Rhye's of Civilization - the fastest loading mod Expanded

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  • 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%

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I know, but I'm not soem testing robot, I like to have fun, realistic test-games. :cry:
Oh well, I'll give some other civ the Kamikaze if nobody else volunteers by tomorrow to play as Japan.
 
Blasphemous said:
I know, but I'm not soem testing robot, I like to have fun, realistic test-games. :cry:
Oh well, I'll give some other civ the Kamikaze if nobody else volunteers by tomorrow to play as Japan.

Some days ago you offered to make other kinds of works.
One of these could be pre-placing some fighters, kamikazes, ships and cities in the editor and then play the scenario.
I've always said, we need to tune the kamikaze's stats, I don't need anybody to play a whole game as Japan.


However you can keep playing your old game. U2s are harmless (being spy planes)
 
Aeon221 said:
I can test tomorrow, but today is study/writing day. earliest I will have data is Sunday.

HOWEVER, since the general UU trend in the mod is AWAY from missile units, I would like to suggest that someone think of a non-missile unit... since I cant ;p

Maybe a ship of some kind, considering how powerful the Japanese Navy was, or an Infantry unit of some type with higher defense and the ability to build fortifications. Japanese troops WERE famous for their quality, and also for their dogged defense of every scrap of territory they controlled.

I am against the mobile tower of the Persians; it doesnt seem like a very useful unit, and when you consider how long Persia been inhabited it seems like we could do better. How about some kind of Iranian unit? Or (like we need another one) a horse archer UU?


Sorry, no more changes. The UUs topic is closed, except for the kamikaze stats. Otherwise this mod will never see the light.
I spent much time looking for a UU for the Persians and since I found it, that's it. But If you think that it is weak we can change the stats.
 
Okay, you're right, I'll set up a scenario to test the kamikaze with. Just give me a bit more detail about what you want tested, and I'll do it tomorrow.
 
Hey Rhye, I had an idea about a new government. It could be used in the expansion or the main game, or just dont use it.

It would attempt to make having a British-style colonial empire feasible. Available either end of Middle ages or begining of industrial, it would have minimal corruption, no war weariness, the trade bonus, and paid labor. In addition, there either would be a special kind of cheap courthouse to build, or a Wonder that gives a special courthouse in all cities for the gov. The big catch would be that there would be no free units and the unit upkeep would either be 3 or 4.

Hopefully this would create a gov which would be incredibly useful if you are very spread out, yet not really benefit more normal civs because of the high unit costs. Tweaking would be needed to reach that balance so it works as intended.

I plan on using it in my next 2.62 game. I will tell you if it really works or if it is a complete failure. I will still use it even if you dont like it, just thought I might share the idea with you.
 
I will fix the Biq so that there's no Machinegunners or U2s running around too early, and then I'll start a game as Japan. Wish me luck.
 
Something strange is going on here. I see a Barbarian ballista wandering around near Carthage.

Here's the save. As you can see, Japan is in position to take control of the game as long as they establish contacts quickly. I made a gigantic fleet of galleys and sent them all together so they could fight against barbarian boats. I must have fought dozens of them. Now I'm finally approaching the Mediterranean.

I'm destroying Korea with Samurai. They're a pretty easy target. I felt it was necessary to add Seoul to my base of high-production high-population cities around Japan. However, I'm also doing colonial work to secure spices and rubber. (I'm not sure where all the rubber is, but I recall that there's a whole lot of it in Indonesia.) I am fairly certain that there is oil where Wonsan is founded, because I remember that from a China game.

The Korea war will help, but to have absolutely certain dominance over China's massive production power, I need a little more. I intend to colonize Hawaii and California as well when the time comes, so that I can be the dominant Pacific Superpower. Then, in the Industrial Age, I will wage a full-scale assault on China. I hope to take all of their Pacific cities, and possibly Beijing.

Almost all of the victories are within reach. I won't attempt a Conquest or Domination victory, because those take too much time. However, Cultural Victory and Spaceship Victory both look easy.

Attachment has been removed. An updated save is on the next page.
 
Solution 1 : I suggest also a new system of governments :
why not create a flavor system of governments with differents stats ?
"Nazism" in Germany, "Fascism" in Italy or "Franquism" in Spain

Solution 2 : Why not add a wonder for each government ?
"Auschwitz" beneath Fascism could give a "Concentration Camp" in each cities of your civilization : + 100% productivity but 4 unhappy citizens ;)
Of course it is only an example .
 
Re: RoCX 0.5: I don't know if this has been mentioned already (I can't keep up with the speed of this thread!) but towns need an aqueduct to grow past size 5 (instead of 6) and cities need a Hospital to grow past size 10 (instead of 12). Is this a deliberate change that I have missed?

Also: CTD - missing Fusilier.INI in art/units file. Maybe a spelling error again?
 
Lachlan said:
Solution 1 : I suggest also a new system of governments :
why not create a flavor system of governments with differents stats ?
"Nazism" in Germany, "Fascism" in Italy or "Franquism" in Spain

Solution 2 : Why not add a wonder for each government ?
"Auschwitz" beneath Fascism could give a "Concentration Camp" in each cities of your civilization : + 100% productivity but 4 unhappy citizens ;)
Of course it is only an example .
Hmmm, I think not! How about a special Wonder for the French Republic - "Cultural Barbarism", every city captured by the French has all of its Wonders destroyed. ;) :mischief:





Only joking!
 
Rhye,
glad to see that you got upgrades for some WW2 naval units. Destroyers, Cruisers and Carriers have turned into so much more and different units in modern times.

Have come across some thoughts.
The machinegunner and that upgrade. Can anyone see tons of machinegunners running around as defensive units as in Civ3 Conquest version of Pacific WW2 scenario. Machinegunners are just few units and mostly used as a group inside an infantry unit. IMHO I think these gunners should be kept to a minimum. How I don't know, or perhaps create them only from a certain small wonder or a city building.

Then Modern units as such are much more powerful and different than if you compare spearmen vs pikemen and so on. The Modern Infantry is also a pleasant upgrade. Just a small thought that perhaps the Modern Infantry unit could go everywhere, and Mech Infantry not in mountains.

Have you or even consider to use different aricrafts that could land on carriers ??
Also (and I know you might protest) 1 generation of jet fighters and just 1 generation of bombers (with prop, not thinking on stealth bombers) are very very thin. In my games the prop-fighter always appears very short and then you are stuck with one type of jet-fighter for the rest of the game. Why not have upgrades of the jetfighter within the present tech advances.
To see this just consider the evolution of jet aircrafts. The P-80 Korean war fighter couldn't hold a candle to later F-8, F-4 during the Vietnam era. The present generations of F-14, F-15, F-18 are then much much more advanced then those Vietnam fighters.
Thanks to Wyrmshadow, Ripptides and others a whole fleet of flavor jets can be built cosnider what civ-nation you have. Very versatile.

Then perhaps more important is the bomber issue. Today one have the classic prop-bomber (looks like bad B-17). Then you got to go with Stealth bombers, which only the USA have in the real world.
Why not, Rhye, consider adding what many nation do have for bombers a jet attackbomber. If no upgrades after that civ3-bomber with prop to a jet attackbombers we could think of fine created units for many nations.
Tornado for England, Germany, Italy
A-10 or F-105 for USA
several options for Russia and China in Migs and Su fighterbombers.
The Harrier would be fine for many as a carrierbased bomber.
I could go on but I'm not sure you buy the idea. After all planes just pops up fast on ones monitor and then they are gone, not as ground or naval units.

However if you consider this later on I would be happy to come up with a more precise plan.
Propfighter (many flavors like Spits, Me109. P51) - early jetfighters (F-86, Mig-15) - modern jetfighters all-purpose ones (Su-27, Mig-29, F-16)

Civ3 Bombers (with all flavors He-111, Betty, Lancaster, B-17) - Jet bombers (just take your pick in what's not selected as pure jetfighters)

Then work out somthing for aircraft for naval opperations.
The key on these beside being able to land on carriers is distance difference and pure power, beside the important lethal sea for the torpedobombers.

That's my two cent of thought
 
Hi Rhye,
your mod rocks, it is really good!
Played 2 games till now, both emperor random games.
1st one I was the Dutch: Very hard, scince you have all the major powers
surrounding you. i had to escape because germany and french declared war and i managed to escape with a just in time produced settler and a spearman on my only trieme. on my way down to africa i found the best places already occupied and had to fight 2 seabattles against french triemes wich i luckily won. fially i landed on the island of tanzania, but was destroyed by the zulu.... :(
2nd one i got austria, and hey: they rock! it´s the beginning of the industrial age now and i´m on my way to become the major european force, fighting the arabian empires in the south east and the french in the west, with 4 armies of cav in the field.
mayor goal for the next years: take Berlin and Hamburg and occupy the arabian oil fields for the upcomming mech.warfare.
I really have a lot of fun playing your mod! thank you.

only thing i´m gonna change is to make manhattan project a small wonder, so that every nation has to discover it, and introduce some of the WW1 units out there, cause I´m a fan of this era. Maybe replace the original ships with the beauties of aaglo etc, if you haven´t already done it (haven´t builod ships till now...)

bye, happy gaming. can´t wait to get home and play, scince i was on biz trip the last 2 weeks...

loco
 
Well, I guess I don't need to test the Kamikaze after all. ;)
Thanks Jaguar.
I just had idea, I don't know how realistic it is but it can be pretty cool. Barbarian Slaver units. Just a few of them. They would have 1.1.1 and the enslave (warrior) ability, and the capture ability. That way Barbarians could amass captured units and do a bit extra damage. A few horse archers in the east could be removed since the barbs would now slowly gain power rather than being totally destructive throughout the ancient age.
Just a thought.
 
cemo1956 said:
Rhye,
Have come across some thoughts.
The machinegunner and that upgrade. Can anyone see tons of machinegunners running around as defensive units as in Civ3 Conquest version of Pacific WW2 scenario. Machinegunners are just few units and mostly used as a group inside an infantry unit. IMHO I think these gunners should be kept to a minimum. How I don't know, or perhaps create them only from a certain small wonder or a city building.
The invention of the Machine gun and its perfection during the years of the American civil war and the few years after it lead to major advances in the use of modern weapons, such as the invention of the percussion cap and the belt-feeding mechanisms (as opposed to regular chamber-feeding or even bolt-action rifles), which has resulted in the creation of modern day rifles.
The Machine gun is also realistically the toughest piece of equipment an infantryman can carry in order to conduct infantry-to-infantry warfare, both because of its major rate of fire and its suppressing capabilities. While the Machine Gun is a part of an infantry group, there is a substantial difference in them, which has led several armies to split a battalion into several companies, which can be classified into two big categories:

Rifle company, which consists of the bulk of the battalion and performs regular infantry duties. These are companies of men armed with Assault Rifles, one LMG per team and additional High-Explosive means.

Support company, consists of the supporting means - mortars, heavy caliber rifles and heavy machine guns. These are companies which are used in order to support the main assault.

The inner-division of a battalion is irrelevant as Civ3 units represnt much larger units, such as divisions. Nevertheless, support companies are what carry the bulk of the firepower of a battlation, and if a Division consists of several battalions in which the support companies takes the bulk of the force and the rifle companies are there to provide ground defense for the support, the Machine Gun would be a better represntative than a rifle man.

Also, machine guns are traditionally used as defensive weapons as they are heavy and uncomfortable to charge with.
 
I don't think you want to get too worried about seeing a machine gun unit as simply a unit solely equiped with MG's. Think of each unit merely as a representation of its main task. So, in the case of the MG unit, defence. The size of the map must mean each unit represents larger formations with combinations of other forces which simply can't be shown at this scale.
 
locomuchacho said:
Hi Rhye,
your mod rocks, it is really good!
Played 2 games till now, both emperor random games.
1st one I was the Dutch: Very hard, scince you have all the major powers
surrounding you. i had to escape because germany and french declared war and i managed to escape with a just in time produced settler and a spearman on my only trieme. on my way down to africa i found the best places already occupied and had to fight 2 seabattles against french triemes wich i luckily won. fially i landed on the island of tanzania, but was destroyed by the zulu.... :(

lol

locomuchacho said:
only thing i´m gonna change is to make manhattan project a small wonder, so that every nation has to discover it, and introduce some of the WW1 units out there, cause I´m a fan of this era. Maybe replace the original ships with the beauties of aaglo etc, if you haven´t already done it (haven´t builod ships till now...)


The manhattan project is still a great wonder because right now nukes come too late and are rarely used. If I force every civ to build its wonder, I'm sure nobody will ever use nukes.

The WWI ships etc. are in - but they are in the expansion pack. Check here from time to time to see when it's out!
 
Gunner said:
Hey Rhye, I had an idea about a new government. It could be used in the expansion or the main game, or just dont use it.

It would attempt to make having a British-style colonial empire feasible. Available either end of Middle ages or begining of industrial, it would have minimal corruption, no war weariness, the trade bonus, and paid labor. In addition, there either would be a special kind of cheap courthouse to build, or a Wonder that gives a special courthouse in all cities for the gov. The big catch would be that there would be no free units and the unit upkeep would either be 3 or 4.

In the pack there already are Absolute Monarchy and Constitutional Monarchy, and both are good for a colonial empire.
Minimal corruption + trade bonus + no w.w. sounds like a powered democracy. Too unbalancing.

To everybody: can anybody post the civilopedia entries of all the governments?
 
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