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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Enkidu_Warrior said:
i read "keep all the stats" as implying a new UU - a camel-riding knight or horseman, not as just an animation change.

cemo, if i misinterpreted your suggestion, i apologise.

EW

Hm,
I was just thinking on the animation. That's what I think I ment with keep all stats o/d/m and so on.
When the egyptians go to battle with their "knights" they show the Persian Cataphract that Kinboat made (I think).
What I ment was that a knight4 should be created (same stats as the rest) but using the Mamluk (Think Dom Pedro made that) on the camel. He has both archer and sword to select from.

So NO UU but only another animation creation to look more egyptians for that timeperiod. Mamluks ruled Egyptian at that time, correct

Cemo
 
@player1 - there appear to be a number of cases where the UU stats/cost arent comparable across the civs. i would assume it has to do with Rhye's over-riding goal being to duplicate Earth history in the mod, and less to do with balance in the traditional gaming sense.

if you play a random map game, seeking to get away from the terrain LMs, you'll still have to play around these issues (similar, for example, to the AI instructions for each civ - even though you go random map, mongols still wont build workers).

EW
 
cemo1956 said:
So NO UU but only another animation creation to look more egyptians for that timeperiod. Mamluks ruled Egyptian at that time, correct

Cemo

i stand corrected :)
 
Hello, I'm playing a RoCX random map, and I have a few questions and problems. My latest savegame is attached, if anyone wants to take a look.

1) Do I really have to wait until the development of bombers in order to destroy "stuck" barbarians (i.e. barbarians on jungle terrain completely surrounded by jungle terrain), like near Rostov on my attached savegame? I don't see any other way to do it...

2) Why can't I build The Slave Trade in Moscow? I have astronomy, tobacco is within its radius... what am I missing?

3) Where's the oil? I discovered combustion several techs ago, I have most of the world map and two deserts under my control, but there doesn't seem to be any oil. Am I missing something?
 
my best attempts at answers:

(1) i'm afraid so. i used to park a spearman or something next door hoping to taunt the barbs into attacking, but unfortunately no go. in the end, i started tweaking the random map biq around these issues. for your current game, there's no suggestions i can offer (other than perhaps using artillery while you wait for bombers...)

(2) the slave trade is set as a coastal installation - that means it must be built in a city on the coast. clearly this is a hold over from the standard map where tobacco is pretty much near coasts (particularly with america who, historically, would build the wonder). i'd recommend unticking the coastal installation flag in the random map .biq file. unfortunately, that wont help your current game

(3) it appears that oil in the random map requires trench warfare. i'm not sure how or why this happened, but i'm surprised that others didnt catch it sooner (including myself!). for your game, you'll need to learn trench warfare, then oil should appear. for fixes (or, at least, to match the civilopedia), i'd recommend changing the required tech for oil to combustion in the biq file.

hope this helps
EW
 
I may be interested at some point in writing a strategy guide for the Carthaginians if there isn't one already. With a fairly safe 4 city start and an amazing early UU they can/should focus on exploration right away. In my game on emporer I nabbed like 10 huts. Got a free city in southern spain, and a bunch of tech, gold, and many useless ones, but if luck had turned better I could have made out like a bandit. Those ships can take out all the barb mediterranian boats, establish contact with all the mid eastern and european civs, and steal huts from everyone. I got a hut in Greece, 2 in Spain, 1 in France, 1 in England, 1 in Scandanavia, 1 by the Black sea, 1 (or was it two?) in North Africa by my start, and a few more i'm forgetting. You basically start with galleys, which is excellent for trading and exploring.

Beyond that early trading/exploring boost, the Carts are below average. But if you can take advantage of that early tech lead, trade to your advantage, and get 1 (or two possibly?!) settlers out of it, you can make a decent run of it.
 
Couple of questions :
Korean Turttle ship have bombardment range 1 in the civilopedia entry, but in reality have bombardment range 0. Which one is correct ?
In industrial/modern age on the earth map the turns are <I>extremly</I> slow. I hav 3Ghz cpu with 1Gb memory. Is it normal for such a configuration , or I'm missing something ?
Are smoller map exist for this mod ? If I'll play on the small random map will game balance be screwed ?
 
Enkidu_Warrior said:
@player1 - there appear to be a number of cases where the UU stats/cost arent comparable across the civs. i would assume it has to do with Rhye's over-riding goal being to duplicate Earth history in the mod, and less to do with balance in the traditional gaming sense.

if you play a random map game, seeking to get away from the terrain LMs, you'll still have to play around these issues (similar, for example, to the AI instructions for each civ - even though you go random map, mongols still wont build workers).

EW

Well, maybe it would be a good idea to lobby Rhye to make random map more fair (more UU balance and no AI restrictions).


By the way, I'm now playing Incas on Demigod, and I must say that I was a real lucky to get extra city from the hut.
Although I don't know how much is my Argicultural trait useful on earth map (exempt for cheap Aqueducts).
Historicaly they build Irrigrational systems out there, but since there is no river on western south america...

Anyway, maybe Industrial trait would be more proper.
 
s3d said:
Couple of questions :
Korean Turttle ship have bombardment range 1 in the civilopedia entry, but in reality have bombardment range 0. Which one is correct ?
In industrial/modern age on the earth map the turns are <I>extremly</I> slow. I hav 3Ghz cpu with 1Gb memory. Is it normal for such a configuration , or I'm missing something ?
Are smoller map exist for this mod ? If I'll play on the small random map will game balance be screwed ?

(1) turtle ship. it appears that, in the biq file it has a range set of 1, but does not have the unit action of bombard activated. this may be an oversight, but we may have to wait for rhye, or someone else closer to the unit basis, for more information. for now, effectively, it is a range 0, despite range being set at one.

if you want to change it to be an "active" range of 1, just go into the biq file and tick the bombard flag for the turtle ship.

(2) speed. ROCX does appear to be a bit slower than ROC as the game goes on. that said, a comparable game in C3C, with 31 civs and a 170x170 map would comparatively put you to sleep between turns. this may be small consolation, but ROCX is definitely an improvement in this respect.

(3) rhye actually has a 130x130 map available at his website. i'm fairly certain is was developed a while ago, without ROCX in mind.

that said, i tried it with the ROCX rules (as i much prefer smaller games) and have to say that it actually results in the worst of both worlds. on the one hand, you dont have all the LM tiles and bonuses around start locations, so the scenario does not run to earth historical accuracy like with the included map. at the same time, production is tuned to the larger map, and inclusion of all 31 civs, so you end up with imbalance issues on top of this, just as you described.

personally, i've been modifying the mod for a random map version that delivers to the game balance issues, but must admit that it strips away much of what makes ROCX what it is - slower development, earth history reflection, and faster load times.

so in that sense, using a smaller map or a random map will not retain much of the original character - which may disappoint a lot of people.

EW
 
Enkidu_Warrior, thank you so much for your help. I was never good at this computer stuff, just excessive memorization when it comes to useless facts.
 
Does anyone know whether it is possible to extent the 400 turn time limit on a game in progress? Or do I have to start a new game? Or can it be done at all?

I am playing RoC 2.67 and RoCX 1.2 on the earth map.

I am playing America on Emperor, and I lack behind in the first part of the game. We are now in 1998 and I am not even half way through the industrial age. I am nevertheless gaining on China who is leading, but I would like some time to finish all techs and enjoy being a REAL superpower;-) And I have turned off cultural victory, as I don't like playing a cultural game.

Finally, does anyone have a good strategy for America? I find it very difficult to keep up with the European and Asian countries in the beginning of the game. When I finally manage to speed up my research, it is usually too late. I started by destroying the Iroquis, so I have the north american continent by myself, but I am still too slow until we reach the Industrial age........My first wonder I was able to build was the Eiffel Tower.
 
QuoVadisNation said:
Vostos, if by normal, you are refering to the basic one and the expansion one then yes. I downloaded the basic one but my game crashed while trying to find 'Holy_War' and the 'Consitution'. But, after downloading and installing the expansion, my game crashed when trying to locate the 'Statue_of_Libetry'

Patch conquests to 1.22
 
player1 fanatic said:
Maybe this sounds just like nitpicking but isn't flavour animation of western european Workers a little too low on contrast. It's coloring just looks a bit weird compared to other units (too "greyish").

Also Roman crossbowmen have no fortify animation.

And fortify animation of Roman Horse Archers is little bit low on framerate (same effect you get when playing civ on very slow computers, when animations are choppy).

I didn't make the units! :)
I chose the best animations available in the forum, and fixed many oversized units, wrong offets, missing sounds, etc.
Unfortunately nobody's going to create units on purpose for RoCX.
 
Ramboost said:
Thanks. I just thought I remembered that corruption was altered in RoCX compared to the original Civ. But I guess the same rules applies til RoCX as to the original? But what does "Corruption set to 40/41/42/44/46/48/49/50% (depending on the difficulty level)" mean, taken from Rhye's website?

Here's what I mean:

Enkidu_Warrior said:
- distance corruption in ROCX is grossly reduced (around 40-50% in the ROCX biq file, compared to 90-100% in C3C), making distance less of a factor in corruption.
 
Enkidu_Warrior said:
(2) speed. ROCX does appear to be a bit slower than ROC as the game goes on. that said, a comparable game in C3C, with 31 civs and a 170x170 map would comparatively put you to sleep between turns. this may be small consolation, but ROCX is definitely an improvement in this respect.

(3) rhye actually has a 130x130 map available at his website. i'm fairly certain is was developed a while ago, without ROCX in mind.

that said, i tried it with the ROCX rules (as i much prefer smaller games) and have to say that it actually results in the worst of both worlds. on the one hand, you dont have all the LM tiles and bonuses around start locations, so the scenario does not run to earth historical accuracy like with the included map. at the same time, production is tuned to the larger map, and inclusion of all 31 civs, so you end up with imbalance issues on top of this, just as you described.

personally, i've been modifying the mod for a random map version that delivers to the game balance issues, but must admit that it strips away much of what makes ROCX what it is - slower development, earth history reflection, and faster load times.

so in that sense, using a smaller map or a random map will not retain much of the original character - which may disappoint a lot of people.

EW

That map was made with a conversion for Vanilla in mind.
It was made to contain 16 civs only.
 
OzzyKP said:
I may be interested at some point in writing a strategy guide for the Carthaginians if there isn't one already. With a fairly safe 4 city start and an amazing early UU they can/should focus on exploration right away. In my game on emporer I nabbed like 10 huts. Got a free city in southern spain, and a bunch of tech, gold, and many useless ones, but if luck had turned better I could have made out like a bandit. Those ships can take out all the barb mediterranian boats, establish contact with all the mid eastern and european civs, and steal huts from everyone. I got a hut in Greece, 2 in Spain, 1 in France, 1 in England, 1 in Scandanavia, 1 by the Black sea, 1 (or was it two?) in North Africa by my start, and a few more i'm forgetting. You basically start with galleys, which is excellent for trading and exploring.

Beyond that early trading/exploring boost, the Carts are below average. But if you can take advantage of that early tech lead, trade to your advantage, and get 1 (or two possibly?!) settlers out of it, you can make a decent run of it.

thank you! Sooner or later the guide will be complete.




by the way, your work could be easier if you look at Horton's guide for RoC

Go get Dumbo's chainmail out of storage, it's time to get some payback on the Romans. Those first 3 Punic wars were just a warm-up!

Carthage is a challenging civ to play in Rhye's. If you've gotten fat and happy whooping up on the AI with one of the high powered Euro civs you're going to have to toughen up to win with Hannibal and company because the good old days of abundant resources and fast population growth are over! Your UU, the Numidian Mercenary is a tough 2/3/1 defender type that will keep your cities safe but might end up triggering a too early golden age so be careful with them!

Interestingly, while Carthage and England share the same traits, Commercial and Seafaring, the two civs play very differently. Unlike the English, Carthage runs out of quality expansion space real fast. Plan on only having 3-4 decent cities around N Africa. You're going to have to fight your way to a bigger empire instead of just pumping out settlers. Pick your spots carefully, you need at least 3 productive cities in your initial core if you're going to compete.

You're going to want to establish contacts as fast as you can because tech brokering is about the only way you're going to stay in the game in the early going. Expect the Euro bullies to demand tribute early and often. The good news is that you'll have quick access to camels and elephants so you can build a mobile force to repel landings.

With only a few cities to start with you'll have to really balance your production between units and infrastructure. You can help yourself immensely if you can finagle your way to the Temple of Zeus. Ancient Cavalry can devastate the AI and you're close enough to Iberia to quickly overrun the Spanish and Portugese if you can get a decent stack of units. This gives you a huge boost because you can pack 5-7 cities in Iberia that will be close enough to your core to be almost corruption free.

If you can keep the Euro AI landings to nuisance levels, expand along the N African coast towards the Suez and you can fatten up on the weak sister Middle Eastern civs like Egypt and Sumeria. Just hang on through the Ancient and Middle Ages and you'll be in position to control all of W Africa and the all important rubber resources. Once you've got Infantry you can invade Europe at will and let your Commercial trait ensure that you'll have a booming empire.
Every now and again you might even find yourself in the mood to take a break from ruling the Mediterranean with an iron first and head down to laugh at Caesar as he shovels out the elephant stables.


Many things he says are now obsolete (English traits, Num. Merc stats, Zeus and Ancient Cavalry) and it lacks the new things of RoCX (the bireme, the religions for example)
 
cemo1956 said:
Hm,
I was just thinking on the animation. That's what I think I ment with keep all stats o/d/m and so on.
When the egyptians go to battle with their "knights" they show the Persian Cataphract that Kinboat made (I think).
What I ment was that a knight4 should be created (same stats as the rest) but using the Mamluk (Think Dom Pedro made that) on the camel. He has both archer and sword to select from.

So NO UU but only another animation creation to look more egyptians for that timeperiod. Mamluks ruled Egyptian at that time, correct

Cemo

I thank you for the suggestions, but there are some problems about this:

- I know DomPedro's animation, but I don't like it. It is oversized and it has wrong perspective.

- If you look inside the editor, you'll see that numbers 123456 mean cultural groups, with some exceptions. I never added a flavour animation for one civ only.
 
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