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 said:
It says I'm not authorized to see the attachment even if I've logged in.
Has CDG many units that CFC forums haven't?
Yes!!!

If you're not a member, then join, it's well worth it. I don't know what happened to thestonesfan's links but this is the main modern units page:
Modern units index

and this is one of the better AEGIS equipped destroyers:
Arleigh Burke DDG

You need to login first....
 
Rhye said:
Now, where do I put another armor? There's nothing between armoured warfare and synthetic fibers!
This seems like a strange argument to me as you created the new tech screen! If it doesn't fit then move the techs? I have no idea how you create the new tech boxes and arrows and I'm not going to tell you what to do but if you created the new tech path then I guess you could change it if you wanted....?
 
Constitutional Monarchy lacks the standard tile trade bonus. This is not cool, considering that even oligarchic republic has it.

How about it? ;p

1408, England (wanted to play with boats too much).

Speed of Galleons is nice... but the MoW JUST TOASTS THOSE BIATCHES! ;p

Definitely turns it from POS to HOLY SHI...!

Now, if only there was some kind of colonial marine that I could load into my lovely MoW (with its brilliant bombardment) and invade other colonies throughout the world...?

How about it? A marine unit that becomes available with Nationalism to all civs, decent attack and defense, amphibious assault, dont care what you call it. Maybe even a bit earlier, like naval tactics or Flintlock!

Right after Mercantilism is when the colonial warfare gets going; shouldnt we have something capable of seizing colonies?

UPDATE ON STAT ANALYSIS: Taking WAYYY more work than I expected, might be sometime next week. I went from my calculator to excel, which is why. Totally new format, not nearly as good, but lets me save data.
 
I'm gonna stick by Rhye. We don't need ridiculous numbers of units. Just a few more in key spots.
 
I agree. The speed tech goes at in the modern age would make an addition of another tank into the chain useless - it would be upgraded to no more than ten turns before it's upgraded to MA/MBT (it should be called MBT imho.)
 
It would be kinda cute though; this little armored widget smashing through the enemy lines aww ;p

Sides, since its in there its nice.

COLONIAL MARINE? Since everyone had them, why not include them? Its just something to make colonial warfare easier earlier; its not like all seabourne invasions have been accompanied by aerial bombardment ;p
 
Asclepius said:
This seems like a strange argument to me as you created the new tech screen! If it doesn't fit then move the techs? I have no idea how you create the new tech boxes and arrows and I'm not going to tell you what to do but if you created the new tech path then I guess you could change it if you wanted....?

LOL let me explain better.

Did you notice a reduction of the number of industrial techs?
That was made after a planned decision.
I divided the timeline in four parts corresponding to the approximate era change. And found that the industrial part of the tech tree was quite short and instead contained many techs.
This means lowering their cost, but that's a distorsion that I'd prefer avoiding, if I can.
So I decided to put a lower and an upper limit to the number of techs for each age: each age has their limits, which are different.
Plus, I decided to shift right a part of the tree, sending the XIX century to the industrial, and the 30s-40s-50s to the modern. This is more accurate IMO and fits the timeline division better.
Because of this, some techs were moved to the modern, and I've already reached the upper limit now.

You might say: "then raise all the upper limits". But I say: "remember, this is a 400 turns game. DyP had hundreds of techs, but it was 900 turns long".
 
Aeon221 said:
Constitutional Monarchy lacks the standard tile trade bonus. This is not cool, considering that even oligarchic republic has it.

How about it? ;p

Republic must have something better than monarchies. If it is inferior in everything, it is useless.
However I have modified it a bit- just for trying; I want more AIs to choose monarchy
 
Rhye said:
1)animation problems? You HAVEN'T the animations! The version you have doesn't contain any additional animation. For this reason it is only a few MBs.

The game had crashed

I will retry
 
Rhye said:
It says I'm not authorized to see the attachment even if I've logged in.
Has CDG many units that CFC forums haven't?

Thanks anyway. Did you like the screenshots?


Rhye, just sign up as a member and you will understand why I asked for some modern units just to fit tehm into the present tree. No need for too many new tech. Armor is fine where it is, but make that Cold War Armor. The Abrams should fit into later techs, like Smart Weapons. The jet aircraft developments should be seen similar. Early jets in Civ3 old jet tech (Rocketry),
like Mig-15, F-86s and such. Next generation jets with Satelittes (F4), then Smart Weapons we got the jets like F-15, F-16, F-18.
Then just make the difference between Naval and Land based aircrafts. it works super in other mods so why not give it a thought.
The Bradley I talked about earlier was consider to be developed with Smart Weapons too. The early M113 and first versions of BMP1 in the present mech Infantry tech.
Just think that development did speed on dramaticly after WW2 so why wait several techs and let it stay with just one type of jet ???

My last thought to be sure, since you got your mod on a good run.
I just gave you hint on not letting fantastics creations sit outside this fine mod. Naturally you have missed out a huge lot not being over at CDGroup.

Best to you
Cemo
 
Rhye said:
Republic must have something better than monarchies. If it is inferior in everything, it is useless.
However I have modified it a bit- just for trying; I want more AIs to choose monarchy

Currently, countries as Denmark, Norway, Sweden and UK are constitutional monarchies. They all have strong economies. Of course you may mean something different with constitutional monarchy in your mod, and said countries would be considered democracies.
 
Three_Crowns said:
Currently, countries as Denmark, Norway, Sweden and UK are constitutional monarchies. They all have strong economies. Of course you may mean something different with constitutional monarchy in your mod, and said countries would be considered democracies.

I want deep into this and found that there's a difference between "limited monarchy" (like in England now) where the monarch has only traditional and ceremonial powers and "constitutional monarchy", term that can be use for the former, but that instead means that monarch's power is limited by a constitution. All late XIX and early XX century monarchies were constitutional, but the king wasn't useless as it is now in many countries.
 
Lachlan said:
The game had crashed

I will retry

You're right, there's an error in the pediaicons you have (that pediaicons is different from the one I use, because mine contains the links to the additional animations)


Replace the line:

#ANIMNAME_PRTO_War_Wagon

with:

#ANIMNAME_PRTO_Mobile_Tower
 
Chukchi_Husky said:
When I did a search for Modern Destroyers the first that appeared was the Arleigh Burke DDG 51.

wait....what does the civ3 destroyer animation represents? (It should be a pre-ww2 destroyer. If it isn't, I may replace it and send its current animation to the modern one. Or I could replace both)
 
Rhye said:
wait....what does the civ3 destroyer animation represents? (It should be a pre-ww2 destroyer. If it isn't, I may replace it and send its current animation to the modern one. Or I could replace both)
Modern multi-role destroyers have missile launchers. The Civ3 destroyer uses a cannon.
 
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