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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soma->I chose the starting techs depending on some factors: I gave pottery to coastal cities, mysticism to some civs that should discover the religious tech earlier, and masonry and the wheel to the rest of the civs, trying to keep the same tech for larger groups. If you mix the techs too much, everybody will have everything in a couple of turns. So don't keep mine but adapt this concept to your map.

dabeuz->never heard of something like that...can you pass at the middle ages? (you shouldn't). Please post a screenshot.
 
Rhye, when in the editor I set starting techs, and want to set Christianity, Buddhism etc of the like:
Do I have to give the first or second of the two identical ones
(i.e. "Christianity" and another "Christianity")?
 
Zidane said:
I had about 10 cities, give or take, because of the limited room in Europe. Also, I hadnt built the forbidden palace, because I was saving it fight corruption in a south american colony.
That's very strange, I hardly ever had corruption problems with 10-20 cities even in Monarchy on Emperor. Perhaps the Warlord level messes something up? Also strange that you couldn't keep the tech pace on Warlord. I dunno about RoC on Warlord, but in vanilla civ and c3c you're normally way ahead of every AI, practically from the beginning.
BTW in c3c and RoC you should always built the FP as soon as possible (read the c3c corruption thread if you want to know why; also note that a far away FP will increase the OCN but apart from this only reduce corruption in that single city). Furthermore, in RoCX there are two other buildings sharing the FP functionality: India Trade Company and Secret Police Headquarters (the latter for Communism only). Which makes it even less sensible to save the FP for the Industrial Age.

@Soma:
I really like your selection for the 15 civs. As for aggressiveness, all AIs should be more aggressive than in RoCX 1.23 (where are very few AI wars). I'd also suggest to make Japan, Mongolia, Iroquis and maybe the Incas even more aggressive than the others.

With traits, do you mean the RoCX religions? If yes, I'd vote for only two traits, with neighbors sharing the same ancient trait.
 
Bleh, I have a dilemma: should I continue conquering for the fun of it on my Germany beta game, or should I stop soon so I can finally do that clean install of RoC+X that I have been planning to do since v1 and start a new game?
I'm just having so much fun conquering the world in the Germany game, I don't ever wanna stop... I'm preparing now to conquer India (even though I don't share any real borders with them, other than those of one colony and another city I'm about to create to stage the war from.)
 
karmina said:
I really like your selection for the 15 civs. As for aggressiveness, all AIs should be more aggressive than in RoCX 1.23 (where are very few AI wars). I'd also suggest to make Japan, Mongolia, Iroquis and maybe the Incas even more aggressive than the others.

With traits, do you mean the RoCX religions? If yes, I'd vote for only two traits, with neighbors sharing the same ancient trait.


Well, thanks, I guess these 15 civs are fine, let me note that I took ideas of you here to go up form 11 to 15... :)

Agression: Now I see that Rome and Carthage almost alway start an Ancient age war :) others not, but wait: Mongolia attacked China...

I guess I will have civs with agression from -1 to +1, how about:
(or -2 to +2?)

Celts: 0 (-1)
Scand.: +1 (+1)
Rome: : +1 (+1)
Carth.: 0 (0)
Bab.: 0 (+1)
India: -1 (-2)
China: 0 (+1)
Mongolia: +1 (+2)
Japan: +1 (+1)
Ethiope: 0 (+1)
Joruba: 0 (+1)
Zulu: +1 (+2)
Maya 0 (+1)
Inca 0 (0)
Iroquois 0 (+1)

? :)

traits:
No, I thought of the standard traits: agricultural, industr., militaristic etc.
That each civ would have 3...
 
To Rhye & Three Crowns:
Well, I downloaded the C3C 1.22 patch and it still stlls out & dumps me out of the program (either basic or expanded) during the set-up after the start screen. It's still the load error for Ancient Settler. I noticed that in the scenarios file there are 3 files not in the "general" download files: Rhye's of Civ, Rhye's of Civ - X and Rhye's of Civ - XF. ??
J.P.Jones
 
J.P.Jones said:
To Rhye & Three Crowns:
Well, I downloaded the C3C 1.22 patch and it still stlls out & dumps me out of the program (either basic or expanded) during the set-up after the start screen. It's still the load error for Ancient Settler. I noticed that in the scenarios file there are 3 files not in the "general" download files: Rhye's of Civ, Rhye's of Civ - X and Rhye's of Civ - XF. ??
J.P.Jones

hmm... maybe you also need to update Civ3 to 1.29f. Here is the link to the patch:
http://www.civfanatics.net/downloads/civ3/patch/Civ3v129f.exe
 
Blasphemous said:
Bleh, I have a dilemma: should I continue conquering for the fun of it on my Germany beta game, or should I stop soon so I can finally do that clean install of RoC+X that I have been planning to do since v1 and start a new game?
I'm just having so much fun conquering the world in the Germany game, I don't ever wanna stop... I'm preparing now to conquer India (even though I don't share any real borders with them, other than those of one colony and another city I'm about to create to stage the war from.)

Oh, right, you're still stuck in the beta :lol:

Consider that you've never tried the so-much-requested ship of the line
 
It waits most impatiently! ;p

Rhye, if you get a few seconds, would you mind taking a look at some of the things I posted in the scenario I am working on? Its kinda veering from your mod a bit (just a bit ;p) but I have a ton of things I am adding and I figured it would be a good idea to ask what you think (especially in the unit department!) since you ARE lord master modder ;p

Can anyone playing RoX please check the work rate of an enslaved worker against a regular worker? Like (for instance) how many turns does it take for a slave to build a road on a grassland tile, and how many turns does it take a regular worker?

Thanks guys! Between PBEMS and making this scenario, I have had all of five minutes to actually PLAY RoX in the past month.

PS: Ship of the Line is EXCELLENT! I LOVE it. Now I just need to find about two more ;p
 
Well, here is the BIQ file, see below!

I belive that it is now playable,
having all the civs (15) that this map needs.

I also think that the civs are kind of balanced,
economically and in size of initial area.

Nevertheless:

It needs feedback, gameplay tests.

And I have no doubts that there is a long way ahead to get it real proper and the quality I hope it can have.

I hope you will enjoy it, as it is now.
 

Attachments

Here is a picture of the map, at around BC 1500 or so:
 

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  • test 3 cities.JPG
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Yesterday I had problems with Carthage, it was TOO strong,
here is a picture to illustrate it:
 

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  • pun wars.JPG
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Maybe the above was not convincing enough? :)
Here is what the situation evolved to:
(city names are not correct here)
 

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J.P.Jones said:
Still no fix. Any other sugguestions? All the posts and especially the screenshots have me drooling!

J.P.Jones

Hi!

I don'T know how it can be, but maybe it would help to start it all over from the beginning: erase all civ files and then build it up from the very beginning.

1.
CIV III - basic
2.
CIV Conquest - basic
3.
Update Conquest to 1.22
4.
Get Rhye's basic RoC 2.69
(under .../Conquest/Scenarios)
5.
THEN install the Rhye's Expansion 1.23

I am not sure the basic CIv (1.) must be updated, I guess not, the Conquest is the main base of this Rhye's mod...

The folder order id also important within the Scenarios main folder, but this should be no problem with the new installer... I hope you will solve it some way...
 
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