Houman
Sep 10, 2006, 11:32 AM
Frequently Asked Questions....
http://www.civ4.houmie.com/
http://www.civ4.houmie.com/
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View Full Version : Total Realism FAQ Houman Sep 10, 2006, 11:32 AM Frequently Asked Questions.... http://www.civ4.houmie.com/ WarKirby Sep 10, 2006, 03:14 PM Here's a few. Copy/Paste them into your first post Houman. Q: Does this mod work with warlords? A: Not yet, but the team are working on a patch for it. Q: What do assasins do? A: Fortify them in enemy cities, and they destroy culture and cause riots. Q: Why are there barbarians appearing around my city. A: You are using slavery, which causes regular slave rebellions. RickAucoin Oct 07, 2006, 11:28 PM Q: There is a row of added very small icons in the UI with no mouseover help, what do they do? miserable09 Oct 10, 2006, 06:25 AM When I start a game (custom or use your earth-map) I can change my difficulty, but not any of the AI who always seem stuck on "noble" (I think)... What's going on here? How do I play at harder levels or does my setting dictate the overall difficulty level? Grev_michal Oct 14, 2006, 06:29 PM RickAucoin: A: It is plot list for arranging your troops/armies 12Monkey's Plot List -- Included is a modified version of 12m's Plot list enhancer. This allows you to group your unit icons by unit or by group, arrange them visually on screen, and provides additional information in the infopane. Also, now you can tell at a glance who's fortified, who's healing, who can be upgraded, and who's injured. read further about it here: http://forums.civfanatics.com/showthread.php?t=149572 Miserable09: A: When you change your own difficulty the AI is adjusted accordingly, you cant change the "grey'ed out noble on the ai - not in this mod nor the vanilla version" So in short: just move your diff up and it gets harder - to spice it up you can choose aggresive ai aswell. Anaztazioch Oct 16, 2006, 06:16 PM Q: How can i hire mercenaries A: The hammer button above +/- resarch in top left corner of the screen Q: Why i cant trade technologies in World Map A: It is of as default Q: Why i get bonus to resarch when i open borders A: ... Q: Why i have lost a holy city A: If you dont have a state religion as the holy city is, it looses its holy status after x turns. After some time holy city of that religion will show up in other city of its religion (or back to the one that has lost it, if it was the only one of that religion) Q: Why i cant spread other religions in my Jewish state cities A: Judaism is dominant religion, forbiding you to spread or have any other religion than judaism, exept for Judaism Holy City. julko Oct 17, 2006, 06:05 AM Q: There is a row of added very small icons in the UI with no mouseover help, what do they do? In general these icons are for arranging stacks of units on same tile - try it and im sure you figure out. Otherwise there is a list of funcions of these buttons somewhere in TR folder(I cant remember exact path, but it surely exist:D ) Houman Oct 17, 2006, 06:43 AM Judaism should spread in Warlords Beta version again. Please report to us if this doesn't! julko Oct 17, 2006, 06:56 AM It does, dont worry!! Anaztazioch Oct 17, 2006, 07:11 AM @ Houman Yes it spread. Maybe too fast, still leaves no "free" civ for Cristianity or Islam. But dont know for sure if it is still dominant religion. And i think it is more realistic when religion doesnt spread whith out opened borders. The best for me is to make religion spread only in your country borders, but you must have it as state religion. If you want to spread it outside, you eighther must use missionaries or Holy Shrine. Houman Oct 17, 2006, 03:23 PM Judaism is now on 33% much lower than other religions. Are you sure it is spreading fast? Christianity has 75%, Islam 70%. They should spread easily. Please doublecheck for em, if there are also other religions in the cities where Judaism has spread to. Or ar ethese cities Jewish only? In that case this might be a bug, since Judaism is spreading and destroying everything else (it is dominant, but it is not set as one) WarKirby Oct 17, 2006, 03:35 PM Judaism is spreading rather fast in my current game too. It's tolerable, but seems abnormal for how slow it is supposed to be. WarKirby Houman Oct 17, 2006, 03:39 PM And is there any other religion ever in the cities with Judaism on in or not? Please focus on this and report back to me. Maybe it is a bug in the python files. Otherwise I suggest setting it lower to 25%. WarKirby Oct 17, 2006, 03:57 PM Some cities have more than one religion. Also, it may actually be due to the fact that Asoka, the founder, is the most powerful civ (by a tiny margin) and is aggressively spreading it. WarKirby Anaztazioch Oct 17, 2006, 04:36 PM Judais is not set as dominant in default (i have judaism and buddism by game not WB). And yes it spreads too fast. Before i have reached Cristianity i europe was zorastrial and hinduistic, mideast hinduistic, russia zoroastiac, and china india and japan Judaist. Than Taoism founded by Shaka grew up in lots of cities, but only shaka remained Taoist. When Cristianity was funded by Cyrus, it had no "free" city to spread in Old World. America had no religion, and Islam was funded by Russia that grew in power. But neighter Christianity not Islam had their state religion. Houman Oct 18, 2006, 02:11 AM Judais is not set as dominant in default (i have judaism and buddism by game not WB). And yes it spreads too fast. Before i have reached Cristianity i europe was zorastrial and hinduistic, mideast hinduistic, russia zoroastiac, and china india and japan Judaist. Than Taoism founded by Shaka grew up in lots of cities, but only shaka remained Taoist. When Cristianity was funded by Cyrus, it had no "free" city to spread in Old World. America had no religion, and Islam was funded by Russia that grew in power. But neighter Christianity not Islam had their state religion. Interesting. But are you sure that these cities had not more than one religion inside? In that case this is ok, since th AI chooses which one should be set to state religion. Especcially those with favorite religion (like Europeans to Christianity) should have changed the statereligion once they have found it. Please report more about this. maybe We should set Christianity, Islam, Buddhism accordingly higher than they are now. (about 20-25%) Thanks Houman Anaztazioch Oct 18, 2006, 07:18 AM Well on the saves in Bug report. I made Bismark Buddisk (WB), than changed all his cities into christianity + holy city, also erazing buddism. I had to wait over 20 turns for him to convert (5 turns is required betwean revolutions). But Wang Kon changes religions almost instantly (he had buddism and islam). He was changing right after i used WB, or after waiting that 5 turn "rest" betwean revolutions. Houman Nov 11, 2006, 07:43 AM Please check the FAQ on http://www.houmie.com/civ4/ zarakand Nov 12, 2006, 02:01 AM No answer as to whether this mod works with multiplayer on that site. Every time we try to start a game in mp with this mod both games crash, and we wind up back at the desktop being asked up about sending an error report. Are there any plans to get this mod to work with multiplayer? Mexico Nov 12, 2006, 02:53 AM No answer as to whether this mod works with multiplayer on that site. Every time we try to start a game in mp with this mod both games crash, and we wind up back at the desktop being asked up about sending an error report. Are there any plans to get this mod to work with multiplayer? TR is not compatible wit MP - at least Mercenary mod is one of component which cause OOS - we are waiting for new version Fanatic Demon Nov 17, 2006, 12:05 PM Question, why are there so few additional Techs in the Mod? They could certainly make things more realistic. I personally customised Total Realism 2.1.3 with an additional 20 technologies, which allowed for a much smoother transition from Pre Industrial into Space age. Anaztazioch Nov 17, 2006, 02:23 PM What would addonational techs give ? new units, building, bonus to imnprovements or such. May lead to imballancing. "empty" techs are useless, just make one much more expensive. more tech also might lead to faster resarch via open boarders. But spliting bonze working to, copper tools, and bronze working. (copper will allow making spearman, bronze will allow axeman and chopping forest) Fanatic Demon Nov 17, 2006, 03:25 PM No empty tech, instead, I split existing tech into 2 or more and redistribute units and buildings over the additional techs. For exapmle: SteamEngine->Turbine Nuclear Reactor(Nuclear Pwer Plant)-> Nuclear Weapons(ICMB) Flight(WWI)-> Airodynamics(WW2)->Jetengine(WW3) Rockety(RPG) -> Balistics(Howitzer) SpaceFlight(Apollo program)->Satelites(Cruise missle) Electricity->Electronics Radio(Radio Tower)->Radar(Radar Station) Computers(Laboratorium)->Networks(AEGIS) Microschip->Robotics Rifining -> Combustion -> Automobile Also diveristy of techs allows for much more specific tech requirements. For exaple Nuclear Reactor require electronics, turbine, refridgeration and fission Anaztazioch Nov 17, 2006, 04:12 PM umm Well the 1st thing human kind did after discoverying atomic power/fusion is to create a bomb not power plant. There is a long way betwean atomic bomb and nuclear power plant. As for automobile, comustion does the trick. instead for automibile there should be mass production (+5% or +10% to military production) Now off to the tech tree with such ideas. As far this is FAQ an answear is needed. Question, why are there so few additional Techs in the Mod? Becouse TR team didnt make many ? Exept Dualism i didnt notice any new. Anaztazioch Dec 14, 2006, 10:11 AM http://www.houmie.com/civ4/ dont work :/ Mexico Dec 14, 2006, 11:58 AM http://www.houmie.com/civ4/ dont work :/ ehm....url is changed, we forget to inform http://www.civ4.houmie.com crazyllamabear Dec 14, 2006, 09:14 PM Civilpedia/readme doesn't really say anything about how the religion system works in the mod so I wondered if there was any place w/info on it for TR v2.1.3. I've played 4 or 5 games at least halfway through and observed: 1st 3 religions spread only within nation found even w/missionary, Buddhism spreads like crazy, cristchex spreads decently if you move missionaries. Is this how it's supposed to work? Other units/buildings that are poorly defined: assassin, informant, inquistor, inquisition Again any info on any of these subjects would be appreciated. (Civ v1.61 w/TR 2.1.3) Anaztazioch Dec 14, 2006, 09:28 PM A bit Judaism is a dominant religion and spreads ONLY inside your borders (cant even send rabbies). And it is a "home" religion (has its own name but forgot). Dominant religion means it represses any other religions from a city (exept Holy city, as it can have all religions). Zoroastranism. Also "home" religion, but can spread outside borders. Its spread is almost 0% and its Shrine doesnt bring it much higher. Hinduism is also "home" religion, but spread faster than Zoroastrianism. Cristianity... i forgot what Cristianity is in 2.1.3. Think it was meant to be super fast spread. Buddism. It spreads fast ONLY with Holy shrine. Islam. Dominant religion and fast spread rate. Taoism... i dont remember... i think its close to buddism. Could made some mistakes as religion system is completelly differant in Warlords conventions than in Vanilla Civ IV. And yes there are bugs in this system... Anaztazioch Dec 16, 2006, 01:21 PM SOME HELP ? Some promotions just cant be geined, i wonder what i have to do to get them. Such as Hero, legendary hero, steelwart, berserker, light, heavy. They are in Civopedia, but how to get my units like that ? Houman Dec 16, 2006, 01:51 PM they will be removed in 3 minutes , check out the website its growing Anaztazioch Dec 16, 2006, 02:07 PM Free market is wong. It also gives +1 trade rote in all cities. Or im out of date ? But lasttime i checked game it is. Village improvement has missing upgrade duration. And some interesting thing that propabilly not any kind of suprise for you. There is no book by Hakīm Abū-l-Qāsem Firdawsī Ṭūsī in Poland (soend 6 hours searching). Shahmaneh is not even in polish Wikipedia... Houman Dec 17, 2006, 05:37 AM Free market is wong. It also gives +1 trade rote in all cities. Or im out of date ? But lasttime i checked game it is. Village improvement has missing upgrade duration. And some interesting thing that propabilly not any kind of suprise for you. There is no book by Hakīm Abū-l-Qāsem Firdawsī Ṭūsī in Poland (soend 6 hours searching). Shahmaneh is not even in polish Wikipedia... Bugs are fixed. New Units in FAQ and new Fort Promotion as well. Regarding Shahname. I am not really surprised that its not yet published in Polish. ;) You can find it easily in English. But I remember even in Germany there is no full translation yet done. But as far as I know, a Chinese translation exists. :) Anaztazioch Dec 18, 2006, 07:44 AM http://www.civ4.houmie.com/archers.htm far asian are only "chinese" in pre-gold (or FAQ is prepared for gold). Japan and Korea has general ones. http://www.civ4.houmie.com/spearmen.htm They have "archers" name on top of page in thar yellow scroll (lol) Impis are called African (but its ethnic so i think its OK, so i wont report rest) http://www.civ4.houmie.com/settlers.htm and swordsman.html and scouts.html and workers.html and axemans.html Also "archers" name in top scroll. Hian the Frog Dec 22, 2006, 10:56 AM http://www.civ4.houmie.com/archers.htm far asian are only "chinese" in pre-gold (or FAQ is prepared for gold). Japan and Korea has general ones. http://www.civ4.houmie.com/spearmen.htm They have "archers" name on top of page in thar yellow scroll (lol) Impis are called African (but its ethnic so i think its OK, so i wont report rest) http://www.civ4.houmie.com/settlers.htm and swordsman.html and scouts.html and workers.html and axemans.html Also "archers" name in top scroll. Cool. Stay cool, Anaztazioch. ;) FAQ is still under construction for Gold. While you are playing pre-gold, we are testing Gold for the next release. We try to remove the last bugs, we build the FAQ, we are also thinking about the next version,.... So yes, some names of units can seem "new". It's only (i hope) their final name. Hian the Frog. Anaztazioch Dec 23, 2006, 01:07 AM It's only (i hope) their final name. Sounds like you are a bit sick of XMLs :D Anaztazioch Dec 24, 2006, 04:44 AM Viking ship is messed a bit in FAQ. Ethnic : Viking Civilization : Drakar Sylat Feb 28, 2007, 08:33 AM Hey, I just downloaded the latest TR mod from source forge and I have to say I am impressed, almost overwhelmed. One small note that I have is the lack of overall documentation for all the changes. I know there are a lot for this mod but it almost seems like it needs it's own manual to play. I did find a lot of help at the TR website and that has answered the majority of my questions. I still have one question. When I have a unit selected there is a new button at the end of the chain that does not have a name or description of its function. It appears to be a hand passing off a rod to another hand and when I click it the unit disappears. Any help would be appreciated! Thanks again for a great mod and all the hard work you've put in it. Anaztazioch Feb 28, 2007, 04:56 PM Its mercenaries component. This hand puts selected unit to the mercenary market. From there it can be hired by other civs, giving you money from its contract. You dont pay full maintanance your unit on market (dont know what procent). You can allways call it back, but it takes few turns for it to comeback. Other described icon i cant think of. catcall73 Mar 05, 2007, 08:56 PM just got TR and just played my first game.Whew!Is all I can say.Well,Awe Inspiring in it's scope also!One question though.Why doesn't the great Wall keep Barbarians out?What's the point in building it otherwise? catcall73 Mar 06, 2007, 12:48 AM Game crash with Bismark.Also,how do I turn the spawn rate down on the barbarians? Houman Mar 06, 2007, 02:19 AM These are Slave or peasant revolts thats why the Great Wall cant stop them. In next release (next week) these units will have a different look, so you will distinguish them straight away. Regards Houman catcall73 Mar 06, 2007, 07:09 PM Even in Medieval Era?I wasn't even running the slavery civic. Mexico Mar 07, 2007, 01:00 AM Even in Medieval Era?I wasn't even running the slavery civic. but they can run serfdom = peasants revolt :) Vrenir Jun 03, 2007, 04:16 PM What is Total Realism's policy on other mods using their resources? Is it allowed as long as credit is given properly in the readme or do you prefer to keep all of your work exclusive? Anaztazioch Jun 03, 2007, 04:39 PM -delated, worngly understood question- Mexico Jun 03, 2007, 04:40 PM What is Total Realism's policy on other mods using their resources? Is it allowed as long as credit is given properly in the readme or do you prefer to keep all of your work exclusive? if it is our own resources, you can use this with credits etc.. (but please, inform us before you do this) - but remember, that we also have other resources, so you must ask original owner/creator (this is reason why we want be asked before) Tuzak Jun 20, 2007, 01:23 PM What does Shakas 3rd trait, in german called 'Macht', maybe in English 'Might', do? Walter Hawkwood Jun 21, 2007, 12:44 AM What does Shakas 3rd trait, in german called 'Macht', maybe in English 'Might', do? http://forums.civfanatics.com/showpost.php?p=5252870&postcount=3 Refer here. The one you need is "Power". Tboy Jul 10, 2007, 11:36 AM How do the doctrines work? They appear to be wonders that put a building in every city that gives a promotion, but I can't seem to build them when I research the relevant technology, nor do I get the promotions. The fact that they have no hammer cost is also strange... Mexico Jul 10, 2007, 12:02 PM How do the doctrines work? They appear to be wonders that put a building in every city that gives a promotion, but I can't seem to build them when I research the relevant technology, nor do I get the promotions. The fact that they have no hammer cost is also strange... doctrines can only be "build" by Great General - it create world wonder, which give free building in every city, which give first free promotion - base for all real doctrine promotions in start menu, under Total Realism, you can find link to Doctrines faq Tboy Jul 10, 2007, 12:03 PM Ah, thanks - didn't realise. Walter Hawkwood Jul 10, 2007, 01:25 PM Ah, thanks - didn't realise. This should tell you all you could possibly want to know about traditions and doctrines in TR: http://www.civ4.houmie.com/Doctrine_Tradition_FAQ.txt johnboyjjb Aug 20, 2007, 07:53 AM I love the TR mod but I tried the ViSa mod yesterday. There were somethings and some I didn't. I was wondering how difficult it would be to incorporate those into my next edition of TR (whether or not you put them into the released version is up to you). These include: MAF Workaround 5-man formations by anhu for Melee units - Not Just Another Game Clock Mod v0.3.3w by TheLopez * 3 City Radius Mod by RogerBacon ***ViSa added 2 or 3 radius selection in Custom Game screen Dawn of Man Mod The last two are the ones that really interest me. Will I be able to merge them into TR without screwing it up? Walter Hawkwood Aug 20, 2007, 07:59 AM I haven't looked at Dawn of Man, but as for city radius, we've had no notion to incorporate it, and I think it will screw up the balance of TR. MAF workaround is interesting stuff, but it is MP-incompatible (and TR supports MP, to an extent). Also, MAF is either gone or greatly reduced in BtS, so it's no longer needed there. 5-man formations are a hog on system resources (it's like having 66% more units in game) - with no real functionality. Anaztazioch Aug 20, 2007, 09:23 AM TR once had optional component with many man formation (regiments mod i think it was named). It was removed due to performance consuming. (it was TR 1.0 or Realism: The Third Ressurection ) Inverted Aug 20, 2007, 08:54 PM Now that there are already such questions, what about the Revolution mod? IMO, especially the Barbarian Civs component would fit in great to TR. However since you use a civ for barbarians, Im not sure it would work... Walter Hawkwood Aug 20, 2007, 10:53 PM Not soon, at any rate. I strongly doubt it that Revolution will make it into the first BtS release, as there are already lots of things to consider (we might even be throwing some original BtS features away or greatly reducing them). BareJag Dec 30, 2007, 06:38 PM How do I destroy unneeded buildings? Walter Hawkwood Dec 31, 2007, 01:00 AM How do I destroy unneeded buildings? Are there any buildings that you would actually want to destroy? The only ones that come to mind are Mob Justice and certain Pagan Temples. In both cases, you have to come out of civic they're dependent on (Barbarism and Paganism, respectively). That's the only way for getting rid of them, and this is intentional - if you build something with negative side effects, you have to face them. BareJag Dec 31, 2007, 07:19 AM Barracks. I'm holding the only two cities of the eastern one of the brittish isles. I'm at war whit half the known world. I got bronze in London, but barracks in both cities. York produces troops too slow, so a barrrack there isn't cost-effective. I need the money it consumes. In freeciv (linux) it's possible to sell buildings. But just rqzeing it would be great, even if it cost someting. Walter Hawkwood Jan 10, 2008, 01:44 AM Barracks. I'm holding the only two cities of the eastern one of the brittish isles. I'm at war whit half the known world. I got bronze in London, but barracks in both cities. York produces troops too slow, so a barrrack there isn't cost-effective. I need the money it consumes. In freeciv (linux) it's possible to sell buildings. But just rqzeing it would be great, even if it cost someting. That would (in TR philosophy) require a whole new layer of AI logics to permit AI players use the feature too. Not the easiest thing to implement - but a thing to consider for sure. Ad Hominem Jan 15, 2008, 03:44 PM Dunno if this is the correct thread... anyway, here goes. I just got Warlords and dled your awesome mod (played it on civ4 a lot) and patch. But apparently there is a problem. When it's almost done installing, a message pops up: Extract: error writing to file TK_2.2_WL_Base.fpk. Some help, please? Walter Hawkwood Jan 15, 2008, 04:05 PM Dunno if this is the correct thread... anyway, here goes. I just got Warlords and dled your awesome mod (played it on civ4 a lot) and patch. But apparently there is a problem. When it's almost done installing, a message pops up: Extract: error writing to file TK_2.2_WL_Base.fpk. Some help, please? Yep. Looks like you are low on HD space. Check BOTH the drive you installing to AND the drive on which your Temp folder is located (installer uses temp folder). Ad Hominem Jan 15, 2008, 10:52 PM Thank you soooo much, I think that's precisely the issue here! Solved :) civhelp121 Jul 02, 2008, 08:37 PM Is this another scenerio that I can click on from the main menu? or does this mod completly replace the regular version of civ IV? Walter Hawkwood Jul 03, 2008, 01:50 AM Is this another scenerio that I can click on from the main menu? or does this mod completly replace the regular version of civ IV? You can, theoretically, choose it from the main menu, but for your convenience, our installer creates quick launch shortcuts on your desktop. |
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