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:
And what about "ain't"?
Is it British english, right?
No, actually I'm pretty sure that "ain't" is purely American.

Just played a few turns on my Germany beta game.
There are two redundancies that I noticed:
1. There's not much use building a 10.12.3 Mech Inf, as the attack value isn't really enough to be useful against a modern fighting force, and the defense means it can only be used well to temporarily defend a place while slower defenders are sent there. I would suggest raising both the attack and the defense a bit, so that it's not as good a defender as the TOW and not as good an attacker as the Tank, but still useful as an all-round fast unit. Then it would be an effective "quick-response" units for offensive defense, speeding out of a city to quickly attack any intruders and hold ground while better defenders make their way to the spot.
2. It's completely redundant to have Space Flight allow spaceship parts when Satellites is the tech that allows you to start the colony ship. :mischief:
 
all my rocx games have ended before modern times, so i dont have any playing experience with the mech inf. however, the stats you describe, blas, make me think they could make a useful support for defending attacking units left out in the open at the end of your turn. sort of like the uses for paratroopers described in the CFF strategy guide for the standard C3C game.

i'm not saying this means mech inf are properly tuned for this scenario, but rather asking if you had considered this alternate use...?

EW
 
I hadn't thought of that role and in fact that sounds like a very good idea (I know in my campaign through Russia if I had used MI to defend my Panzers I could have conquered all of Russia instead of leaving six cities for the damn Spanish.) But even for that role, 12 defense is not that great. It should be a bit more to make them useful. You don't even have to raise attack that much if they are meant to act primarily as fast defenders. Just make their defense enough to make them worth bringing along to defend an MA. (Oh, and PLEASE rename the Modern Armor to Main Battle Tank or MBT. the current name is correct, but "MBT" is a term actually used to describe this type of unit in reality.)
 
Modern Armor has the same defense values as Mech Infantry, so really no point in building MI. I find it kind of ironic that MI are supposed to be heavily armored and armed, but they have lower defense that foot infantry.
 
thanks for the update patch, Rhye! merry xmas to you too. :)

i've just been screwing around with the biq file and i think there's a way to eliminate AI workers at lower levels. on the difficulty levels tab, you can indicate the number of bonus units for the AI to start with. unit type 1 is worker, so set this to 0 at regent and below, and 1 (or higher) for monarch and above. then go into the players tab in the scenarios properties interface and remove the worker from each of the 30 AI players.

enjoy
EW
 
EW, again, removing the AI worker at lower levels would hopelessly cripple civs like the Mongols who are set to never build workers and must make do with the one they start with and the few that they buy or capture.
 
Why do you propose these things some hours AFTER the release of the last patch (having shut up last days)?

Mod. inf. is cheap and no resource-unit: 10/10/1
Tank is offensive: 16/8/2 and mod. armor is the evolution: 20/12/3
Mech inf has the speed peculiarity: 10/12/3
and TOW inf has the best defense: 4/16/1

An higher defense for Mech inf would render TOW useless and Mod. Inf even less worth.
It's too late anyway.
 
Enkidu_Warrior said:
i've just been screwing around with the biq file and i think there's a way to eliminate AI workers at lower levels. on the difficulty levels tab, you can indicate the number of bonus units for the AI to start with. unit type 1 is worker, so set this to 0 at regent and below, and 1 (or higher) for monarch and above. then go into the players tab in the scenarios properties interface and remove the worker from each of the 30 AI players.

I don't think it will work. The "custom player data" has the priority, I think it would result in no worker for anybody.

Anyway the problem wasn't to remove AI workers but to give a worker to the player for easy levels. And that can't be done unless using different BIQs
 
@rhye, i was looking for an alternate solution for balance at the easier levels. meaning, if the player cant have one along with the AI, then maybe neither should get one.

@blas, let's face it, if they (iro, mon, zul) are relying on only one worker, it's not much of a stretch for them to get none. and since it would only affect the lowest levels (chief-regent) this is really a non-argument.

regarding mech inf, i think the 3 move is where their benefit is. use, tow and MGs are better def, and standard inf equal, but none of them can get where you need them all the time - unlike the mech inf.
 
Rhye said:
I don't think it will work. The "custom player data" has the priority, I think it would result in no worker for anybody.

i've tested and confirmed this. bummer.

however, it further cements my assertion that this is overkill for the lower level player. two palace guards and a worker for all 30 AIs against a mid- to low-level player gives the AI too much of a headstart for it to be fun for them.

i would suggest turning off the worker restrictions on the three civs and building in the unit bonuses as part of the difficulty tab, not the player tab.
 
Rhye said:
Why do you propose these things some hours AFTER the release of the last patch (having shut up last days)?

Mod. inf. is cheap and no resource-unit: 10/10/1
Tank is offensive: 16/8/2 and mod. armor is the evolution: 20/12/3
Mech inf has the speed peculiarity: 10/12/3
and TOW inf has the best defense: 4/16/1

An higher defense for Mech inf would render TOW useless and Mod. Inf even less worth.
It's too late anyway.
I just didn't get a chance to play much until yesterday. Sorry. =\
Anyway, my point is that at 10.12 the Mech Inf can attack a Tank but hardly attack an MA, and it can't defend against either. So it becomes a cheaper MA that can't attack as well or as often. If it had 12.14.3, it would be useful both for quick response, and for temporarily defending new conquests while your TOWs walk over to the place.
And it's not too late, since we will eventually continue to develop the mod even in your absence. (And boy does it scare me. ><)
 
Rhye said:
And what about "ain't"?
Is it British english, right?

That's just slang, a corruption of "isn't" (it looks like it should be short for "ai not" but of course there's not such word). There's nothing American about it. It's a rather old-fashioned schoolboy sort of word. William says it a lot in the Richmal Crompton stories. Or you'll find it in the Beano in years gone by.
 
@Rhye: I should be finally done with my Germany beta game in a few days, and then I will play on the new patch and comment on it. Can you please make a special "patch" for those of us who are in the ROX1 SG so we can patch up to 1.2 and still see the proper tech tree in the SG?
Also I just noticed that the name "Wall Street" should be changed to something more generic, like say "Central Stock Exchange". =X

@Plotinus: Hmm, good to know.
 
SoL rocks. i like the new tech tree changes, with the exception of physics coming out of humanism. my understanding of the history of scientific development is that much of modern physics was born out of the studies of magnetism and astronomy, and had less to do with the humanities and more to do with the pursuit of knowledge for knowledge's sake. as such, i'd change it to requiring astronomy.

i just finished a game as arabs, and they definitely didnt have it as easy as before. it was also nice to see egypt make an effort to the west, so whatever changes were taken there appear to have made an impact.

final result: arabs, 35k cultural victory in 1964. i squeezed 8 cities onto the peninsula, but could have gone for 10 had i known the terrain a little better before i started. at the end, mecca was tallying 72 culture per turn, and the arabs had the top 4 cities in culture. we had just finished two techs into the industrial age when the world cried uncle. ;)

i managed to get all the way to the end without fighting a war of aggression or exploring a single colony. (it was good to see that could be done. :) ) and i should also note that i intentionally slowed my own research and resisted catalysing tech trades too much, as i wanted my saracen bowmen to be the best defense in the world for a long time to deter encroachment on the budding cultural "mecca" we were becoming. :D
 
one other comment: i noticed that i couldnt trade communication at the end, and the biq says that this is set to begin with electricity. i dont recall it being so late in the earlier versions of ROC/ROCX, but this seems insanely late. it's bad enough maps cant be traded with map making, but trading contacts should be possible with embassies - ie with writing.
 
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