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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Aeon221 said:
I think we should remix the mod more on the lines of early 1500s to early 1600s so that it can be a R&F of the Spanish Empire.

Any interest?


I think that's a great idea for a scenario...the only thing I must say is try to make it as much different from AoD Conquest as possible.
 
V. Soma said:
Also, the graphical specialisation of the units have to be solved, also, but that is only a technical question. With this, I welcome help, as which unit icon belongs to which culture group. Rhye, or Blas to help out? e.g. worker with icon 127 or whatever to whichever culture... :)

i have to understand what you exactly mean...
are you talking about the structure of RoX units?
In that case, you can see which cultural group a unit belongs to from the pediaicons suffix. 1=northern/European; 2=mediterranean 3=middle eastern/muslim, 4=far eastern 5=black african 6=american. The one without label is the default one.
 
to cylc:

please post some screenshots of your Civilization III\art\units\ folder.
I need that before making that patch.

oh and by the way, it's better if you post here instead of using PMs. My box is almost full.
 
/me recovers from whiplash

Conversations move quick around here! Thank you V. Soma for the 80x80 map and posting your 100x100. You've made a great start! I like the idea of pooling UUs for the civs-within-civs, and think that this can be done in a balanced way.

One thing I'm going to do with the MP map, and that I'd suggest with your 100x100 map, is to make sure that every resource on the map is accessible by an AI player. I've found that especially in the Carribbean and around Indonesia that many island resources would need a human player (who knows how to chop forest/jungle before colonizing) to utilize them. I plan to make every island with a resource settlable; to avoid overcrowding I may bunch up resources on islands rather than having them so spread out. Indonesia is a highly populous region though, one of the highest population densities for that latitude, so I think making these settleable would be appropriate. Another option is to make the Industrial-era Settler unwheeled, and make Jungle impassable to wheeled, but settleable. Just a personal pet peeve of mine. In my current game, I noticed an Indonesian island where the only AI-settleable tile is separated from the resources on it by a *volcano!* The city has no way of connecting to them. These situations will be remedied on my .biq.
 
hello all, please help. I think Ill love this mod, if only i could play it. keep getting the load error message: file not found
"Art\Units\Ancient Settler\..\..\..\..\..\..\Art\Units\settler\settDefault.flc"

I know this isnt really relevent to this thread, sorry. I am patched to version 1.22 in Conquests and tried first installing all the parts individually for the Rhye's mod, and then the complete package installer. Any ideas would be helpful, thanks in advance
 
Good Morning to all!

Unfortunately, from now on I can only READ this forum THIS WEEK.
Rhye, thanks for feedback on the icons.
Camber, good luck with the MP small map, I will follow tracks here...

If anybody tests the Rhye standard map for 11 civs (see BIQ in earlier page),
I would really like to read here about the experiences...

So, I am going to write again after the 24th of Jan....
 
@Sd: Dont worry, your post is entirely relevant, but I cannot remember what the fix is for that problem. SORRY!

@Rhye: Totally different. I have had some pretty crazy ideas for it, and am thinking it will follow the whole period from 1520-1701 (when the War of the Spanish Succession begins). Not just Spanish etc. I intend to go whole hog with the entire earth. Would describe more but I have to go.
 
Alrighty guys, I just got back from the lastt exam I have until around April... I'm still in recovery from being guilty about doing anything but studying so I won't be back to normal reading and posting for a few days...
Aeon, I don't think I'll take an aespecially active role in a Spanish scenario, but I'll definately watch your progress and throw in any ideas I have.
 
My Indian Worker Can't Clear Jungle or forest!!!!! Delhi at start its citzens are dying od diease and i can't use my workers to clear jungle. No button or Shift+c no help too.

It s a Bug i think.

Can anybody help me or is it a Bug???
 
Sefroth, take a deep breath, everything is going to be OK :)

The ability to clear jungle and wetlands tiles doesn't come until the Industrial age. Look at the tech tree, and you will find it there. Until then, there are many things that will help. Focus on Food, Food, Food, build a Granary, and use workers to irrigate a lot. If you keep your granary full at all times, then your population will recover immediately from any jungle-kill. The faster you go out and settle more cities, the better also. There are plenty of disease-free regions on the map, where you can found healthy and productive metropoli.

Good luck!
 
Ho provato il mod.
Devo dire che è davvero molto carino, anche se adesso è un pò più difficile giocare!
Cmq complimenti Rhye, hai fatto davvero un ottimo lavoro!
 
V. Soma said:
Good Morning to all!

If anybody tests the Rhye standard map for 11 civs (see BIQ in earlier page),
I would really like to read here about the experiences...

I started playing on the monarch level (with pooled UU);
My impressions so far:

Greeks should be added probably, their place unsettled into well into Iron discovery.That is spoiling historical feeling. There is enouth place for them on the map .
They can incorporate Greeks, Bizatium and Ottomans.
Call it Eastern Mediterranean civilisation.

Carphage is not building biremes, so it should have two from start, without them it can not expand into Spain.
It would be compensation for disadvantage in starting location.
 
Is this the right thread to make balance comments? I really like this mod, it's much better thought out than certain other mods I could name, but I do see some big balance issues.

Because the costs for settlers are so extreme, it is actually much more efficient to build military units to capture other civ's settlers and cities. And since you don't lose the population, your income remains high enough to absorb the cost of maintaining those extra units (which perform valuable intimidation and martial law duties). And you don't need to juggle shields/food to get anywhere. In other words, peaceful expansion ceases to be a viable strategy.

You shouldn't end up unable to complete your settler because you suddenly acquired Feudalism.

I find the expansionist trait to be overpowered, being able to grab all those mountain/jungle goody huts with your cheap scouts. Other civs need to use workers/new cities to pop those huts, which they do not do. Expansionist civs need NO research in the ancient era, _and_ they make contact across bad terrain an Era before others can.

Plus the religious trait has been salughterd. Scientific civs still get cheap libraries and Unis, but religious civs pay full price for their Temples/Synagogues/Monasterys/Cathedrals? Since the anarchy period has been reduced, the only remaining benefit to being religious is the monument improvement. Big fat hairy deal. Even seafaring is more useful now.

I like the new tech tree (especially Electronics/Hoover Dam moved to Modern Era!), but the smaller # of techs also increases the benefits of the scientific trait.

It's certainly different, but instead of REX/Build/Acquire it has become Kill/Build/Acquire.
 
Didymus:
1. Peaceful expansion ceases to work pretty early but it does exist at first. And then, just like in reality, it becomes cheaper and more efficient to take what your enemy made than to make it yourself. And unlike in regular Civ3, in RoC small civs can be quite powerful so expansion is not the[/u] most important aspect of the game.
2. The power of a specific trait is irrelevant in RoC because it's pretty marginal in the altogether balance of the different nations... But still, Exp is overpowered at first but it's useless in the later two ages, and religious civs also get a special specialist that produces one happy face and one gold, which is pretty valuable. Since the changes to these traits don't seem to have upset the balance of the nations, there's nothign wrong with them.
I refer in both points only to the world map version because I never paly the random version (and never had) and I frankly don't really care about it. The mod is designed for the world map, the random version can never really live up to the world map version.
 
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