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:
I've posted the patch 2.66 for RoC, almost useless (only some small fixes). The only important thing is that now newbies can download again from the correct 4 parts, and in a short while those links will be replaced with an hopefully *correct* 3D downloads file.

rhye - do 1.01 ROCX players, installed over ROC v2.65, need to get the 2.62 -> 2.66 patch?

EW
 
It will not overwrite anything that's RoCX specific.

Changes in v2.66:

- Fixed Camel sounds
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Updated script.txt. Now the science advisor says the correct phrase
- "Constitution" is now called "The Constitution"

The only thing in which RoCX will benefit is the first line (camel sounds).
 
Blasphemous said:
Try using Absolute Monarchy for now... It'll help you with research (has a cap of 9) and it can support a large army, if your cities are not all under 6 pop.
Absolute monarchy is what I used between Theocratic Monarchy and Communism. Worked like a charm.

Currently I have no problems with research. I research a new tech every five turns with a small deficit, but earlier I got about 1000 gold for each conquered Arabian city, so I pretty much live of them.
Abs. Monarchy will kill my research because of the unit support. My gamestyle almost always requires feudalism because I pop. rush barracks, temples, etc. in newly conquered cities. This prevents cultural conversion without costing money and kills the subversive citizens. I started that tactic in spite, beacuse many people are rather anti-feudalism. The only problem is if my army runs out of steam before I get Communism.
I actually tried to switch to Abs. Mon. in an effort to get the production up again, but no luck. The Empire is just too big and corrupt.

Rhye, any thoughts on the early fascist idea?
 
I meant leaving communism where it is and moving fascism earlier. Then switching the names for the Marxism and Totalitarianism tech.
 
Three_Crowns said:
Currently I have no problems with research. I research a new tech every five turns with a small deficit, but earlier I got about 1000 gold for each conquered Arabian city, so I pretty much live of them.
Abs. Monarchy will kill my research because of the unit support. My gamestyle almost always requires feudalism because I pop. rush barracks, temples, etc. in newly conquered cities. This prevents cultural conversion without costing money and kills the subversive citizens. I started that tactic in spite, beacuse many people are rather anti-feudalism. The only problem is if my army runs out of steam before I get Communism.
I actually tried to switch to Abs. Mon. in an effort to get the production up again, but no luck. The Empire is just too big and corrupt.
Well, I also pop-rush newly conquered stuff...
Anyway, you may wanna consider gifting some crappy outlying cities to weak, far-away opponents... The cities will be useless to them, and you can just declare war and take them back once you've settled into Communism.
 
I would love to do such an SG.
 
BEST mod of Civ 3 I have ever played! Finally no more 10 minute load times, and some very nice looking new units. Finally RELIGON is a factor! Imangine what this guy could do if he was a paid staff member of the Civ 4 team! Hope Atari catches on to you Rhye and makes you a contractor or something.
 
My goodness...this expansion pack is truly marvelous. I can hardly imagine Firaxis doing as well.

Rhye & team, you folks are simply great!

My only bug I 've found with the ultra, ultra fun random map expansion is that my elephant archers make no sound at all while fighting or traveling. That's it! Unbelievable....
 
I posted a screen shot yesterday of an Xpak victory playing the Russians. But it is too big. How do you guys get the screen shots small enough to fit the post.

Now I am playing the Portuguese....great mod!!!!!!!!
 
It is 1496 AD in my gmae as mother Russia. A few turns ago I was able to mass upgrade about 25 Horse Archers into Cossacks. The Ottomans and I just reached the Industrial Age. I have 8% Area and 12% Population boasting a score of 881! My Russian empire is just beggining...
 
The patch 1.02 is complete. I can post it anytime, but I prefer to wait for tomorrow.

This is the list of the changes. If you've something to add, tell before tomorrow morning.
In bold the most important of the changes that will alter the content

- Dreadnought and Bomber now upgradeable
- Balloons now cannot be loaded
- Fixed USMC abilities
- Galleys and Dromons now can carry 1 unit
- Fixed Urban Militia-Partisan-Shifta-Guerilla upgrade path
- Urban Militia, Partisan, Shifta and Guerilla now don't require support, but suffer -2 hit points penalty
- Ansar Warrior now costs 80
- European Ironclad now rotates before attack
- Fixed Gallivat and War Chariot enslavement result
- Increased Cog ocean movement points
- Changed Gallivat movement points
- Changed USMC stats
- Monument now produces 2 culture per turn
- Fixed the Monastery: now produces 3 happy faces
- The Terracotta Army now have a frequency of 7 turns
- Magellan's Voyage now increases by up to 3 points naval movement
- Reduced Magellan's Voyage and The Statue of Liberty cost
- Democracy now required for era advancement
- Enlightenment no longer allows draft, MPP and embargoes
- Reduced Mesoamerican Cults cost
- Tech rate now 253
- Tuned Chinese (+), Japanese (+), Greek (-), Arabian (-), Portuguese (+), Babylonian (-) and Viking (+) strength
- Moved Mustangs' locations
- Fixed Civilopedia entries (Religious Traits, Scout, Fortress, Barricade, Iron Working, Construction, Trench Warfare, A-Bomb, Phoenician Bireme, The India Trading Company, Forbidden Palace, Secret Police HQ, Mustangs)
- Bonus for seafaring civs is now mentioned
- Replaced "are building" with "are starting to work on" in the Cultural advisor report
- Fixed CW Elephant Archer, Slinger and CossackSpakh sounds
- Fixed Junk attack animation
- New Terracotta Army wonder splash
 
When I try to open Civ3edit, a pop up window says "ERROR: Not a valid Civ3 Scenario File." it still goes into the program, and if I try to up the X-pack it gives the same pop-up.. does anyone know a solution to this problem, is it RoC or my game?

thanks
 
Rhye: How do you make it higher compression on a jPEG?
 
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