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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Limiting indigenous pop is real easy... Just make Aqueduct require the Homeland resource. In RoCX you need Aqueducts to pass size 5, and additionally you can cover the terrain with -1f resources that only the indigenous civ sees. They would be hard-pressed to grow that way.
 
- an idea for populating the existing map with cities is to run it on AI several times and note the most common city locations that are settled. plop all your indigenous cities there in the editor.

An alternative would be to get an atlas and work from a combination of the two.

That way you would keep a lot of the random placement, but the cities would have a name that at least looked right (it being impossible to get this exactly right without balance problems)

Finally, how are you picking the civs? Seems like you could do various flavors, like Classical civs and European civs (to name a few). It would mean more work (even if you just preset all the cities and switched them around) but it would be worth it.
 
very nice mod!! nice grafics!! nice map!! i just tested exp+terrain i and i have to say its great! but i miss a unit, an attack chopper like apache or mi-24hind or something like this! thx for your great work!!
 
Thanks for the responses guys.

Aeon221 said:
I assume you got that impression from further reading elsewhere; all I got was a brief blip that seemed to do more to confirm the colonial method. I mean, the tortise fragments were all coming from the same place haha.

Regardless, this looks cool so I am going to dig up some time to read about it! Please share anything else you have on it!

Actually I read the entire article at work this summer. They have the issue that the article appears in--July 2003. But yes, the blip on the picture tells a little about their findings, of multiple cultural centers in the Shang region, all with different leadership and similar styles of creating bronzes (some of which are the largest pre-Renaissance bronzes ever found, very advanced for the time).

I have to say that the term barbaroi is rather passe in this day and age. Wouldnt it be more apropos to call them something else? Or even just not include them? I am curious as to how you intend to include playable civilizations and still fill the earth with the barbarians AND still meet the 8 civ limit!

Good point! I like Endiku_Warrior's idea of calling them Indigenous or Native people. As to the number, I had in mind making 4 indigenous civs (one for each culture group), leaving space for 4 regular civs. This is rather limiting on the playable civ side, and I would prefer EW's idea of 1 indigenous civ and 7 playable civs. If only I could get a way for the indigenous civ to not share culture with any of the playable ones, it would solve the balancing problem of having some players sharing the culture group while others do not.

Putting Never Build orders in the editor rather than a special resource is a great fix. Thanks guys. I like the idea of putting this on the Aqueduct and Hospital as well. I also like the -1F resource. Great ideas.

I wouldn't want to completely bar them from research, since you would need them to be able to defend themselves later on with Guerrillas and such. But I think if they have no (or next to no) access to workers (since slaves are their only labor source), then you would find them using large numbers of no-resource units, rather than only Ancient Era units throughout the game. But initially they could be limited to some flavor units that are very crippled, and I could set some hidden "stone age" techs between them and the regular tech tree that have a very high cost.

The preplacement of cities I would want to be somewhat historical. Here is an example of what I had in mind:

attachment.php


This is from El Justo's scenario, "The Cold War Deluxe; 1960-1989, located here. The map is 130x130, Rhye's. It appears that he has adhered to RoC rules about settling on Jungles and Deserts; you'll notice that these regions are very sparsely populated. In fact, I'm considering borrowing his map entirely, deleting units, importing Rhye's rules, and reassigning cities to the indigenous civ(s). It all depends on whether it would be more work to place RoC landmark terrain on his map, or place his cities on the RoC map.

I'm still working on how to cripple them with a special government, and getting them to choose it over despotism. Any ideas?

EDIT: fixed an html tag.
 
I have Civ III Conquest v.1.22. When I try to run ROC V2.68 I receive a load error of file not found "art\units\ancient settler\ \ \ \ \ \art\units\settler\settdefault.flc".
I have download the file twice and still get the same results. I'm doing something wrong. need some advise on how to fix problem.
thanks,
cylc.
 
You would be best off posting this in the Rhye's of Civilization thread so that they become aware of it, plus they know the mod more than most people do and will be able to help.
 
Moderator Action: I am going to merge this with Rhye's thread.


Moderator Action: Threads merged.
 
Rhye,

First of all, this has to be the best mod I've played in years. I salute you! (And thank you much!) And many thanks to your er... development team whom I know have played a great part in making this mod possible.

I know you've done a lot already, but I say you would be the perfect modder to attempt a 4000 bc to beyond mod. Not sure but I have read a few mods actually has four eras instead of three?

And on a lighter note, I've found a way to get rid of the annoying patrol ai function that seriously slows down the intern, just slap this in the conquests.ini (be sure to back up just in case) NoAIPatrol=1. And if its possible to make a smaller map? say a reflection of the standard earth map?

Wild
 
I have been trying to download this MOD for some time now. I am on Dail up so it is a very slow process. I THINK I finally got everything loaded (Basic + Expansion). I had to download it in parts.
When I Tried to start up the game, it begins the loading. But then quickly I get THIS message

Missing File, "Text/Pedialcons.txt." ICON.BLDG_Holy_War

Then the game ends. I have tried a couple of times and that happens each time. I would Greatly appreciate if some one could help me get started.
Perhaps I just need to re download that section, but I am not sure which file the above would be in ( part 1, part 2, etc.)
Or would it be possible for someone to just send me THAT specific file and I could load it??

Any help please send directly to BLTurner@hotmail.com

THanks
 
keitherwild6 said:
I know you've done a lot already, but I say you would be the perfect modder to attempt a 4000 bc to beyond mod. Not sure but I have read a few mods actually has four eras instead of three?
Umm... The basic game has four eras and you can have no more than that, and RoC/X already ARE 4000BC and beyond mods... Assuming what you mean is that it's a mod that starts at 4000BC and follows the course of human history from there.
:rolleyes:
 
I think he means futuristic stuff... otherwise it doesnt make sense.


@cylc and VFM:

You are not missing the file, so do not worry about that. Please list exactly what you did with the file.

Here is a quick checklist:

Did you put the various downloaded files into the Civ 3 Conquests Scenarios folder?
Did you make sure to patch Conquests to the most recent version?
Did you download all five parts?
Did you overwrite everytime it asked you to overwrite something?
Did you change the name of the XF folder?
DO NOT CHANGE THE NAME OF THAT FOLDER OR ANY OTHER!

Without some very specific information on what you did, I cannot help you more than that.

I hope this was enough, but if not just say so ;p
 
As you can see I'm slowly detaching...however I'm happy to see that you keep working on new ideas.
The FAQ in the site were made to help new users, I suggest you (cylc and VFM) to look at them.
VFM->you must update Conquests to 1.22
cylc->mmm check that you have the settler folder inside civilization iii\art\units. And have you updated Conquests to 1.22?

keitherwild6-> Thank you. I don't know what you exactly mean with that 4000bc thing. Regular games start in 4000 bc and there are four, and only four, eras.
I didn't know that patrol slows down AI movement, are you sure of this? I may keep it in mind when testing the next patch (and that will happen soon), but I want to be sure first.
 
Oh yeah, the thing that keitherwild6 said reminded me to ask this question finally. Have you put the NoAIPatrol=0 line in for your games Rhye? It made a huge difference when I took it out playing as Russia.
Just wondering so that I could use the setting that it was balanced on.

And in response to keitherwild6 suggesting adding NoAIPatrol=1 in, I think that will do nothing as it is the defualt for conquests when there is no NoAIPatrol= line.
See this thread for the details: http://forums.civfanatics.com/showthread.php?t=100704
 
HEllo again people.
Thanks for the suggestions. I did need to update to Conquest 1.22. I recently did that, and STILL I have the same problem. I get exactly the same massage as before. Any suggestions now?

Thanks
 
Blasphemous said:
Limiting indigenous pop is real easy... Just make Aqueduct require the Homeland resource. In RoCX you need Aqueducts to pass size 5, and additionally you can cover the terrain with -1f resources that only the indigenous civ sees. They would be hard-pressed to grow that way.

in the case of limiting aqueducts and hospitals, there's still the issue of placing cities on rivers. it would be difficult in some areas, and unrealistic in general, to not place cities on rivers - which give a "free" aqueduct.

i like the idea of using limiting (ie -1) resources that would appear from a tech only indigenous can get. however, i dont believe there's a way to layer those resources with the existing bonuses. this is important as any city will (naturally) use its best tiles for production. even if all other tiles have negatives, the bonus tiles in the territory will be enough to push growth forward to some degree. this might still work with some creative map fiddling, but i'm doubtful.

that said, with a bunch of "never build" instructions on the indigenous peoples, you may just find that further tweaking is not necessary... dont know if this is true, but it would be easy to test once you get to that point.

@camber - i'm diggin the idea of 4 and 4.

EW
 
to the people having problems, a common mistake is not ticking the "use full path names" option when extracting the zip files. below is a link to a post i wrote about this some time ago. can you confirm that you did the steps listed and have a directory structure as shown?

http://forums.civfanatics.com/showpost.php?p=2450296&postcount=5316

EW
 
Guys,

Yes I meant "futuristic" stuff. Though I can see from your work (though I may be wrong) that you are more interested in the 'real' world, I think it would be great if you can stretch the whole civ to the future. It has been done before with civ II if I can remember.
And I have tech question I got a P4 1.8 with 512 ram, and ati 9200 (though I am not sure the card will do anything) is it normal to have a 20- 40 second turn in lets say when the map is literally covered with cities?
Thanks, again if you do want to undertake such a project I'll be more than willing to help...
 
Rhye,

I read from some thread in this site I am not sure where, but it was recently. I was trying to get more speed. Ther thread stated that ai has a tendancy to parol iow make there units go around in circles, which does contribute to the seconds in the intern.
Oh yeah, and want to add to my praise that your techs are probably the most uncluttered I've seen. I mean more techs is really good, but if put to getter in a sloppy way it really fould the gameplay. Another salute! And keep up the good work!!
 
Dear Rhye - this mod is the most balanced earth mod I have ever played in any version of Civ. It is so much fun to play with. Your theory that larger maps dont necessarily imply more "pleasure" is absolutely true. I have been trying out Inca, Austria, Scandinavia, China and Ethiopia (emperor level) so far, managed to survive until the modern era, and I enjoyed every single game. Thanks!
 
thanks everybody, and vote please ;)

vfm->check that directory structure

kw6->just read that, it seems that default for conquests is nopatrol=1. So if I deactivate it, I'll partially fix barbarians problem, but AI will patrol again.
 
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