets you choose what you get when that unit enslaves an enemy unit. So some units can enslave victories instead of workers, but then you'd have to have victories as the only thing that gets sacrificed methinks. (Otherwise everybody could sacrifice Workers.)
 
Umm... Is Legionary supposed to have 0 worker strength even tho it has some worker abilities?
 
Here is what I meant. You know how in Ancient Rome they would celebrate famous victories by having a massive procession with the spoils of war (treasure, captured enemies, slaves). What I was thinking is that UUs could enslave something, and we could call it a triumph, right? It would get taken back to the capital where it would be sacrificed (although this would have to be changed to celebrated) and would result in a jump in culture; a little bonus for the winner.

I mean, granted there were sacrifices of human beings in various religions, but this celebration goes back to something just as basic, and far more universal: the urge to celebrate a major victory over the enemy.
 
well, the idea is not bad. But you should apply this to every civ.
And you would cancel the strength that some UUs have (the enslavement-to-worker ability) and the strength that some civs have (some religions allow sacrifices)
 
Ok, but will the game be the same as this mod? Exept that the map is a bit bigger? Will it load fast too?

He doesn't tell us how to use it with RAR...it only has RAR resources in it. I don't know how to use the map with RAR though....
 
With regard to load times on the RaR version of Rhye's 180 map:

The bad news is that the map will be slightly larger, so that means slower load times, and it will also lose many of the rule changes Rhye made to decrease load times.

The good news is that the RaR team made some similar rule changes (the computer can't build on desert, for example) which also decrease load times. So the load times will be faster than normal, but they are probably not as fast as the loading times in RoC.
 
Yes. My 180x180 has a good landmass ratio, it is a good all-purpose map. But even with some rule changes RaR can't match RoC speed.

It is curious the fact that 2 years ago I had a chat with Kal-el, and he was very convinced that AI should have absolutely no limitations.
He said, if you want to found a city in Tundra, do it. It will eventually not flourish.
He probably changed his mind later, or most likely the change is due to the passage in Isak's hands.
 
Hmmm... If we have the Triumph thingy, some units should still capture workers (which would not be sacrificable) which would still be a bonus since after all, a free worker with no upkeep is a bigger bonus than a few culture points...
Naval units should spawn Maritime Triumphs or something... Would give coastal cities a nice little bonus.
 
I like this triumph idea. Sounds a bit like the Conquests Age of Discovery scenario with Treasure units. It would be nice if you could capture Triumph units as well. The only trouble is would the AI know what to do with them?

Re RoCX .34: If you are lucky enough to get both the Great Lighthouse and Magellans Voyage before the first one expires then you get a double bonus. I have had caravals zooming around the world with 10 move points :D it's great, I'd recommend it to everyone ;)

Seriously though the increased movement of ocean going vesels makes much more sense. Ever thought about upping them a bit? After all, each turn is years.

Edit: Spotted another problem. The Guerilla.ini file is missing from the art folder.
 
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