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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Blasphemous said:
Yes, in the X-Pack there are two lines of ships, and the earlies divergence is Galleys and Junks. Galleys are better at fighting and better at moving through coast, and Junks are cheaper and can move more quickly through sea tiles.

Yes, i understand that, but aren't Junks Asian?
 
I'll let Rhye explain why everyone can build both... I can't really recall what the reason was. I think it's something to do with sail-powered boats as opposed to oar-powered boats.
 
Junks aren't flavour units, just normal ones, it doesn't matter that they're asian.
Jeff, those aren't the normal vistory condition, you must've been playing a scenario with those rule before you played the X-pak
 
Blasphemous said:
I'll let Rhye explain why everyone can build both... I can't really recall what the reason was. I think it's something to do with sail-powered boats as opposed to oar-powered boats.

OK. I will go back and continue my plans for world domination now :D
 
just played for a while and i like it. great job on the tech tree i just love it.:goodjob:

heres a bug report, though,:
The techs:
Pottery
Writing
Riding
Mysticism

have the wrong description given when you look at the Science Advisor. i haven't played to much because of time but these are the techs so far that have a description problem.

other than this great X-Pack :)
 
Yes, junks are asian, but so what? if there are millions of european units forced on asian civs, why not force a few asian ones on western civs? like how about caravels, galleons, and other items of that ilk? knights anyone?

besides, can you think of a better name/anim for an early sail powered vessel that isnt stupid?

its about sail power vs. oar power; it makes sense when you play it, but here is the general idea: if you are on the mediterranean or some other heavily coastal body of water, do not bother building junks/sail line. you will have ridiculously slow ships. If you are on the atlantic seaboard, or are otherwise right on a bunch of sea/ocean tiles, build the sail eventually (but not right away... there is really no reason to ever build the junk unless you intend to build it for later upgrades ;p)

in general, just build the galley. it is by far the superior of the two!
 
Great X-pack!
I've found one small bug. The Egyptian Axeman has no sounds (I've checked the .ini).
I also feel that the junk is somewhat misplaced, especially since a part of the modpack is to include flavor units, but I suppose there's no adequate flavor replacement. I've one question, are palace guards suppose to be inmobile? (the name kind of implies it) because I've seen settlers being escorted by them.
Other than that, good work!
 
A few problems with the latest x-pack beta

missing files:

art\tech chooser\icons\libsmall.pcx
art\civilopedia\icons\buildings\arabmedicine2sm.pcx
art\tech chooser\icons\lib.pcx

Also, the buddhist equivalent of cathedrals are not giving any happiness benefits when built
 
Just a minor grammar error, but the English UU should be Man-o-war instead of men-o-war
 
Anyone agreeing with me about how useful it was to release? Would we have ever caught these things?

Thanks guys!
 
Something needs to be changed in script.txt. When you get Code of Laws, it says "Now that we can write, let's establish embassies" or whatever, with a link to writing. Code of Laws is the tech required for embassies, so it should be changed.

My first game is as France on Demigod. I think I'm going to get all six of my religious wonders. :D
 
When I started a game as Israel, the default production was just a blank, which it said takes 1 turn to complete. I have no option to build a warrior. I can't help but feel that this is a bug?
 
Riflemen in 1680... but the flavor for them looks so good I do not care!

I'm most of the way through the second tier techs in the industrial age, have over 5k gold, making 290gpt, and am the highest tech civ by a bit. Germany, Austria, and Rome (me!) have a three way mutual protection pact (they are paying through the nose for my support!)

I've been playing as a peaceful warmonger... if that makes any sense... and am involved in low level, long duration campaigns so as to see the AI flavor units.

There is something wrong with Greece. I kicked them completely out of their homeland, forced them to pay me a massive tribute, and left them with three crappy (4 or less citizens) cities. They are still tech leaders, and are able to pay me 57gpt... despite the fact that their cities produce a whopping 11gpt... I checked with my embassy this turn. Sure, they could be making some incredibly good tech deals... but I sincerely doubt it!

Their best unit is still the hoplite... so where is this cash coming from??? Someone needs to do a detailed study of this issue!

Hail to the King, baby! ;p
 
Just wondering, but we don't start with any palace guards and can't build any? I played as England and saw that the Dutch had palace guards in their capital and second city! BTW I thought Byzantines were going to be removed?
 
I am playing as America on Emperor. I was discovered by the Germans in 1448 AD (they got Florida), while I still needed three techs to leave the ancient age. I acquired their world map and learned that the English and the Dutch had already
colonized Central- and South America. This is an amazing mod!

It seems that roads across rivers can be used already in the ancient age - is this intentional?

Aeon221 said:
Yes, junks are asian, but so what? ...

While Rhye deservingly slumbers, his lieutenants mans the barricades. Good to see.
 
Are you going to give a starting worker to the players now that the AI starts out with a palace guard? Considering now that players are around 15 turns behind the AI in unit production just to get a worker and a warrior. Also considering how not getting a worker was to prevent players from rushing the AI.
 
The_Yellow_Dart said:
Are you going to give a starting worker to the players now that the AI starts out with a palace guard? Considering now that players are around 15 turns behind the AI in unit production just to get a worker and a warrior. Also considering how not getting a worker was to prevent players from rushing the AI.

I think we should get a worker AND a palace guard. I haven't played that far but I've been able to keep up in tech by trading, but I get screwed over in colonization.
 
;p

I'll be on the walls for a bit yet, since I am also bug hunting! haha

AI gets palace guards to stop humans from rushing them. As the AI never rushes humans, there is no reason to provide humans with a defense agaist it... especially considering just how effective a palace guard is as a unit!

Palace guards were going to be immobile, but it seems to cause an extreme slowdown, due to AI idiocy. Therefore, you will often see them wandering about. Be sure to kill them when you can, because they really are too valuable to be left alive ;p

Byzantines may be removed in a later (optional!) patch. Rhye thinks they deserve to exist. When removed, they will not be replaced by another civ, as there does not seem to be a deserving one IN A USEFUL LOCATION (...unless someone convinces him to put in Thailand or Vietnam... which I have been trying since March... they have just as much right to be in as korea!)

@opblaas: The default was blank and you couldnt build warriors??? Please explain a little further, as this sounds extremely important bugwise! Did you try right clicking on it to see what would happen? Did the game crash? Were there any other problems with Israel? (iirc, no one has played them, but I could be wrong... happens often enough! ;p)
 
You probably will get a bit screwed over if you try to out-colonize the AI... but it works out in the end once you get used to it... trust me!

Having workers in the start makes it really easy to rush the AI. If you build enough warriors, you could still do it even with their two guards! You will notice that all offensive units start in the second tier, simply to make rushing even MORE difficult. And most of the offensive units will not be able to take on a fortified capital city palace guard one on one.

This is because the cities are really close together.

What you have to do is really micromanage your capital and pump out the required goodies. The idea is that you will be behind, no matter how much it does indeed suck. Don't worry; if you play things right, you will find that your situation only improves. After a few careful wars, you can usually steal the cities you want.

You just cannot get all the territory you initially want... however annoying that is!
 
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