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:
Horsemen upgrade to knights, so to Ansars

doh! that's what i missed. i'll have to keep that in mind for my next knight-based UU game.

another thought (sorry to be all over the place here): as the arabs i didnt have iron at all and didnt miss it until cannons came along (at which point, persepolis was looking mighty tasty ;) )

which leads to my question: have we undermined the importance of iron too much?
 
:Roughing56 - it'll be a prob. with one of the (5) zipped files. I watched for error messages when unzipping (using winrar) and noticed one of them was missing a file. I redownloaded that zip and this time it was complete. Would've been easier to note the exact name of the file and ask for it here (I suppose). But I could be wrong. Look in the last 5 (?) pages for a link to the installer by Micromegas.
 
Iron should not be so ridiculously important! No one has ever started a war over it in the real world because it is so darned easy to find.

Oil, on the other paw, is a little too prevalent in the mod. I would like to see some really major reductions on its availability because, as is, I rarely need to battle/trade for the stuff. And Germany having oil in its borders seems a bit odd. I know there is oil in the North and Baltoc Sea areas, but I distinctly remember Germany invading the USSR in WWII because it was experiencing a shortage of oil.

Anyway, its not really major. Its not even something I would change myself ;p
 
aeon - i'm not suggesting we make iron as ridiculously important as it is in c3c, but rather giving it some importance. otherwise, it might as well be a bonus resource, not strategic.

i do agree with you about oil, though.
 
I see that we are adding the SoL. What are the stats (and resources) for it and when does it become available, and upgrade to?
Thanks!
 
Nice to see Aeon's And Enkidu's thoughts on improving the mod! :)
I myself would also like to take part in future tweaking with it, say, development.

Now, about victory conditions:
I am sad to read that it may be that the AI doesn't plan to win but only to play against the human. And I see that conditions shouldn't be so low and easy that the human player wins in one of the ways TOO easy and soon.

And yet, just how do you feel when at around the age of Industrial Age or before you already can take in for granted that you win? Is the game still fun in the endgame?

This is the VERY reason I argue for conditions that make it so that the AI nations get close to a victory of some kind while the human player's nation is also being in the contest.

As now, to me it seems that either the human is killed or the human wins (on emperor).
 
Rhye, I see you put the guide up. :) Please correct some of the typhos I left in:

near the end:

"(wich you build up still east of the Andes) will serve as a big war-machinary.
Oh, and those workes you capture:"

wich - which
workes - workers

Also:

"(somewhere east of the south end of the southern desert valley that is along the coast at your starting location. "

put in a closing bracket. Thanks.
 
Roughing56 said:
Am I the only one having the game crash? I get

Missing Entry in Scenarios\Rhyes of Civilization|text\Pedialcon.txt\ANIMNAME_PRTO_Grenzer

I also got the same crash looking for a Shifta

anyone have any ideas..would appreciate it


Let me guess...

You are playing RoC only, no expansion. And you have an out-of-date version, older than 2.62 and you updated it with 2.62_to_2.66 patch. Right?
 
V. Soma said:
Rhye, I see you put the guide up. :) Please correct some of the typhos I left in:

near the end:

"(wich you build up still east of the Andes) will serve as a big war-machinary.
Oh, and those workes you capture:"

wich - which
workes - workers

Also:

"(somewhere east of the south end of the southern desert valley that is along the coast at your starting location. "

put in a closing bracket. Thanks.[/QUOTE

Done
 
The updated changelog. It contains some new thing that must be tested. Like the repositioning of oil to a more important location. It can affect AI strategy of settling, so I still have to check.

- Palace Guards now immobile
- Trebuchet no longer available to Rome
- Partisan no longer wheeled
- USMC now has ranged attack animation
- Added Ship of the Line, available with Naval Tactics
- Galleass now upgrade to Ship of the Line
- Changed Galleass, Cog, Frigate, Gallivat, Galleon, Man-o-War, Privateer, Turtle Ship, Ironclad and Carrier stats
- Increased cost of all the industrial and modern ships except Transport
- Secret Police HQ now causes an unhappy citizen in all the cities
- Raised culture per turn for some wonders (Pyramids, Artemis, Mausoleum, Izumo)
- Alchemy now requires Siegecraft too (so that Metallurgy is discovered later)
- Physics moved to the top of the medieval tech tree, after Humanism
- Humanism now requires Printing Press
- Military Tradition now requires Magnetism too
- Naval Tactics requires Mercantilism too
- Reduced Firearms, Military Tradition, Flintlock and Naval Tactics cost
- Tuned Arabian, Egyptian and Babylonian strength
- Deleted one barbarian unit near Babylon and changed one near Rome
- Deleted two horses in Russia
- Deleted two oil near the Baltic and Norther sea, and added one in the Ruhr
- Deleted one rubber in Africa and two in South America
- Slightly decreased disease and plague strength (80)
- Tuned victory conditions (15k/35k, 25%/40%)
- Fixed Civilopedia entries (Mustangs, Galleon)
 
Rhye, do you remeber that tile in South America just east of the Andes and ca in level with the mustang that seems to be a grassland graphically, when it is a marsh in fact?

Can it be corrected? I again was fooled to it when playing Incas...
 
As I think of it, the AI will never reach the 15k/35k threshold :(, with 15/35, so we intend this kind of victory only for the human player to be reached?
 
V. Soma said:
Rhye, do you remeber that tile in South America just east of the Andes and ca in level with the mustang that seems to be a grassland graphically, when it is a marsh in fact?

Can it be corrected? I again was fooled to it when playing Incas...

:confused:
I fixed it much patches ago...it was a problem with the marsh graphics.
 
V. Soma said:
As I think of it, the AI will never reach the 15k/35k threshold :(, with 15/35, so we intend this kind of victory only for the human player to be reached?

Hey you all pushed for this. I'm just doing what you asked.

You all said that 10k was too low and that 40k was too high!
 
Hey, no, I, for one, always said it should reamin at 10k, and also think that either 30k or 33k should be for the other, Well, I would vote for 30k...

In this case (10/30), when being the strongest OVERALL civ, and going for spaceship or diplo-victory - the AI's culture would be of some element to count with...

Rhye, that marsh-tile: still looks very green and grasslandlike... can you check it out and put in a picture of it here, so others could judge it?
 
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