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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Micromegas, why don't you write a strategy guide for Israel? I think you all can begin now to fill the site again. It is very useful for the noobs (and for me, too, if I'll decide to play, one day :) )


Micromegas said:
Playing Israel now, no warrior issue.

In fact it's fixed in 1.01


Micromegas said:
And one last thing, for a religious civ colloseums used to be more expensive than cathedrals/synagoges, well that isn't the case. Bug or Feature? ;)

A forced feature: with the new religious trait settings (new citizen, monuments, etc.) and reduced anarchy for every civ, the bonus on religious improvement is gone, and there's nothing I can do about it.
 
Aeon221 said:
balloons can also rebase and run recon and cannot move... which seems to be causing problems with their ability to follow hotkeys.


... +$.02

I don't understand the problem. Planes are immobile and have bombing, superiority, rebase and recon abilities. If that's good, where's the problem if balloons only have recon and rebase?
 
Enkidu_Warrior said:
Rhye - I just wanted to say that I downloaded and installed two other finished mods this weekend and found one frustratingly incomplete and the other cartoonish but fun.

I know that you've made some bold claims recently, but let me just say that you have EVERY right to. The ROC mod and ROCX expansion are the expansion pack that Firaxis could have, and should have, released.

Let me be clear about this. The quality of the work is up to professional release standards (minor bugs and all), and the balance of play is better than the original.

Anyone who challenges your claim need only download the modpack and expansion and see for themselves. Your work is simply fantastic, end to end.

EW

You saw that, they were going to eat me alive for having claimed that this mod is of bigger quality (and lower quantity) than Rise and Rule.

I will not say anything else; now that everybody can see the pack, I leave it speak in my place.
 
What the heck. Why is ther a folder called Rhye's of Civilization, Rhye's of Civilization X, and Rhye's of Civilization XF?
 
JG99_Korab said:
What the heck. Why is ther a folder called Rhye's of Civilization, Rhye's of Civilization X, and Rhye's of Civilization XF?

i'll take a stab at this one - and all you experienced modders/testers can correct me if i'm wrong

RoC is the basic modpack
RoCX is the expansion pack
RoCXF has the flavour units in it...

but that's just a guess ;)
 
Aeon221 said:
Rhye, shouldnt drafted units always be the cheapest type (guerrilla, partisan, etc?) just because they are crummy units that no one would build otherwise?
No, you should be able to draft Fusiliers and Trench Infantry just like in history. But I do think that if the Partisan and Guerilla don't become upkeep-free no major nation will ever use them (and I know I'd be spitting out three Partisans a turn now if they were upkeep-free.)

Rhye said:
A forced feature: with the new religious trait settings (new citizen, monuments, etc.) and reduced anarchy for every civ, the bonus on religious improvement is gone, and there's nothing I can do about it.
Yes, there is something you can do about it. You add a tech to the tech tree that requires the medieval religion tech. There should two seperate copies for each religion. One set of copies will require the religious tech, along with an ERA_NONE tech called "non-religious" or something that non-religious civs get. The other set of copies required the Religious Trait ERA_NONE tech instead of the non-religious tech. Now, the non-religious Christian tech would allow regular Cathedrals, but the religious one would allow half-priced Cathedrals. Same for the other religions. These special techs should be named "Cathedrals", "Mosques", etc. They should cost 1 beaker and be non-tradable.
Then all religious civs get cheap cathedrals/mosques, and the non-religious ones pay the regular price.
For Israel there should only be the religious Synagogue tech, obviously. (I would say give them the cheap Synagogue with Jewish Theology, but then they would see an arrow pointing nowhere and they would have to research one turn less for their place of worship so nvm.)
 
i noticed that the attack and fortifying sound of the Camel Rider is a bit scratchy and very loud in the end. so i checked the .wav files in the folder but they seem to be ok. is that a bug that only concerns me ? :)
 
Arg! This is a really great mod, (good enough that I registered here just to post this) but it crashes everytime I try entering the medieval age. :( I've tried reinstalling the mod, but it dosn't do any good. If I delay getting my last ancient tech the game keeps playing fine, but the instant I move to the next age the game drops right to the desktop.

I thought it might just be a corrupted save game, but I made a tweaked version of the base mod where I told the Romans to start in the middle ages, and if I start as the Romans I never even see my first turn, the game promptly crashes right to the desktop.

Any ideas? I had similar problems (not identical) with an earlier version of the mod, and I'm nearly ready to give up on it, which sucks because it seems like a blast. :sad:
 
COmplicated!

Also, Fusiliers (at least) were well drilled units, not conscripts. Conscripts, by definition, are going to be badly trained and drilled. In this game, they are also (relatively) free.

Soooo since we have a line of units no one builds, and we have units that are typically made up of unhappy members of the populace (partisan? guerrilla? helloooo? ;p) they seem to make the most sense as drafted units from my point of view.

Granted, infantry was a drafted unit, but giving someone trench infantry for a pop point isnt fair to small civs.

Example, I have a massive empire with some huge, hyper corrupt cities that I draft the bejeezus out of for cheap troops to expand my holdings. Civ B next door has like five, and any drafting reduces their production ability. They can outproduce me with their cities, because their five are better than my core cities, but because I have so many drafted units, I can overrun them with ease (and some artillery ;p).

If I was getting Partisans or Guerillas I would still be able to do so, but it would be far more difficult.

I just want to have to build good units, and get bad ones for free. Makes sense to me!
 
Blasphemous said:
No, you should be able to draft Fusiliers and Trench Infantry just like in history. But I do think that if the Partisan and Guerilla don't become upkeep-free no major nation will ever use them (and I know I'd be spitting out three Partisans a turn now if they were upkeep-free.)


Yes, there is something you can do about it. You add a tech to the tech tree that requires the medieval religion tech. There should two seperate copies for each religion. One set of copies will require the religious tech, along with an ERA_NONE tech called "non-religious" or something that non-religious civs get. The other set of copies required the Religious Trait ERA_NONE tech instead of the non-religious tech. Now, the non-religious Christian tech would allow regular Cathedrals, but the religious one would allow half-priced Cathedrals. Same for the other religions. These special techs should be named "Cathedrals", "Mosques", etc. They should cost 1 beaker and be non-tradable.
Then all religious civs get cheap cathedrals/mosques, and the non-religious ones pay the regular price.
For Israel there should only be the religious Synagogue tech, obviously. (I would say give them the cheap Synagogue with Jewish Theology, but then they would see an arrow pointing nowhere and they would have to research one turn less for their place of worship so nvm.)

->We could try. -2 hps for all the guerilla units, but no support.

->Interesting solution. I didn't think about it. The only problems are an increased complexity (9 new techs), a new tech to be researched that may alter the timeline, and the Jewish thing with the arrow. Why don't we simply leave everything as it is, as religious civs get some big bonuses anyway? ;)
 
Fintilgin said:
Arg! This is a really great mod, (good enough that I registered here just to post this) but it crashes everytime I try entering the medieval age. :( I've tried reinstalling the mod, but it dosn't do any good. If I delay getting my last ancient tech the game keeps playing fine, but the instant I move to the next age the game drops right to the desktop.

I thought it might just be a corrupted save game, but I made a tweaked version of the base mod where I told the Romans to start in the middle ages, and if I start as the Romans I never even see my first turn, the game promptly crashes right to the desktop.

Any ideas? I had similar problems (not identical) with an earlier version of the mod, and I'm nearly ready to give up on it, which sucks because it seems like a blast. :sad:

First of all, are you playing with the basic mod, or with the expansion?

Second: if you're using the expansion, then you should NOT tweak that way. When you start at a different era, you grab all the previous techs, including the religions you shouldn't have!
 
Hey Rhye, why was the Man-at Arms removed? Seem like Urban militia and swordsman are still running around in the modern era. Or did I miss something. Playing as England now. Built the Papal States a bit early though. London had it in about 500 AD.



Great mod. Love the flavor units.
 
A real oddity about Israel, I can't build The India Trade Company in Jerusalem. It's Jerusalem alone, any other city works fine, be it build or conquered. I have not paid special attention to this, so it may apply to other wonders as well. No idea what that might be.

Hm, might be interesting, writing the strategy guide. But this is my very first game as the Israelites, so it may take some more - I feel I've been rather lucky in this one. I'll keep it in mind though. Btw, if you ever decide to localize the mod/x-pack I'd volunteer for the german part of it. You dropped a remark hinting in such direction when that swastika issue was discussed some pages back. Well, each thing has its time and this can surely wait as the release is way more important and patches will be needed still, but if you decide for localization just let me know.
 
Aeon221 said:
Also, Fusiliers (at least) were well drilled units, not conscripts. Conscripts, by definition, are going to be badly trained and drilled. In this game, they are also (relatively) free.

Soooo since we have a line of units no one builds, and we have units that are typically made up of unhappy members of the populace (partisan? guerrilla? helloooo? ;p) they seem to make the most sense as drafted units from my point of view.

Granted, infantry was a drafted unit, but giving someone trench infantry for a pop point isnt fair to small civs.

Example, I have a massive empire with some huge, hyper corrupt cities that I draft the bejeezus out of for cheap troops to expand my holdings. Civ B next door has like five, and any drafting reduces their production ability. They can outproduce me with their cities, because their five are better than my core cities, but because I have so many drafted units, I can overrun them with ease (and some artillery ;p).
iirc, Napoleon pretty much drafted his army of fusiliers.
And I'm pretty sure in most cases in history the nations with really big populations really did get an enormous edge when they drafted. =|
Remember, historical accuracy matters here as well as balance.

Rhye said:
->We could try. -2 hps for all the guerilla units, but no support.

->Interesting solution. I didn't think about it. The only problems are an increased complexity (9 new techs), a new tech to be researched that may alter the timeline, and the Jewish thing with the arrow. Why don't we simply leave everything as it is, as religious civs get some big bonuses anyway? ;)
1. Maybe just -1 hp... When Partisans come in they're already far too weak to do real damage in small numbers. Guerilla seem to be a bit more dangerous when they come in but a bit later they too aren't capable of that much. So for them you may want it to be -2hp.
2. What big bonuses? The Monument and the Priest? I wouldn't exactly call those "some big bonuses". I'd call them "two okay bonuses."
 
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