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 will notice that a random factor will play a significant role from game to game, in spite of the fixed Earth map. But if you want a totally new challenge, you should try the random map, using the alternative BIQ file included.
Of course, historical accuracy won't match the standard world map version: in particular, civilizations with good starting locations will lose their advantage, and tech progress may not fit the timeline.
However this version will keep most of the aspects introduced with Rhye's of Civilization and the Expansion Pack.

*Important* Please remember before starting a new game to create a world with:
§ Ocean coverage: 60%
§ Temperature: cool
§ Age: 3 billion years
§ Roaming barbarians
You can choose the rest of the options (world size, land form, climate) as you prefer.


Differences between the standard BIQ and the random map version:

§ New world size settings that will fit 4, 8, 16, 24 and 31 civs in the map in the same way as standard Rhye's of Civilization (same number of fertile land squares per civilization)
§ Standard barbarian system, with uprisings. The advanced barbarian is the swordsman instead of the horseman
- Standard player data: the human player will have a worker and 10 gold at the beginning; AI-controlled civilization won't have the palace guards
§ No LM terrains (so no plateaus and forest hills)
§ Worker shields cost increased to 30; Ancient settler shields cost raised to 160; Medieval settler shields cost raised to 220. This is because there are no longer LM terrains.
§ As there are no longer plateaus, horses, sugar and tobacco won't appear in mountains
§ As there are no longer forest hills, iron, coal, and aluminum won't appear in forests
§ Coal and aluminium no longer available in grassland
§ Mining cost increased to 28; irrigating cost raised to 26; roads cost increased to 10
§ Re-enabled resources disappearance probability
§ Removed all the invisible resources
§ Removed all the duplicate resources (including mustangs)
§ American flavour mounted units no longer require mustangs
§ Removed the resources prerequisite for some wonders
§ Eruption period now 5000 years
 
Nevermind, it was an easily resolved problem with school server.
 
Irrigating to Irrigation. Other than that it looks good an I gotta run!
 
Hello

I have just downloaded your mod (the four files for the 2.65 version) and I find that I get the following error message and the game will then exit....

Error message

Which reads...
File not found
art\advisors\NP_all.pcx

Thanks for any help

EDIT>>>> Ignore the above error message I installed the mod again and it works fine so I must have messed it up somehow..?
 
Thanks for your reply Rhye, it is now sorted :)

Have you an idea as to why I see a mosaic of yellow diamond type graphics....Diamonds....

be gentle with me if the answer is really obvious :blush:

It is bad enough to find within a turn or two there are two barb swordsmen are on their way to give you a good thrashing :D
 
LOL I quote the readme:

IMPORTANT - Please remember before starting a new game:
- Emperor is the suggested difficulty setting as it is the level used for balancing. This mod is designed to work with Regent, Monarch, Emperor and Demigod levels. Higher levels will cause higher loading times.
- Choosing a native American or African civ means a harder challenge than an European civ
- Uncheck "Show food and shields on the map" option if you have checked it, because it shows incorrect food or shields with LM terrains.


You must uncheck that option.
 
Morgan UK said:
It is bad enough to find within a turn or two there are two barb swordsmen are on their way to give you a good thrashing :D


Don't worry about that, Rome is enough strong to survive and become one of the most powerful civs. Those barbs are there to represent Gauls and to block any AI-controlled Roman access to Camargue.
 
Turns out I didnt solve the problem with the error message... but I did get it to wait till 10 megs... what exactly am I doing wrong?
 
I get a:

Invalid Attachment specified. If you followed a valid link, please notify the webmaster

when i try to download the readme for v2.65.

Edit: Aha, never mind - i only get that when trying to use the download link from the mods website - the attachment in this thread is fine.
 
Okay, just came back from playing a session of Germany. Had two crashes because of the "SwordmanFortify.wav" bug. There are five files with this mistake (one is in the RoC X folder) and wherever it says "SwordmanFortify.wav" it should say "SwordmanFortify .wav" (with the space). I'm sure Rhye already knows this, but the rest of you beta testers can fix it yourself like I did with a quick Sindows* search (using the contents of the file and not the filename as the criterion).
-I can't recall a single game recently where anybody but Japan built The Great Wall. Shouldn't something be done to at least tip the probability towards China?
-It's now around 1100AD and since around 1000AD Western-European settling parties have been travelling east through what was once Austria (and is now my territory around the city of West-Österreich) and also what is still Austria. I'm guessing they found space to settle in to the east. Once I get the right units for the job I'll probably see the east full of Euro colonies. :puke:

*That was a typo but it's funny and I'm feeling weird so I left it in.
 
The Blasphemes suggestion about downloading really works! I need to go change the SwordsmanFortify thing now...
 
That you use a download manager.
And when fixing the "swordmanfortify.wav" make sure to only add a space before the extention - it's supposed to be missing the s between "sword" and "man".
 
Rhye said:
*Important* Please remember before starting a new game to create a world with:
§ Ocean coverage: 60%
§ Temperature: cool
§ Age: 3 billion years
§ Roaming barbarians
You can choose the rest of the options (world size, land form, climate) as you prefer.

at the risk of asking a question that's already been answered way back in the thread, could I ask why the above settings are necessary? is it just due to game balance (eg corruption) issues, or is there something more at play?

EW
 
Yes they are necessary.

The roaming barbarians are necessary to improve speed. If you have a fast computer, you can skip that.

3 billion years are necessary to create mountain barriers, which are impassable in RoC.

The rest is necessary to mantain exactly the ratio between arable land and number of civs.

Reducing the size of the map and raising land ratio improves speed. Then I studied how many arable tiles (grassland, plains, hills) does the editor generate, depending on temperature, land form and climate. I found that only temperature influences heavily the number of those tiles. Mantaining it on cool, I found the same number of tiles as RoC, for 31 civs. The smaller map sizes are just a consequence of the division.
 
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