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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The Installer worked fine for me. I agree it went too quick to note any of the screenshots and it would be preferable to have the options of desktop shortcut etc.
When playing your mod (PS Two thumbs up! :goodjob: ) there was a problem with the description of the Egyptians. I'm not sure if this was in the vanilla Civ3. Also if this problem has been brought up previously, I do apologise as I have not had a chance to look at past posts (that's what you get when you have the most reply in the forum :lol: ).
Thanks for the continual support and again congrats on a great mod!
 
Well, here is a pic of a 80x80 (small) map I made yesterday:
 

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I believe that this size, the 80x80 would fit for a MP game, with the 8 civs I had discussed with Camber.

I begun to give terain to Europe for this 80x80, and I was sad to see that terrains such as grassland makes distortions in shoreline - it doesn't look as it was with tundra...
(if needed I will try to put up here the biq file of this 80x80... in case Camber or somebody else would like to work on it in the next week)
 
Aeon221 said:
Haha is that russian? german? No WAY you could convince me its a romantic language ;p


That IS a romantic language, my dear Aeon, it is Hungarian, my mother tongue. Wonderful romantic poems written with these strange looking graphemes.

I know you did not mean to be offensive, though... :)

Soma, from Budapest
 
Procrastinator said:
Rhye, I'm using XP and the installer seems to work great. It successfully installed, including the start menu group, then uninstalled when required. Any chance of giving the option (yes or no) to (i) create a desktop shortcut? (ii) create a start menu group (or at least the path)? (iii) open the readme now?
It went too fast for me to really see the screenshots, but I presume you will pick the best ones to "sell" the advantages of your mod.

With the real installation, screenshots stay for longer.
The readme is a .doc and that setup generator doesn't allow me to open. Only txts.
by the way, last time I tried (with the complete installation) I had to uninstall twice, because the first time didn't work :confused:
 
Enkidu_Warrior said:
i havent actually fought a modern era war in ROCX, so i cant comment on the changes listed for the next patch with regard to tanks and mech infantry. it seems odd to me, but... :/

by the same token, i dont know the balance issues with paratroopers/modern paratroopers in ROCX. however, i can say that changing their attack levels, as proposed, changes the nature of paratroopers, both relative to their historical uses, and their C3C uses. whilst it might make them more attactive to players (who attack, attack, attack), it takes away from the strategic dynamics of the unit relative to other units in the same era. as such, i'd strongly recommend against those changes.

I think that those changes are an improvement for the balancement, except for the paratr.
Well, I simply saw that 4 attack seemed a bit too low...consider that modern infantry has attack 10, and trench infantry attack 8...but OK I'll switch back (to 5 :) )
 
Rhye said:
I think that those changes are an improvement for the balancement, except for the paratr.
Well, I simply saw that 4 attack seemed a bit too low...consider that modern infantry has attack 10, and trench infantry attack 8...but OK I'll switch back (to 5 :) )

lol
cheers, mate.

to be clear, paratroopers are not attacking units. they perform harassment duties near the front, guerilla actions behind enemy lines, and defensive support in hard to reach areas. but they are not assault units. a comparison to infantry and trench infantry where paratroopers come up short in attack is appropriate.
 
Enkidu_Warrior said:
lol
cheers, mate.

to be clear, paratroopers are not attacking units. they perform harassment duties near the front, guerilla actions behind enemy lines, and defensive support in hard to reach areas. but they are not assault units. a comparison to infantry and trench infantry where paratroopers come up short in attack is appropriate.

and btw in standard civ paratroopers come after infantry (4/6/1).

Here we have trench inf. (8/7/1) and modern inf. (10/10/1).

well, here's the final list. Thanks to Silvos for the ingo on the Egyptian entry.

- AI to AI trade rate slightly increased
- Removed the chance of getting a settler from a goody hut, as it was too unbalancing. Now you can only get a warrior (Earth map only)
- Removed some build never flags for the random map
- Removed "build never science" flag for Portugal
- Helicopter operational range now 8
- Tank attack decreased to 15
- Modern Armor now costs 160
- Modern Armor defense decreased to 11
- Modern Armor renamed Main Battle Tank
- Mech. Infantry defense raised to 13
- Paratrooper attack now 5
- Jaguar Warrior cost decreased to 15
- Eagle Warrior and Clubman now both cost 35
- Fixed AI Strategies flags for Clubman, Elephant Archer, Musketeer, Swiss Mercenary, TOW Infantry, Spearman (5), Firelancer, Cossack
- Turtle Ship now can bombard but can't load units
- Mobile Tower can be loaded and can't load
- Carrier moved to Flight
- The Slave Trade now expires with Mass Production
- Oil appears with Combustion in random maps
- Deleted artificial lakes of Kahovka, Cimljanks, Rybinks, Kremenchug
- Edited Azov sea and Ladoga lake borders
- Added Marsh near Caspius and Azov sea
- Added one river in Peru
- Tuned German (+) strength
- Fixed crash occurring when building a carrier. Eastern civs now have the carrier with the standard animation
- Fixed Egyptian description
- Updated civilopedia
 
One problem with playnig this great mod with 31 civs, is the AI's warmongering (which has nothing to do with the mod, I guess)..... You can't enter a single little war without being in the middle of a world war a couple of turns later.

You know that the AI will immmediately start making aliances, which forces you to do the same, and suddenly you are battling half the world, with the other half on your side. It is very difficult to make peace with everyone, as the AI keeps dragging new civ into the war.

Do any of you have any good strategies on how to deal with the AI on this issue?
 
My 2 cents about mounted archers :
Make them 2.2.2 with bombardment range 1 .That way they wouldn't replace knight and would be unique. Also that would be quite historically consistent. Bombardmend range can be rationalised as representing high mobility.
 
Ramboost said:
One problem with playnig this great mod with 31 civs, is the AI's warmongering (which has nothing to do with the mod, I guess)..... You can't enter a single little war without being in the middle of a world war a couple of turns later.

You know that the AI will immmediately start making aliances, which forces you to do the same, and suddenly you are battling half the world, with the other half on your side. It is very difficult to make peace with everyone, as the AI keeps dragging new civ into the war.

Do any of you have any good strategies on how to deal with the AI on this issue?


For the industrial age it is plausible. For the erlier ages - make communication between civs more difficalt ?
 
s3d said:
For the industrial age it is plausible. For the erlier ages - make communication between civs more difficalt ?

The problem is not that great in the early ages, especially when you play an american civ as I do. But once you make contact with the rest of the world, it is nearly impossible to make any use of MPP and Alliances, as the AI doesn't care who they go to war against.

I guess there is not much you can do about this AI behavior, but I would like to hear how other players deal with this problem in their games.
 
Ramboost said:
I guess there is not much you can do about this AI behavior, but I would like to hear how other players deal with this problem in their games.

In other civ-like games solution is the factions. In galciv it's good vs evil alignment, in starship unlimited it's same/different philosophy.
 
V. Soma said:
That IS a romantic language, my dear Aeon, it is Hungarian, my mother tongue. Wonderful romantic poems written with these strange looking graphemes.

I know you did not mean to be offensive, though... :)

Soma, from Budapest

Oh no I did not mean it like that at all! SORRY!

I meant Roman-tic, as in a member of the Latin language family. Not Romantic as in kissing and hugging ;p

Sorry for the confusion!

As to my prior posts, I can only blame the imbecility of them on mind altering substances... so I will simply keep quiet and try and restate them ;p

Helicopter=> Huey (it was for my personal remake of the Vietnam War Scenario)

Stats:

Huey

0.4.4 (0.6.1)

Transports 2 (I had to remove this ability due to restrictions on Huey Rebase, as I made the Firebases into legitimate Airfields, but since they were basically counted as Carriers, Transport units could not base from them. Regardless, due to their ability to transport four times a turn, I had intended to reduce this ability to 1 if it seemed too overpowering)

Blitz, Recon (which uses up all movement points for some reason), Bombardment, Rebase, !Immobile!

Operational Range: 8
Flag as Air Unit

I was able to test it by placing it on the Firebases. I just could not change their bases.

I am unable to recall how I got it to have the Air Transport flag, but I am sure Rhye will be able to easily work this out.

The nice thing about this unit was its versatility. While not the best bombarder, it was able to drop a good number of troops quickly, and then support them with low level, high frequency bombardment (think We Were Soldiers or Black Hawk Down, because that was basically how it worked out).

So unlike the standard helicopter, there is actually a point in building it.

I absolutely adored it! The only problem is that heli units seem to require a bombardment animation to be added... so I grafted the bomber animation onto it ;p
 
@Rhye: I use XP, and the installer worked great, creating a start group also. I echo the request for a desktop shortcut, if that is possible. Thanks for the patch, and all the work you're doing.

@ Soma: The map looks great. I would love to have a copy, I could see about taking some time this week to flesh out some of the terrain. Looking at the Atlantic, I would think about eliminating the continental shelf bridge between S. America and Africa.

@ Aeon221: If you make a unit that is the only thing that will go into a helicopter, then you also need to make things that upgrade to the helicopter transports, or else the AI may not make use of the special units. I like your idea of a helicopter that can do damage. If you are considering this, I would invite you to take it a step further. The attack helicopters (Longbow Apache, etc.) would make a great Air Cavalry unit. I've seen them used with decent attack (about equal to infantry, slightly above), low defense (need to get them back home, not leave them in the open), good movement (ballpark of 3), and most importantly, all terrain as roads. No blitz, or else they become too powerful. Also no rebase ability, or any other air unit missions. I really really miss these. Can you hook me up?
 
Idea for MP 8 civ setup.
Replace most american and southern arfican civs with barbarians.
(and add some pre-placed roads or irrigration for flavor).

That way there is more room for euro-asian civs.
 
@Camber: I hate seeing those kinds of helis. They were in the Vietnam War Scenario, and I specifically got rid of them. Its not that I think the idea is bad; its just that for me

Helicopter = Air Unit = Cannot be on the ground period!

And I cannot get around that in my head ;p

I hated how air units were done in Civ2!

A specific unit to go into the helicopter is probably not necessary, if the total number of possible dropped units is four. Besides, it would kill much of what I like about the chopper. If I posted it before, its because I am a moron ;p

What I would suggest for heli stats in Rhye's Mod:

0.2.4 (0.4.1)

Transports 1 foot unit

Blitz
Recon
Lethal Land Bombardment
Bombardment
Rebase
Immobile

Operational Range: 8
Air Unit
 
Hi Rhye!
I've downloaded your mod (basic mod and expansion pack),but when I start the game is displayed a game error (file not found etc..) :cry: .
Can you call me the correct procedure for install the mod?
Thanks!
 
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