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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Hmm, I guess I was afraid to try the world map with anyone but the Americans, but I should give it another shot, now I've adjusted.
And thanks for pointing out that the Religious civs get priests/priestesses, that had slipped right by me.
Yeah, the small civs can be pretty decent as long as the big civs don't build their infrastructure. They can build a LOT of wonders, for example. Which makes one-city culture victory possible. I've never won a one-city culture victory until I started playing RoC.
 
Few minor bugs to report:

1) Feudal Monarchy has woker rate of 3 (150%), while civilopedia says just 100%

2) Civilopedia chapter about defense bonuses isn't updated to show 20/40/60 defense bonuses introduced in this mod.

3) And one thing that technicaly is not bug. Many 0-range bombard units have rate of fire of 0, while some have rate of fire of 1. While mechanicaly, it does not make a difference (RoF in not important in defensive bombardment), from flavor and consistency it would be best to put RoF for all 0-range units to 1 (like Archers and Longbowmen in original game).
 
player1 fanatic said:
Few minor bugs to report:

1) Feudal Monarchy has woker rate of 3 (150%), while civilopedia says just 100%

2) Civilopedia chapter about defense bonuses isn't updated to show 20/40/60 defense bonuses introduced in this mod.

3) And one thing that technicaly is not bug. Many 0-range bombard units have rate of fire of 0, while some have rate of fire of 1. While mechanicaly, it does not make a difference (RoF in not important in defensive bombardment), from flavor and consistency it would be best to put RoF for all 0-range units to 1 (like Archers and Longbowmen in original game).

wow. they are in the list. :sad:
 
sorry to dissect your post, blas, but there's a number of points i'd like to comment on.

Blasphemous said:
2. The power of a specific trait is irrelevant in RoC because it's pretty marginal in the altogether balance of the different nations...

more specifically, the map is so tweaked out that civ traits make little difference.

Blasphemous said:
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.

perhaps for a starting player, the priest is a nice to have, but any more experienced player will micromanage and find better overall productivity by having that priest working. in other words, specialist citizens are a rarity, so any bonus from the priest is rarely experienced, if at all.

Blasphemous said:
Since the changes to these traits don't seem to have upset the balance of the nations, there's nothign wrong with them.

again, i think this is backwards. the map has been tweaked around whatever traits are there, such that a comparison of traits is meaningless within the world scenario.

Blasphemous said:
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.

i would say that the mod may be better called a scenario. and though it will be a good foundation for further scenarios, it doesnt work well with random maps.

dont get me wrong, i'm still a big fan. i just think we need to acknowledge the limitations of what we have and acknowledge the interaction between map and rules that makes it work so well.

EW
 
Rhye said:
which language are your Conquests and Civ3?


All english so far as I know, some downloads were for all languages, but that shouldn't matter. I think I will try uninstalling everything. I started with civ 3 gold edition if that might make a difference.
 
Rhye said:
Hai la ver. inglese solo di Conquest o anche di quello normale? A regola ci vogliono tutte e due...

Ho civilization 3 e civilization 3 conquests in inglese.
Ieri mi ha fatto un errore FILE NOT FOUND/KNIGHT... Cosa può essere?Forse manca qualche file?
 
sd6785 said:
I started with civ 3 gold edition if that might make a difference.

That could make a difference. I have read that the folder structure differs between Civ3 and Civ3 Gold (and possible also Civ3 Complete).
 
Can anyone explain me the difference between Atomic Bomb and Tactical Nuke in RoCX?

Do they do the same amount of damage and/or is it only the range that are different? And are the damage the same for Atomic Bomb, Tactical Nuke and ICBM?
 
I am not 100% certain if there is a difference, but since they are all Nukes then the damage is the same. There is probably some kind of loading difference (tac nukes can go in subs most likely, and are slightly more expensive as a result)
 
Hm, civilopedia comment. It says Oil is visible starting with one tech (Combustion?) but it doesn't show up until another tech (Flight?)
Also, what is the explanation for Tundra having a movement of three(3)? Cavalry end up using Forests and hill to move quickly, which seems really odd to me. Also, its kinda backward: my Russian history professor noted that the only succesful invasion of Russia occured in winter, when the frozen earth allowed the invading horsemen to move quickly.
 
Enkidu_Warrior said:
more specifically, the map is so tweaked out that civ traits make little difference.
Yes, that's what I meant.

again, i think this is backwards. the map has been tweaked around whatever traits are there, such that a comparison of traits is meaningless within the world scenario.
Well, the map was really tweaked a ton, before and after the latest trait changes, but my point was that the balance is maintained so the traits' strength is irrelevant.



i would say that the mod may be better called a scenario. and though it will be a good foundation for further scenarios, it doesnt work well with random maps.

dont get me wrong, i'm still a big fan. i just think we need to acknowledge the limitations of what we have and acknowledge the interaction between map and rules that makes it work so well.
Yes, I agree, I generally do call RoC a scenation and not a mod.
 
@Didy: Your professor is 100% correct: the only possible times for a successful invasion of Russia would be the summer or winter (assuming adequate clothing of course). It is the Russian mud that truly wipes out invasions... the Russian snow finishes off the soldiers who had expected to be gone long before it came. I believe the Poles used sleds to invade at one point, and I know that the Huns/Mongols simply ignored the weather... they were used to far worse.

However, tundra is not always snow. It is land covered in a soft, spongy growth that rarely unfreezes and IS often covered in snow. But it is not snow in and of itself. It is not very good terrain to travel on, and would cause a horse massive problems. When the lack of indigenous food sources is factored in, it becomes clear that movement is only possible for small groups, not for mounted companies of soldiers or regiments of infantry. Forests and hills, on the other hand, provide firm footing for soldiers to march and ride (if not the most excellent of locations for a battleground). Even with snow and undergrowth, a forest is preferable to tundra (wood for fires, shelter, animals and plants to eat... including some tasty bark... ;p) as show in the differing movement rates.

If it were possible to reflect weather conditions more accurately in game, there would be mud and snow and storms etc. but as is, tundra should be more difficult to move through than forests and hills. It really only matters for a few units anyway ;p
 
@everyone else:

I have no problem continuing to helpdesk, but I am pretty much happy with my own little project. I cant wait to have you guys play it! ;p
 
Rhye said:
knight?

Controlla di avere tutto a posto in Civilization III\art\units. C'è knight, con al suo interno knight.ini?
Si, in knight è tutto apposto. Puo essere che certe volte lo fa senza senso?
 
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