View Full Version : Warlords: Total Realism 2.0


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Houman
Sep 23, 2006, 10:27 AM
In maybe one hour the Warlords:Total Realism BETA will be released.

***The patch for vanilla version will come tonight or tomorrow evening***

Please download and play it and let us know of any problems. It comes without Dales combat code, so it is 100% stable, until we have Dale's code 100% stable we won't include it.

Enjoy the new Earth map!

I am very interested to see, if you get the local Great Generals or not. For example if you play Germans you should not get Persian Generals any more. Every civ has now unique generals. The pics are not complete yet in Beta. Please report about the generals..

Thanks
Houman

storm6436
Sep 23, 2006, 11:17 AM
Yay. Just in time too, just finished getting warlords off of direct2drive

Houman
Sep 23, 2006, 12:11 PM
Hmm I see Mexico didn't have time to upload it yet I suppose. I have to wait and see what has happened....


Please be patient a bit more...
Houman

storm6436
Sep 23, 2006, 02:21 PM
The files will be in the same sourceforge directory?

Houman
Sep 23, 2006, 02:31 PM
Yes, it will be. Mexico is working hard on the Vanill Patch. I suppose he wishes to release them both at the same time. :)

RickAucoin
Sep 23, 2006, 03:06 PM
lol, dangit, I went and bought Warlords solely because it appeared Total Realism would work in it before it would work correctly in the vanilla version of Civ IV. :D

Mexico
Sep 23, 2006, 03:32 PM
sorry guys, just now finished patch for vanilla

TR for warlords will be avaliable tomorow, now i must sleep, i spend all last night at customer (upgrade network), so i am so tired

mexico

Spartan117
Sep 23, 2006, 04:18 PM
Just a question.

Is the release for warlords including new content?

Or first step was just to make warlords compatible and then add new content later?

Houman
Sep 23, 2006, 04:27 PM
This BETA Warlord version will include everything from Vanilla 2.1.2 version (only without Dale Ranged Bombardment) + Warlord stuff + 2 new helicopters + Mirage 2000 and "Ethinically Diverse Great Generals feature" (not 100% complete yet). New Worldmap with 24 Civs, some more UU for new Civs. etc

The Gold Warlord version in about 2 weeks, will contain a lot more UU units for old and new civilizations. More AI adjustments in Worldmap, and - I would start reading your suggestions from this subforum - and implement some of the good ideas.

Xanikk999
Sep 24, 2006, 12:34 PM
Nice work houman, i cant wait to try it out.

Ive been waiting a very long time for a quality warlords mod thats not unbalancing or anything. :goodjob:

RickAucoin
Sep 24, 2006, 12:55 PM
Is this available yet? Download link?

(My wife hates you guys, I'm addicted to CivIV again thanks to the Total Realism mod, lol)

Houman
Sep 24, 2006, 02:46 PM
It was actually good that Mexico delayed the Beta release. I have discovered two little bugs with the new Great Generals of new Civs. Solved and uploaded, when Mexico is back this evening, I hope he has time to pack the release for you guys.

Meanwhile I have been working the whole weekend on the Units overhaul. Lots of new changes and diverse units. Some old units such as Egyptian Archer gets replaced by a new model. there is a lot of changes...

Mexico
Sep 24, 2006, 03:01 PM
It was actually good that Mexico delayed the Beta release. I have discovered two little bugs with the new Great Generals of new Civs. Solved and uploaded, when Mexico is back this evening, I hope he has time to pack the release for you guys.

Meanwhile I have been working the whole weekend on the Units overhaul. Lots of new changes and diverse units. Some old units such as Egyptian Archer gets replaced by a new model. there is a lot of changes...
uh..right now finished installer - it's look like i read note from houman in last moment before release...so beta installer for warlord will be avaliable tomorrow morning (GMT) - 12 hours from now

Hian the Frog
Sep 24, 2006, 05:24 PM
Hi guys,

Maybie i'm blind, i don't see where i can load Warlords TR.....
mmmm.... Help ! Where is it ?

The Frog.

Houman
Sep 24, 2006, 05:44 PM
Mexico has prepared the installer and will upload it tomorrow from his office. Be patient guys and don't forget to report the bugs not to the vanilla email adress but to this email address:

beta.totalrealism(at)googlemail.com

Have fun,
Houmie

Hian the Frog
Sep 24, 2006, 06:05 PM
Mexico has prepared the installer and will upload it tomorrow from his office. Be patient guys and don't forget to report the bugs not to the vanilla email adress but to this email address:

beta.totalrealism(at)googlemail.com

Have fun,
Houmie

Hi Houman,

Great. Will wait for tomorrow. Will we have the same install problems with cache and foreign language (as French) ? Just to know if i change my superb French warlords to an ugly english warlords....;) ( joke)

The Frog.

Houman
Sep 24, 2006, 08:13 PM
HI Frog,

There are no problems with Cache at all anymore. First Warlords has its own cache folder and won;t collide with vanillia Realism. Second there was no single time for me during developing, that I needed to clear the cache. This are very good news I suppose. :)

The Beta is only the tip of the iceberg, the Gold version would be much more amazing....I have been working since Friday evening almost non stop on complete units overhaul.

Mexico
Sep 25, 2006, 04:08 AM
Download from SourceForge (need some time to redistribute across world):
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=205324

EDIT: run form desktop icon is not working correctly (8 from 10 attempts for me crashed at load), but loading mod from menu working without problem
pls don't use this icons (found this after uploading installer to SF)

Houman
Sep 25, 2006, 05:41 AM
Actually it seems that the Icons are ok. Just try it. ;)

Hian the Frog
Sep 25, 2006, 09:25 AM
Hi Houman, Mexico, everybody,

Some feedbacks:
- Warlords TR works in French !!! Great, wonderfull,.... Some strange translations only. It could be changed in the future...
- Even if i had installed flag patch, i still have yellow, black,... flags for some civs such as France, Spain, Russia,... In fact it seems that only flags of warlords civs are right. I played Vikings and my flag was the good one.
- Icons don't work. I have to load TR from inside Warlords.
- No bugs after 164 turns on TR world map.
- Still some strange things that had to be changed on this great TR world map. Exemple: no coal in germany, Ottomans and Celts in starnge, very strange starting positions, ai weakness (Roman),....

More feedback in the future. Nice work Houman and Mexico.

The Frog.

MindProphetX
Sep 25, 2006, 02:34 PM
scenario or map error, initially when I start the game with Carthage there is a barbarian settler and warrior occuping the same space as my settler?? if settled the barbarians will move to adjacent space and attack the following turn...
I know I shouldn't really mention this here but by the time Warlords goes gold I'm hoping Carthage will receive more UU perhaps an elephant unit
... one more thing, are you going to a alternative leaderheads such as the male for the Egyptians and whatever other ones there may be... thank you and still testing for other problems...

MindProphetX
Sep 25, 2006, 02:41 PM
problem with the text for the +10% city atack +10% city defense promotion

Houman
Sep 25, 2006, 03:16 PM
@Mind

The map was bad, I have overhauled the new map which workes great. I just have played for few hours. Warlords:Total Realism is a new experience. And yes I am playing the more advances version with all the new UU. The new civs have loads of new UU, once it is gold. Don't worry. :D

You guys are right Attack promotion doesn;t really make sense. Hopefully we get some suggestions in the Promotion section. The other problem are the mercs, the money that you can earn and loose is too high. We need to rework that. We need also to make them cost upkeep if they are in the queue.

Regards
Houmie

MindProphetX
Sep 25, 2006, 03:40 PM
Why is it that once I restore order to a captured city the cultural borders still do not expand, not even to default size? Basically I capture a city and the cultural border never grows, this is early in the game and I have no religion etc... To be specific I only have one plot and that is the town itself can't do anything with the city.

Hian the Frog
Sep 25, 2006, 03:46 PM
Houman,

Now i'm playing as the Roman Empire. Around 200 turns and i have just finished my third war (i was twice attacked by the german and once by the french). After these wars, i earned 3 great generals ( Theodoric the Visigoth, Attila the Hun and Clovis I ). As you can read their names are not trully Roman. Furthemore, it's impossible to read to great general bar in the military advisor as in vanilla warlords. I really hope and wish you will add it. It's very usefull... to now when ending a war....

Last thing: i like reading scores on the column on the right side of the screen. It's impossible now. Onlt scores of warlords civs are written but not classical civs. Will you give us the possibilty to read all scores ?

The Frog.

jfuesting
Sep 25, 2006, 04:09 PM
When I try to install the beta, I get an error message that says: "This mod requires Civ 4 Warlords patch 1.00.000" I have the Direct2Drive version. Is there maybe something going on with that?

Houman
Sep 25, 2006, 05:01 PM
@mind,
It works fine for me. I suppose you have some third party Mod components in your Custom Assets? After 5 turns or so the cultural borders grow again. This used to be a bug that we solved a while ago.

@Frog, this are very bad news, the unique great general isn't working then through plain XML. We need to alter the SDK I suppose. damn...

Jfuesting,
Have you installed Warlords?

MindProphetX
Sep 25, 2006, 05:13 PM
@mind,
It works fine for me. I suppose you have some third party Mod components in your Custom Assets? After 5 turns or so the cultural borders grow again. This used to be a bug that we solved a while ago.

@Frog, this are very bad news, the unique great general isn't working then through plain XML. We need to alter the SDK I suppose. damn...

Jfuesting,
Have you installed Warlords?

Maybe but, its happened on vanilla too, even with the most recent patch, it only happens sometimes too, try Carthage out and take the Rabet city, thats when it seems to be happening for me at least in this case

I'm not complaining especially since I want a fairly accurate map but, does this make sense to you... Carthage has the UU Nubian Horsearcher or whatever, the problem is there isn't a single horse resource on the whole continent...but that gives me all the more reason to declare war I guess

I have never tried any other mods or components to mods and there isn't any reason too either...

Houman
Sep 25, 2006, 05:20 PM
hehe thanks Mind ;)

Hmm there is no horse in Africa? Is that histrically correct? I suppose not...need to double check. The new Map would work much better. I have reworked it completely. Unfortunatelly it is not Warlords TR Beta compatible because of new African Units on the map. Otherwise I would have given it to you.

Hian the Frog
Sep 25, 2006, 05:40 PM
hehe thanks Mind ;)

Hmm there is no horse in Africa? Is that histrically correct? I suppose not...need to double check. The new Map would work much better. I have reworked it completely. Unfortunatelly it is not Warlords TR Beta compatible because of new African Units on the map. Otherwise I would have given it to you.

Houman,

There was horses on north africa. How can numidians have their powerfull cavalry if there was no horses ? ;) In fact most of horses can be found around the frontiers of what is todays Algeria and Tunisia. These lands were under the rules of the Kings of Numidia at that time.

It's great that you had rebuilt your map. Too many things are wrong on this one, as i wrote in a previous posts (read map thread or something like that if i well remember).

About great generals: i'm disapointed that it doesn't work at that time. But i'm sure that you will correct that ASAP. ;)

I can give you some help if you want to build your map. Sent me a PM if you want...;)

Again. Good job.:goodjob:

The Frog.

Hian the Frog
Sep 25, 2006, 08:35 PM
Houman,

Somebody already wrote this bug. (don't remember his name, sorry) When you conquer a barb city, you can only use the title of the center after it recover from riots: the cultural borders don't grow (unless you got stonhenge).

The Frog.

MindProphetX
Sep 25, 2006, 09:03 PM
Houman,

Somebody already wrote this bug. (don't remember his name, sorry) When you conquer a barb city, you can only use the title of the center after it recover from riots: the cultural borders don't grow (unless you got stonhenge).

The Frog.
yeah thats the problem I'm getting too, cultural borders aren't expanding unless I have a tech, religion etc... in that city I mean on bard ones anyways... there are no boundries just the city itself...

$ailor
Sep 25, 2006, 10:37 PM
yeah thats the problem I'm getting too, cultural borders aren't expanding unless I have a tech, religion etc... in that city I mean on bard ones anyways... there are no boundries just the city itself...

It has been 12 turns since I took 2 cities from the Barbs and have yet had the borders expand. Playing the Americans and on turn 190. So far no CTD! Yippie!

The other thing I notice is it seems like it takes a long time between turns. I am playing the world map. Is it just me or are others having a long wait between turns?

Great job:goodjob:

MindProphetX
Sep 25, 2006, 11:26 PM
???, I'm intrigued to see it because I know what kinda quality to expect from your crew and you.

Gommulus
Sep 26, 2006, 03:50 AM
300 Turns without ctd yay :D
I am playin americans and took judaism as religion. noticed that it did spread over to Montezuma automatically. is that workin as intended?

Houman
Sep 26, 2006, 04:05 AM
I can prepare the Map for you guys. (Have to replace the African-Skirmisher with a existing unit, so it doesn't crash)

Regarding spread of Judaism, yes it is intended. After the discussions we had - I think it is best having all ancient religions as non-local and non-dominant and later relgions have higher spread rate. Unfortunatelly the values in Beta you are playing aren't that accurate yet. The following values will be in the gold version:

Judaism 33% - 1 Missionary allowed
Zoroastrianism 45% - 2 Missionaries allowed
Hinduism 50% - 2 Missionaries allowed
Taoism 50% - 2 Missionaries allowed
Buddhism 75% - 3 Missionaries allowed
Islam 75% - 3 Missionaries allowed
Christianity 65% - 5 Missionaries allowed

Frog, I don't know how to solve the Diverse Generals issue. I have made a help request, but so far no responses. :(

Gommulus
Sep 26, 2006, 05:07 AM
Nice Idea with the spreading rates. Somehow i cant understand why judaism is the one thats most hardly spreading though. From today's point of view they appear to be isolated, but in fact judaism was spread more into the world compared to buddhism or hinduism. Thats the only thing still totally NO realism, always buddhists or hindus in europe if the player wont intervene.
Hard to prevent that but christianty HAS to spread more aggressive then buddhism.

Judaism 50%
Zoroastrianism 33%
Hinduism 50%
Taoism 45%
Buddhism 65%
Islam 75%
Christianity 75%

my idea for that :crazyeye:

Hian the Frog
Sep 26, 2006, 06:59 AM
@ $ailor: hi, man. It take a long time also with me between turns. And my PC is not a weak one... It's boring, sure, but this mod is so great that i had learned to be patient (basically i'm not !).

@ Gommulus: I nearly agree with you. Islam and Christianism must be the more "aggressive" religion. Others should be below 50%, IMO.

@ Houman: Thx for the new thread. I can't really help you with you Diverse Generals problem. I don't know anything about coding, programming,... I can only give some help about military history and geography.

@ All: Please, have a look in the building thread. I have wrote there one of my new suggestion.

The Frog.

WarKirby
Sep 26, 2006, 09:17 AM
On a whim, I bought warlords today.

Do you have a date for gold version, Houman?

To keep us occupied in the meantime, could you post a list of what will be in gold version (that is not in current warlords beta)?

WarKirby

Houman
Sep 26, 2006, 03:29 PM
War,

Mostly the new units will make it great. I don't understand why the great generals are not working as intended. Do you guys have the same issues that you don't get the local generals and the Barbarian general names instead?

Otherwise, the new adjustments to Promotions, hopefully a final fix to Mercenaries, Leader's favorite Religion Mod, new UN actual quotes etc...And of course some unit adjustments and balancing...

The Gold version will be out next weekend (oct 7/8) (Damn one week before the new bloody patch. I guess if Firaxis release the new patch I retire...its just too much work. lol

$ailor
Sep 26, 2006, 04:53 PM
War,

The Gold version will be out next weekend (oct 7/8) (Damn one week before the new bloody patch. I guess if Firaxis release the new patch I retire...its just too much work. lol

You guys are great and have put a ton of work into TR for us to enjoy. I hope that you do not get discouraged and quit. If I had not found this forum and the TR MOD I would have put Warlords vanilla on the self just as I had done with Civ IV. Playing the TR has brought back the old excitement. Heck I would even be willing to pay for the rights to use the TR as I enjoy it so much. Looking forward to the Gold.

MindProphetX
Sep 26, 2006, 05:18 PM
when will you release the new map? have you guys isolated the captured city - no cultural borders problem yet?

$ailor
Sep 26, 2006, 05:26 PM
when will you release the new map? have you guys isolated the captured city - no cultural borders problem yet?
I am not sure it is a problem. I too had captured 2 cities from the Barbarians and it would not expand. However I just built a monument and POW the borders expanded. I think one has to build culture for the city to expand. I am building a monument in the other city and will let you know if it expands when completed.

Edit note:

I just completed the monument in the 2nd captured city and the borders did in fact expand. I am sure that this is not a problem. For a captured city to expand one must build culture. I don't know if this is designed this way but that seems to be the way it is working so far. I have not gone to war with another Civ yet but gearing up to do so. Will not know if this will hold true to a captured city if it does not have any culture left when the capture is finished.

MindProphetX
Sep 26, 2006, 06:40 PM
I just bumped into the Scandvanadian (its under turn 50) and they have a mercenary that somehow cloned himself, so they have an army of at least 10-15 (edit; let me revise that they have around 50 of the same mercany unit) units of an axeman type mercenary unit all with the same name... lol, they are rolling all the Barb citys and declaring war on everyone...
this error inclined me to review the world builder and to NO SURPRISE, I see this isn't the first clone, I"m kinda stuck on who cloned the first human lol, was it the Zulu's or the Scav's

...and if you think thats one hell of a recruiting job than you haven't seen jack because in Africa the Zulus have a war chariot that has cloned himself so many times that the inflation must be killing him, he curently owns all the barb cities in Africa with the exception of Rabet... thats all there is down there, massive stacks of war chariot units... its crazy...lol

I wonder who will win the clone wars...

Has this ever happened to anyone else?

this has all happened in under 50 turns and the mercenaries are definately clones because they have the same names respectively...

@Sailor, I think this must be some kinda bug I mean regarding the cultural borders after you capture a city (doesn't seem to matter if it is another civ or barb) you shouldn't have to build anything to reestablish the preliminary borders...
I think this problem started occuring for me originally after the newest or next to newest patch for the civ vanilla and perhaps the bugged files were mistakenly put into the warlords version...

Just in case I'm going to try the cache thing, although I've never had to before + I wouldn't know why I would have to considering I've never even played civ4 default or civ warlords default not to mention any other mods...

jfuesting
Sep 26, 2006, 06:47 PM
Houman;

Yeah. It's a direct2drive installation. I've seen some others posting with the same problem. Other mods work with Warlords, so it's not necessarily inherent with the D2D Warlords. The D2D installation must do something different in the registry that's confusing your installer.

MindProphetX
Sep 26, 2006, 07:34 PM
alas a new game and more clones...
turn 26 I decide to see if by chance there are in clones being produced and yet again those damn Zulu's must have some kind of genetic enhancement causing the mutations to allow them to reproduce asexually...
no other discrepancies noted up until that point

a side note it seems rather easy for me to just be able to recruit a mercenary within the opening turns (because of gold from a booty hut) to be able to seize barbarian cities and even easier to take out whole other civs...I guess this falls under the "good scout" concept just don't do it, huh? makes it too easy anyway (recruiting any of the many level 0 mounted units has become a strategy as of late making it too simple, alas if I don't recruit him the AI will, usually to no avail kinda just sits around until the AI has to send him home)

will try one more time... hopefully no clones

also I did delete the custom assets before this attempt...

MindProphetX
Sep 26, 2006, 08:11 PM
again the Scav's clone their merc... I think I'll wait for this to be fixed before I continue to test...

WarKirby
Sep 27, 2006, 12:34 AM
Mercs cloning? this sounds bad.

I looked at the list of religions, I think Buddhism and Christianity need a lower spread rate, and Taoism a higher spread rate.

Buddhism is too high compared to other ancient religions, and christianity is too high because it has all those missionaries to spread it manually.

Taoism needs a higher rate because it's too hard to use just now.

MindProphetX
Sep 27, 2006, 03:01 AM
Mercs cloning? this sounds bad.

I looked at the list of religions, I think Buddhism and Christianity need a lower spread rate, and Taoism a higher spread rate.

Buddhism is too high compared to other ancient religions, and christianity is too high because it has all those missionaries to spread it manually.

Taoism needs a higher rate because it's too hard to use just now.

Lol, yeah they truly are so it seems. Funny now that I put it into perspective perhaps thats why I noticed a few civs dissappearing early on in preliminary trials of TR warlords...

Hian the Frog
Sep 27, 2006, 11:22 AM
Houman,

I was playing as Mali on TR world map and something really awesome seem to have happened... As MindProphetX wrote, merc seems to duplicate or something like that. After 70 turns, Zulu had conquered ALL barbs cities of Africa, even Rabat in Morocco. At that time, he had 21 Numidians Horsemen !!!
I'm sure that it's merc unit because i used the worldbuilder to cheat and see if he has alreay discovered the appropriate tech and if he has an Horse ressource. He had none of them....

I think that mercs are too strong (too high level,...) as i had already said. But if now they duplicate..... pfff, it will be impossible !

The Frog.

Hian the Frog
Sep 27, 2006, 11:45 AM
Houman,

I'm really sure that mercs are copying (same name for exemple)....:eek: Ten turns after, the Zulu hired an other Merc : an Archer with Garisson I and II. I made a few more turns (don't remember how many) and his mercs can be seen 5 times ! And the Numidian still continue to "copulate"... Now 28 of them are roaming in Africa....:eek:

Big problem !!! :cry: It's a good way to conquer the world: cloning troops.....
I will continue a little bit to see what will happened.... but it's impossible to play. As Zulu are very aggressive, they declare war on Egypt and conquered it very very easily (around 6 turns were needed). Looses were very few as the Numidian is level 6..... :mad: :cry:

Something had to be done quickly, it's impossible to test Beta TR when you've got an aggressive neighbor that use mercs. I will wait for this to be fixed to continue the test....:sad: :sad: :sad: :sad:

PS: Cloning troops could be very interesting for G.W.Bush at that time. No ? ;)

The (unique :D )Frog.

MindProphetX
Sep 27, 2006, 12:27 PM
Houman,

I'm really sure that mercs are copying (same name for exemple)....:eek: Ten turns after, the Zulu hired an other Merc : an Archer with Garisson I and II. I made a few more turns (don't remember how many) and his mercs can be seen 5 times ! And the Numidian still continue to "copulate"... Now 28 of them are roaming in Africa....:eek:

Big problem !!! :cry: It's a good way to conquer the world: cloning troops.....
I will continue a little bit to see what will happened.... but it's impossible to play. As Zulu are very aggressive, they declare war on Egypt and conquered it very very easily (around 6 turns were needed). Looses were very few as the Numidian is level 6..... :mad: :cry:

Something had to be done quickly, it's impossible to test Beta TR when you've got an aggressive neighbor that use mercs. I will wait for this to be fixed to continue the test....:sad: :sad: :sad: :sad:

PS: Cloning troops could be very interesting for G.W.Bush at that time. No ? ;)

The (unique :D )Frog.

lol, now your hearing me...

Bush and clones don't mix as you can tell from Bush Sr. and Bush Jr. basically clones and not the kind you want around
however, I don't think I'll go as far as denouncing Bush's family as whole considering the Bushette twins, now those are some clones I wouldn't mind having around...

Hian the Frog
Sep 27, 2006, 12:36 PM
lol, now your hearing me...

Bush and clones don't mix as you can tell from Bush Sr. and Bush Jr. basically clones and not the kind you want around
however, I don't think I'll go as far as denouncing Bush's family as whole considering the Bushette twins, now those are some clones I wouldn't mind having around...

Cool ! It was a joke, a bad one if you want but a joke ! :p I just want to say that he needs troops in Irak, and cloning is own one would (perhaps) make him happy to solve this problem....:mischief:
Sorry if it's hurt you. :)

The Frog.

MindProphetX
Sep 27, 2006, 12:49 PM
Cool ! It was a joke, a bad one if you want but a joke ! :p I just want to say that he needs troops in Irak, and cloning is own one would (perhaps) make him happy to solve this problem....:mischief:
Sorry if it's hurt you. :)

The Frog.

lol, seriously no offense taken and I don't think you directed any regardless. I'm an advocate of Rreedom of Speech so spit it out, anyway there may be a misunderstanding thats all...

Houman
Sep 27, 2006, 02:35 PM
I see there is this copying problem. Are only mercs affected? Can someone confirm this?

I know there is one error with Stack Aid. StacjAid is meant for 18 Civs and now that we have 24 it will fail here and there....

Thanks
Houman

WarKirby
Sep 27, 2006, 02:54 PM
Mansa Musa had 15 merc spearmen all with the same name:confused: . This was just with the discovery of bronze working so it would be fairly devastating if he decided to use them.:(

Consider this confirmation. btw I was using 24 civs. I should have lowered the sea level. Not enough land for 24 civs to function properly. Everyone gets stuck in a tiny area with only 2-3 cities, and noone can get the economy to build an army and invadde their neighbors. Game gets stagnant.:sad:

Hope you fix the cloning thing. It's a hotseat game so we can't rectify it with worldbuilder.

WarKirby

*goes to buld a bunch of axemen, and make a last stand*:mad: :mad: :mad:

Hian the Frog
Sep 27, 2006, 03:00 PM
Houman,

Only mercs are copying in my games. I never had one of my own "national" unit that duplicate. Never.

The Frog.

WarKirby
Sep 27, 2006, 03:40 PM
As far as I can see, it's mercs only.

Hian the Frog
Sep 27, 2006, 05:08 PM
All,

I have sent a PM to Houman to explain to him a problem i have just had in one of my gameplay.
It seems that with the Great Wall and slavery civic, troops created after a slaves rebellion are automatically thrown out of your frontiers.
It's a bonus, of course, but i don't think that is really what was wished.

Can somebody tell me (and Houman) if i'm right or not ?

The Frog.

$ailor
Sep 27, 2006, 05:40 PM
All,

I have sent a PM to Houman to explain to him a problem i have just had in one of my gameplay.
It seems that with the Great Wall and slavery civic, troops created after a slaves rebellion are automatically thrown out of your frontiers.
It's a bonus, of course, but i don't think that is really what was wished.

Can somebody tell me (and Houman) if i'm right or not ?

The Frog.
It was my understanding that in the vanilla game that the Great Wall Wonder benefit was that it kept Barbarians out. So in my mind, when a rebellion spawns a Barbarian then the wonder would in fact kick them out.

$ailor
Sep 27, 2006, 05:41 PM
I am note sure if this is a big deal or not. When I load the Warlords World Map TR from the start menu it takes me to “Choose a civilization” and I have to use the Back button to get me to the main menu so I can load my saved game. Anyone else have this problem?

Hian the Frog
Sep 27, 2006, 06:39 PM
It was my understanding that in the vanilla game that the Great Wall Wonder benefit was that it kept Barbarians out. So in my mind, when a rebellion spawns a Barbarian then the wonder would in fact kick them out.

Yes, that's what i say. But i don't think that is what Houman intended when Slaves rebellion were added to the mod. It's only a new indirect benefit from the Great Wall of Warlords...
I only want to be sure of this. Can somebody confirm that ?

The Frog.

WarKirby
Sep 28, 2006, 02:05 AM
Is there any way it could be made so that the great wall extends as your territory does? It was kinda disappointing that it remained static

$ailor
Sep 28, 2006, 07:30 AM
I am in the BC era and found Brennus (Celt) he ask me to go to war with England so I wanted open borders to explore more land. Well he occupies a very small Island and the only recourses are a cow (with pasture) and a clam. None of the 4 tiles on the island has elephants however this guy has 19 war elephants.

I want to be able to turn my cows into elephants since I am playing the Americans and do not have any horses. :crazyeye: If I ever decide to try to take him out I will have to wait until the industrial age when I can get tanks and by that time he should have hundreds of elephants. :eek:

Save file has been sent by email

Awesome game!

Hian the Frog
Sep 28, 2006, 07:45 AM
I am in the BC era and found Brennus (Celt) he ask me to go to war with England so I wanted open borders to explore more land. Well he occupies a very small Island and the only recourses are a cow (with pasture) and a clam. None of the 4 tiles on the island has elephants however this guy has 19 war elephants.

I want to be able to turn my cows into elephants since I am playing the Americans and do not have any horses. :crazyeye: If I ever decide to try to take him out I will have to wait until the industrial age when I can get tanks and by that time he should have hundreds of elephants. :eek:

Save file has been sent by email

Awesome game!

Hi,

Your elephant is probably a mercenary that duplicate.... Great, no? Elephants that duplicate like bacteriums. One more each half an hour ....;)

It's a big problem that had to quickly be corrected. It's not possible to test Beta TR for a long time as some aggressive civs use these "flavor" to conquer whole civs....

The Frog.

$ailor
Sep 28, 2006, 07:54 AM
Hi,

Your elephant is probably a mercenary that duplicate.... Great, no? Elephants that duplicate like bacteriums. One more each half an hour ....;)

It's a big problem that had to quickly be corrected. It's not possible to test Beta TR for a long time as some aggressive civs use these "flavor" to conquer whole civs....

The Frog.
I am lost when it comes to the mercenary. I see you guys writing about it but for the life of me I do not know how to create one or get one. HELP!

Thanks

WarKirby
Sep 28, 2006, 08:34 AM
you click on one of the symbols in the top left of the screen. It's pretty self explanatory from there.

This really must be fixed soon.

Has anyone noticed strange distribution of resources? In my current game, I found a site with 5 gems, and another with obscene quantities of elephants. Also getting a hell of a lot of bananas. This is using generated maps. But there are many places like this.

Would there be any way to make the worldbuilder distribute resources less liberally, and cluster them together a bit more. I hardly get to do any resource trading because just about everyone has just about everything.

--------------------------------------------------------------------------------

I am note sure if this is a big deal or not. When I load the Warlords World Map TR from the start menu it takes me to “Choose a civilization” and I have to use the Back button to get me to the main menu so I can load my saved game. Anyone else have this problem?
The warlords worldmap shortcut is made to start a game directly on the TR world map. If you don't want to play that scenario, use the one that doesn't have world map in it's name, and it will take you to the warlords (TR) main menu.

Hian the Frog
Sep 28, 2006, 08:54 AM
$ailor,

Today i'm not absolutly sure to know how, why, when,... the duplicate of mercs happened. It seems that only happened in gameplays with more than 18 civs (19 to 24), but i'm still not sure. Also, if you use the worldbuilder (i know, it's cheating but it's to understand the problem) you can see the foolish number of mercs easily ( units with same names, as the mercs are named).
Try this (the worlbuilder). I do it in one of my game yesterday each 3 turns, only to have a look on the duplication and its effects.:lol: :crazyeye:

At that time, we can only wait for this problem to be fixed to play on TR world map. :cry: Play with a random map and less than 18 civs, it seems to work well. :)

The Frog.

WarKirby
Sep 28, 2006, 09:29 AM
Houman did mention that it was something to do with the new ability to have 24 civ games.

24 civs is not a good idea though. It causes people to run out of room too fast, and economically stagnate. Noone can build a decent enough economy to support an army, or even to research techs at a reasonable speed.

I'm never playing with that many civs again.

WarKirby

storm6436
Sep 28, 2006, 11:27 AM
I'd be willing to bet he's trading for the hefalumps.

WarKirby
Sep 28, 2006, 12:14 PM
If he's on a 4 tile island, there's no way he had the production to build 19 elephants in the BC era. Must be the mercenary thing. Do they have names?

Warkirby

$ailor
Sep 28, 2006, 12:20 PM
If he's on a 4 tile island, there's no way he had the production to build 19 elephants in the BC era. Must be the mercenary thing. Do they have names?

Warkirby
all of them are named Edernoth Afoafard Most have the same promotion points

Hian the Frog
Sep 28, 2006, 12:40 PM
all of them are named Edernoth Afoafard Most have the same promotion points

Man,

It's sure now that you gives us this explanation. It's a duplicate of a merc: same name, same promo, same level,.... Eventually some many have minors changes after victorious fights, but they are clones. :D

Sorry, as many of us, wait for this to be fixed. :cry:

The Frog.

$ailor
Sep 28, 2006, 12:58 PM
Man,

It's sure now that you gives us this explanation. It's a duplicate of a merc: same name, same promo, same level,.... Eventually some many have minors changes after victorious fights, but they are clones. :D

Sorry, as many of us, wait for this to be fixed. :cry:

The Frog.
I have the file save and sent in email. If anyone else wants the file I will send it to them

Houman
Sep 28, 2006, 04:05 PM
Thanks for savegame, we will se what we can do. It seems it is the same error as stack aid. it is easily fixed it is just an array overflow.

The other change for mercs will be the drastic price cutdown. Mercs are cheaper to hire and maintain, but they barely give you money as well. I have seen in the Savegames you sent me that almost no one of you had money problems, 20.000 gold etc is just redicilous. Then I relaized a bug no one realized. The Mercs were set a wrong number sinec many versions lol. This will be fixed. And if we can find a way to make Mercs cost upkeep while being hold in the queue we will do it as well. Oh anothr change Units that have been put in the queue now take 6 or 7 turns instead if 3 turns, when you order them back to become a normal unit. This was abused before as cheap unit holder and in case of war the units were called back. Now at least the enemy has 7 turns to run few cities over...


Mexico is right now in the deserts of Mexico. ;) without Internet. Damn, but he is working on teh bugs. It is good that he is married and cannot do things single guys do when they are lonly in the hotel after a customer meeting. :D So he gets bored and keep working on the bugs....

Houman

MindProphetX
Sep 28, 2006, 04:49 PM
maybe I missed it but did you address the cloning merc problem?

RickAucoin
Sep 28, 2006, 05:46 PM
Has anyone had success installing the mod on a Direct2Drive installation of Civ IV Warlords? When I try to run the install file it tells me it requires a patched version of Warlords to version 1.00.00

Yes, I have Warlords installed, and it runs.

Spartan117
Sep 28, 2006, 10:57 PM
Mexico is right now in the deserts of Mexico. ;) without Internet. Damn, but he is working on teh bugs. It is good that he is married and cannot do things single guys do when they are lonly in the hotel after a customer meeting. :D So he gets bored and keep working on the bugs....

Houman

is mexico by any chance mexican?:confused:

nice to see a fellow mexican:D :lol:

MindProphetX
Sep 28, 2006, 11:44 PM
Is the beta testing phase over? The reason I ask is because as it stands now the Beta for Warlords is unplayable... cloned mercs...

Spartan117
Sep 29, 2006, 12:23 AM
houman said that GOLD should be coming in the next week hopefully or in the next couple of weeks

Houman
Sep 29, 2006, 03:39 AM
hehe No, Mexico isn't Mexican. ;) I was just teasing you. He is like me from the old world.

Yes Merc cloning is addressed, dont worry guys. And Rule nr one be patient. We might offer a Beta II for this weekend. Depends if Mexico is back and can give me a hand. As you might already now from the credits in Beta I, most of the team members are at this time inactive. So if someone with programming skills is interested helping us, you are warmly welcome.

Regards
Houman

Houman
Sep 29, 2006, 05:20 AM
BTW can anyone else confirm that the generals are not unique and are always from the main Barbarian list, despite playing as Romans, Germans or Persians etc?

Thanks
Houman

Hian the Frog
Sep 29, 2006, 07:03 AM
BTW can anyone else confirm that the generals are not unique and are always from the main Barbarian list, despite playing as Romans, Germans or Persians etc?

Thanks
Houman

Houman,

As a British (Liz) , i have earned on general in a playgame yesterday. It was Attila the Hun, not trully an english guy....

The Frog.

WarKirby
Sep 29, 2006, 08:01 AM
I got Cao Cao (famous chinese leader) while playing as Japan.

WarKirby

MindProphetX
Sep 29, 2006, 10:03 AM
I too recieved Attilla playing as the Greek which isn't really correct...

MindProphetX
Sep 29, 2006, 10:20 AM
hehe No, Mexico isn't Mexican. ;) I was just teasing you. He is like me from the old world.

Yes Merc cloning is addressed, dont worry guys. And Rule nr one be patient. We might offer a Beta II for this weekend. Depends if Mexico is back and can give me a hand. As you might already now from the credits in Beta I, most of the team members are at this time inactive. So if someone with programming skills is interested helping us, you are warmly welcome.

Regards
Houman

Thank you,
... and as always thank you for your prompt response its just, as of late it seemed that you and Mexico were MIA or KIA. All the same, I'll try to be more patient however I felt I had to ask about what your team's intentions were. Is there a way to edit another civs hired mercs in the world builder such as when I notice that they're cloning, perhaps I could go into the world builder screen and delete them from the AI script or whatever? Right now if you try to delete the mercs than they will continue to spawn even if you delete every one of them???

WarKirby
Sep 29, 2006, 10:24 AM
As you might already now from the credits in Beta I, most of the team members are at this time inactive. So if someone with programming skills is interested helping us, you are warmly welcome.

Regards
Houman
I really wish I could help, but I only have basic knowledge of Pascal, Visual Basic and C++. Not enough for TR I think

Sorry:(

WarKirby

storm6436
Sep 30, 2006, 09:14 AM
What registry keys etc does the installer look for to determine if warlords is installed? I might be able to fake a warlords installation for my direct2drive install and see if it works anyway... otherwise I'll probably get some tools, dissolve the installer and install it manually.

WarKirby
Sep 30, 2006, 01:32 PM
I found a nasty consequence of the great wall's kicking out slave revolts glitch. The Americans (bastards beat me to it) have the wall and are using slavery. We are close neighbors, and when they have a revolt, the barbs appear in my territory and rampage around pillaging my stuff.

WarKirby

JahtheIII
Sep 30, 2006, 02:28 PM
I found a nasty consequence of the great wall's kicking out slave revolts glitch. The Americans (bastards beat me to it) have the wall and are using slavery. We are close neighbors, and when they have a revolt, the barbs appear in my territory and rampage around pillaging my stuff.

WarKirby

Sounds like the begining of a great offensive strategy.

Beeline for the Great Wall, Whip a bunch of offensive units while the barbarians they spawn as a side effect act as an "advance force" pilaging and just generally making life difficult for your neighbor until you come in and take him out.

Of course, this could backfire, by the time you get there, all his troops could be level 5 after killing all those relatively weaker barbarian units....:)

WarKirby
Sep 30, 2006, 06:34 PM
I did beeline for the great wall. I have no idea how Roosevelt beat me to it. He must have had some stone.

WarKirby

storm6436
Sep 30, 2006, 08:20 PM
Yeah, direct2drive warlords is not compatible with the TR-warlords installer :(

WarKirby
Sep 30, 2006, 09:27 PM
Why? How is installing D2D different from installing from CD? (other than the lack of a CD of course!)

Also, you should contact the site where you bought it and complain. I'm sure there's a sale of goods act or something that allows you to demand it be fixed or refunded. Technically, the product is not fit for purpose.

WarKirby

storm6436
Oct 01, 2006, 12:56 AM
It's just an executable you download and install... I'd be willing to bet that Firaxis had them alter a bunch of their install stuff and they probably changed some more to "Prevent Piracy (THINK OF THE CHILDREN!)"

And how am I going to justify asking for a refund? Warlords itself works... I just can't install TR-Warlords because the the TR installer looks for registry keys that aren't there. That wouldn't be an option if the TR installer had a "Force install" option, or if Houman/mexico/etc would tell me what the installer checks for, so I can fake that info (and hopefully give them an idea what needs to be in the installer)

Houman
Oct 01, 2006, 04:46 AM
@STorm

Don't worry, we will think of a solution for the next version. We might need to get back to you regarding your registry entries.

Regards
Houman

storm6436
Oct 01, 2006, 11:38 AM
Thanks Houman.

Spartan117
Oct 02, 2006, 12:25 AM
For all those who complain about loading times....;) :lol: :lol:

http://forums.civfanatics.com/showthread.php?t=187699

HOW TO: Get your mod to load faster by Kael.:clap:

Houman
Oct 02, 2006, 09:10 AM
sounds great!

Houman

WarKirby
Oct 02, 2006, 10:44 AM
Can you use that houman?

It would be cool to make TR load faster without sacrificing anything,
It takes about 2 minutes to load at startup

WarKirby

$ailor
Oct 02, 2006, 11:01 AM
Can you use that houman?

It would be cool to make TR load faster without sacrificing anything,
It takes about 2 minutes to load at startup

WarKirby

Whew, I thought it was just me having a long loading time. I am almost afraid to add the tool as I really hate to mess with the system. Having the tool in the program and knowing someone that knows what they are doing makes me feel a lot better.

Houman
Oct 02, 2006, 04:56 PM
yeah this can be done easily. No problem. We have just to sort out the bugs we have right now. I hope this weekend we can release Beta 2.

Mexico
Oct 02, 2006, 05:11 PM
@MindProphetX: no border after cature
this is bug in python (i forget to update some python code when optimizing other parts..) - if you want to update this before patch:
file:CvEventManager.py
method: onCityAcquired
line 860/861:
must change variable city to pCity

@Hian the Frog: slavery and great wall:
this can be problem - when designed slavery rebelion, we never know about this feature - this must be checked somewhere in SDK, so for now it will be not fxed in next release

@warkirby: great wall update:
no, this can't be done - same limitation is in normal warlords and it is documented - great wall never expand after builded


@rickaucoin, storm6436: install problem
read my post in bug thread about this ( i need some registry info from you for installer update)

Mercenary duplicate
because i was never played game with more then 6 civs, i never meet this bug. you are right, it is most critical bug in Warlord beat release, now i am starting working on this

PackBuild tool
thank for link, i will test this. If this will be working ( as i hope that it will), all next releases will use this

upstart
Oct 03, 2006, 06:26 PM
Will this beta 2 version include ranged combat from Dale's mod perhaps?

Houman
Oct 04, 2006, 03:16 AM
No, not yet. The code is almost bug free, yet not perfectly balanced. Siege is overpowered. This has to wait.

MindProphetX
Oct 04, 2006, 05:08 AM
No, not yet. The code is almost bug free, yet not perfectly balanced. Siege is overpowered. This has to wait.

I agree with your remark about the seige Houman. Seriously that and you still have people whining that the game is too much defensively balanced, thats b/s because it seems to easy now to take a city regardless of who is defending with only a couple of catapults.

WarKirby
Oct 04, 2006, 05:19 AM
But you can just as easily defend with siege weapons

Warkirby

storm6436
Oct 04, 2006, 07:55 AM
Couple of 'pults in a city makes it pretty hard to take... especially if you have mounted units in the city. Pult up the attacking stack, then splat the hell out of the stack with the mounts. Works great with US Cav. Wish they got Blitz :(

Mexico
Oct 04, 2006, 10:12 AM
this strange bug is not bug in mercenary code itself, it depend on StackAid problem - for all players with ID > 20 (StackAid was designed for support 20 civs), StackAid update (after place mercenary in city) failed, which lead to cancel merc placement code -> merc unit is not deleted from wait pool -> is placed again in next few turns -> error in stack aid, not deleted from pool -> and again and again....

quick solve:
edit StackAid.py (Total Realism/Assets/Python/ directory )
at lines 44-48, there is something like
aScout = [0,0,...,0]
.
.
aSiege = [0,0,...,0]

each array must contain at least twenty-five 0 (zeros) - 24 for max civ, 25th for barbarian

then you can delete cloned merc - maybe some merc will arrive again (because is in pool), but after that it will be removed from pool correctly and not cloned in future

Mexico

EDIT: in TR world map, player with ID > 20 (which is affected with this bug) is:
Mehmed II
Ragnar
Shaka
Brennus

and another note: somewhere in Warlords bug thread was mentioned Mehmed II bug, which can lead in CTD for some graphics cards (when meet Mehmet) - if you are affected, read this:
http://forums.civfanatics.com/showthread.php?t=181960

(this will be included in next patch from Firaxis)

Hian the Frog
Oct 04, 2006, 11:58 AM
Mexico,

Thanks for correcting merc cloning bug.:goodjob: I will try again the TR world map now. :D

The :D Frog

Houman
Oct 04, 2006, 01:24 PM
We are targetting Beta 2 for this weekend. Lets cross the fingers that we get finished...

Exerior
Oct 05, 2006, 10:51 AM
lol, don't know if i have pushed this bug finding - but i have reported the bug with too small arrays (i want to understand how the stack combat code works ^^)

Nice work to figure out, that this cause mercenary clones !!!

Houman
Oct 06, 2006, 02:27 AM
Guys,

I need badly first and last names for the following civs asap. I need them in order to use them for the name generator.

Celtic
Ottoman (Turkish)
Korean
Viking (Scandinavia)
Carthage
Zulu

Many thanks
Houman

WarKirby
Oct 06, 2006, 06:46 AM
Vikings.

Erik the Red
Olaf
Hagar
Baelog
Ongar
Jorak

As faer as I know, vikings used the first names of their father, with son on the end.

Sven Eriksson is the son of Erik
Olaf Svensson is the son of Sven
Hagar Olafsson is the son of Olaf
you get the idea.

Also put in King Canute maybe as a GG

Spartan117
Oct 06, 2006, 12:27 PM
Ottomans

Selim I

Mustafa Kamal

Murad IV

Turgut Reis

Murad II

Suleiman the Magnificent


How are the great generals going to be implemented in gold version? similiar to TR for vanilla civ, or how the great generals function in warlords?

Spartan117
Oct 06, 2006, 12:47 PM
Carthage

Hamilcar Barca

Xanthippus

Maharbal

Hasdrubal Barca(maybe, a little unsuccessful as a general)

Mago Barca

If you have the great generals as it is in warlords, then you dont need too many names, i think. Great Generals dont come as often as they did in TR for vanilla civ.

Spartan117
Oct 06, 2006, 01:16 PM
Zulu(commanders during the anglo-zulu war)

Ntshingwayo Khoza

Cetshwayo

Somopho kaZikhala

riesscar
Oct 06, 2006, 08:03 PM
Will ya'll be using any regiments or 5-civ formations? I love this mod, but it loses much of its potential due to boring formations. I'm glad to help add it if you're interested.

Houman
Oct 06, 2006, 08:07 PM
We had regiment and got rid of it. It makes it too slow for most players. It is only decoration anyway. ;)

$ailor
Oct 06, 2006, 10:39 PM
I have yet been able to trade techs with any Civs. I am in 1946 and just finished scientific method. I know some Civs have other techs because I have a spy in a city and know what they are building. I load the game from the start menu and load it thru TR. Where do I turn on the trade tech button? I have looked all over and can not find it. Yes I had the alphabet and writing a very long time ago.

vicentiko
Oct 07, 2006, 02:55 AM
is it available already total realism for warlords?

Houman
Oct 07, 2006, 05:30 AM
Sailor, Tech Trade works not not in Vanilla. Once you have open borders and the other civ has a higher tech, you learn from the civ by having open borders agreement with him. Do not turn on the tech trade or the game might crash.

Vincentiko,
Not yet. Working still on Beta 2.

Regards
Houman

Spartan117
Oct 07, 2006, 03:55 PM
@houman

what are some additions you are planning to add to the GOLD version that will be release in a few weeks?:mischief: hopefully!!

i am just really curious and would really like to know some of the plans. Any sort of preview?...:twitch:

Houman
Oct 07, 2006, 04:15 PM
Mexico and I have fixed loads of bugs. This is the first time that we are public beta testing a release like this. And it works really good.

Major changes beside what is already discussed and you know are:

Favorite Religion mod: The leaders have a authentic religion favorite and once they discover it they convert into it. Saladin becomes Muslim and Asoka Buddist, Napoleon Christian etc.

The Generals is hopefully fixed so that the generals would have civ specific names made by a random name generator.

Promotions are completely redone. They are stronger, more unique than before, the role playing aspect is stronger, since specialization of units make more sense. AID Promotions (Stacks of units on a tile) are a bit stronger than before. In general Attacking is a bit buffed, having one Archer fortified for 5 turns in a city isn't good enough. The Hero promotions will be back. The green Avatar ones that are extremly rare, but if a unit gets it... Bad promotions (perks) can be done as well. BUt we don;t know how to implement them. After which event shall a unit get a perk promotion?

Barbarian Generals Mod, Fighting against Barbarins will also give the chance of getting a Great General. However Barbariens can get Great Generals too and kick your butt.

A bit more Unit re balancing such as limited Conquistators (only 7 but strong). And maybe more units...have to read suggestions and analyse if they are justified.

Rome is getting a bit more of stronger Units so that they hopefully do better.

Starting points of new civs will get a bit more starting resources.

Religions are redone. I had a mistake in Missionary aspect that is now fixed. Religion spread rate with the new Favorite religion feature will be a new experience.

New Inquisition Mod that replaces teh old one. AI knows how to use it.

There will be definitely a Beta 2 coming out before the gold version. I wish to have a bug free version for Gold.

Mercenaries are much cheaper to recruit and to maintain. However you get also much less money if they are recruited from you. And they should keep cost upkeep if you put them in the queue (no more exploiting of this feature). And once they are in teh queue and you want them back it takes twice as long as before tpo get them back. (Only if you are their home land, mean you made them in first place)

Houman

WarKirby
Oct 07, 2006, 05:56 PM
When will the beta 2 be out. I can hardly wait

greg_godwin
Oct 08, 2006, 09:29 AM
where can I download TR Warlords Beta 1? or is it only available to select testers?

Hian the Frog
Oct 08, 2006, 10:27 AM
where can I download TR Warlords Beta 1? or is it only available to select testers?

Hi man,

No there is no selected testers. Have a look on post number 18, if i'm right, on this thread. There is a link.

The Frog.

noid
Oct 09, 2006, 07:20 AM
so.. when is the beta 2 due :) ?

bu e babi
Oct 09, 2006, 07:22 AM
Hi man,

No there is no selected testers. Have a look on post number 18, if i'm right, on this thread. There is a link.

The Frog.



i m waiting the gold version with all friend and support you

ciao

bu e babi:goodjob:

Mexico
Oct 09, 2006, 09:17 AM
full installer, replace previous mod
saved games from first beta is INCOMPATIBLE !!!

download link:
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=205324&release_id=450367

WarKirby
Oct 09, 2006, 09:49 AM
Incompatible saves? awwww....

Oh well. Can't be helped. I shall valiantly toss aside yet anothersave to test this beta for you.

I've only ever finished one game of Civ, and it's because I cheated.

WarKirby

Exerior
Oct 09, 2006, 11:08 AM
I tried to play the Beta 2 with a friend on LAN ... the game goes out of sync after the 7 round ... :(

ericos
Oct 09, 2006, 01:51 PM
just started the game and the shortcut still crash.
But a good news!!! my civilopedia work in french!!! :goodjob: :goodjob:
i may try the gme in the next day to find bug!

Houman
Oct 09, 2006, 04:28 PM
I must thank especially Mexico for all of this endless support, without him Beta 2 would never been possible. Do not underestimate Beta 2. It is the most different release than before. Load os new features. We will also bring a Beta 3 before going gold. We couldn't implement the Flying Mod and new Inquisition Mod in for this release. The game is almost bug free and looking very promising.

Have a great time and do not forget to report us back. Like always mention, if your save games are from Beta 2.

Thanks
HOuman

Spartan117
Oct 09, 2006, 10:53 PM
I will try right now. Nice to see you are considering doctors. Would seem very interesting.

I think Fireaxis has scheduled for a patch for warlords to be released sometime this month. So for the next beta(beta3) should probably be delayed until the patch comes out. As I think this will decrease the amount of work.:)

MindProphetX
Oct 10, 2006, 03:09 AM
Does the player still have the option to raze cities? The reason I ask is because I've taken several cities of varying sizes and have been unable to raze any.

WarKirby
Oct 10, 2006, 03:18 AM
You should remove the Beta1 from sourceforge now. It's confusing.

I nearly downloaded the wrong file

WarKirby

Mexico
Oct 10, 2006, 04:30 AM
You should remove the Beta1 from sourceforge now. It's confusing.

I nearly downloaded the wrong file

WarKirby

done
thank you for note

WarKirby
Oct 10, 2006, 05:19 AM
:nuke: BIG PROBLEM :nuke:

The attack promotion is horribly overpowered. Maybe you preesed the wrong button while typing a value Houman?

It gives +32% Strength and -12% Defence in all terrain. The problem is that that still works out at

+32% Attack
+20% Defence

Aside from the 32% attack being too powerful, and once again making City Attack promotion useless, it also grants a defence promotion equal to that of the City Defence, except that it works everywhere.

Given that the defence penalty is -12%, I assume the attack bonus was meant to be 12% also?

Personally, I would actually make it a 20% attack bonus, but make the defence penalty -30% so you actually sacrifice defence to gain attack.

Anyway, whether you take my suggestion ort just make it the way you intended, this is a HUGE bug and must be rectified immediately. It completely destroys the balance of the game.

WarKirby

Houman
Oct 10, 2006, 07:35 AM
Damn, it seems I made a mistake....I will explain tonight what the idea of the promotion is based on. (Number wise)

Attack should have had -44% on defense. I calculated wrong. I present the those idea and values and we talk about it tonight. Then we provide you with a hotpatch...

WarKirby
Oct 10, 2006, 09:34 AM
Defense promotion is likewise a bit too strong. +20% in all terrain makes Garrison Promotion useless. Less of an issue than the attack thing though.

Your -44% defence on the attack promotion seems fair. I fixed the attack myself, just set it to 12% to match the penalty. But that way seems better.
------------------------------------------------------------------------------------------------------------------------------------
Me and my cousin started a hotseat game, and it's not going well. I have only just discovered archery, and stalin is lined up outside my capital with a huge force of archers and chariots.

I concentrated on economic development and founding Zoroastrianism, and neglected my defenses. I'm going to alter the XML a litle to allow me to survive, (crank up defense promotion to 1000%) seeing as worldbuilder is disabled in mulitplayer. I hope the changes will take effect mid game....

WarKirby

Exerior
Oct 10, 2006, 10:48 AM
Defense promotion is likewise a bit too strong. +20% in all terrain makes Garrison Promotion useless. Less of an issue than the attack thing though.WarKirby

I guess, the defense promotion doesn't work in city ...

WarKirby
Oct 10, 2006, 11:08 AM
Are you sure? I thought it did work in cities.

WarKirby

Houman
Oct 10, 2006, 05:06 PM
Alright the idea behind promotions after (hotfix)

Combat 1-6 give 10, 12,14,18,20,26% =100% total for attack and defense. The good thing about this promotion is its alroundness. But its expensive.

Attack 1-3 give each (after hotfix) 32% combat but -44% on defense. Therefore if you attack you receive 32% but if you defend you get -12% therefore you are weaker while defending. Level 4 gives 39% combat and -58% defense. If you have Attack 1-4, this would mean having after only 4 promotions 135% attackrate but -55% in defense.

Defense 1 -3 is -12 for combat and 32% for defense. Level 4 is -19% combat and 39% defense. While attacking it would give -55% and in defending +80% bonus (damn...)

The problem is that combat rate is affecting defense and attack, while defense doesn't. We need someone who is really good with numbers and not as tired as I am now. How can be make them like each other bit in mirror?

I suggest increasing all raiders and garrisons to 25% instead of 20% each step.

What do you think?

P.S. had anyone a great general already? Is the name civ specific?

HOuman

Hian the Frog
Oct 10, 2006, 05:17 PM
Alright the idea behind promotions after (hotfix)

Combat 1-6 give 10, 12,14,18,20,26% =100% total for attack and defense. The good thing about this promotion is its alroundness. But its expensive.

Attack 1-3 give each (after hotfix) 32% combat but -44% on defense. Therefore if you attack you receive 32% but if you defend you get -12% therefore you are weaker while defending. Level 4 gives 39% combat and -58% defense. If you have Attack 1-4, this would mean having after only 4 promotions 135% attackrate but -55% in defense.

Defense 1 -3 is -12 for combat and 32% for defense. Level 4 is -19% combat and 39% defense. While attacking it would give -55% and in defending +80% bonus (damn...)

The problem is that combat rate is affecting defense and attack, while defense doesn't. We need someone who is really good with numbers and not as tired as I am now. How can be make them like each other bit in mirror?

I suggest increasing all raiders and garrisons to 25% instead of 20% each step.

What do you think?

P.S. had anyone a great general already? Is the name civ specific?

HOuman

Hi Houman,

At first, it seems good. Need to be tested.
I will have a look on your number problem. Not sure my brain will not overheat, but i will have a look....;)

May you tell me what you think of my idea on ressource thread, please ?
When will you publish an improved/corrected TR world map ?

The frog.

Houman
Oct 10, 2006, 05:23 PM
corrected map will come with Beta 3 I am afraid. Very busy... :( Beta 3 is planned hopefully soon.

MindProphetX
Oct 10, 2006, 06:10 PM
pictures are wrong, always saying Blascal Pl....??? or something like that plus I have a question. It seems I'm getting Great General's from combat however, when (and if that is the case) I get them they appear in cities on the other side of my empire unless of course the city is producing them???
I think I have walls in them??

WarKirby
Oct 10, 2006, 07:02 PM
@Houman: Luckily, I have a head for numbers.

Here are my thoughts on the situation.

Attack: Too strong. It makes City attack useless. The -12% defence is not enough to balance it, because in addition to being stronger than city attack, it works on any target rather than cities only. I recommend cutting the bonus to 20%, and the penalty to defence at -40%. (actually working out to -20%)
Defence: Again too strong. Apply the same principle, cut bonus to 20%, and attack penalty to 40%.(working out to -20% attack)
City Attack: Too weak. Make it 25% per level.
Garrison: Likewise, 25% per level.
Forest/hill/tundra/desert bonuses. I would set back to 25%. They're a bit too much.What do you guys think?

WarKirby

MindProphetX
Oct 10, 2006, 08:18 PM
other than the aforementioned mistakes with the promo system, it appears that when you upgrade a unit to say attack lv:1 it gives the unit plus 32% strenth???? wtf... anyway what I'm saying is even when you try to attack them they -12 % defense is useless because they still have +20% strength, almost invincible....attacking or defending especially with several promos... thats all the ai ever uses for promos is the attack and occasionally the defense to support the attacking units

MindProphetX
Oct 10, 2006, 08:37 PM
can't raze cities???, there isn't an option after you conquer one, it just tells you about the pillage and technology uncovered etc...

WarKirby
Oct 10, 2006, 09:36 PM
MindProphetX: The extremely high values are a result of Houman error. In his above post, houman indicates what they were meant to be. My suggestions were rebalances of those values before a patch is released to fix it.

I suggest just not playing until this is addressed. Or you could edit the XML yourself? You're looking for

your directory/Sid Meier's Civilisation IV/warlords/mods/Total Realism/assets/XML/Units/CIV4PromotionInfos.xml

It's pretty simple to find and alter the appropriate values in there. hopefully Houman will take my suggestions and make a patch real soon, as this makes it practically unplayable.

WarKirby

Anaztazioch
Oct 11, 2006, 03:25 AM
CTD in Warlords TR.

Occures in ?emperor? or one point less diff., classical age, having bronze working, also used World Builder many time to put religions in places i see them fit. Crashes every time i do this:

Enter diplomacy screen and try to trade whith foreign religion civ "propose a trade", right after clicking that CTD.

Strange this is that when a foreign civ offers you a trade - it dont crash. When you select lets negotiate, doesnt crash, but if i agree or dont agree and than start "propose a deal" it crashes.

This is a hurried report, as it happened only in 1 game, and i allso mad used WB :P

I shall send a save game when this CTD appear in non WB game.



But there is a bug witch rely more to Warlords, but didnt played vanilla Warlords, so thats why i post it here.

Its a non CTD bug no fear. Its just that new civilization contacts does not "hide" when entering city/World Builder. They are annoying as Mehmed II is disallowing me to put assing priests... The contacts i mean the ones whith score as well as disposition on bottom right of screen as default.

(copy-paste from bug reports, as this be only a beta Warlords TR [2.0 bta 2])

Anaztazioch
Oct 11, 2006, 03:27 AM
Dont whine about defance promotion.
Just bombard(run him whith cheap high withdraw units such as siegeones as dale is not implanted) that SOB, and even his lvl 94384376 defance wont save his behind.

Houman
Oct 11, 2006, 02:57 PM
@Houman: Luckily, I have a head for numbers.

Here are my thoughts on the situation.

Attack: Too strong. It makes City attack useless. The -12% defence is not enough to balance it, because in addition to being stronger than city attack, it works on any target rather than cities only. I recommend cutting the bonus to 20%, and the penalty to defence at -40%. (actually working out to -20%)
Defence: Again too strong. Apply the same principle, cut bonus to 20%, and attack penalty to 40%.(working out to -20% attack)
City Attack: Too weak. Make it 25% per level.
Garrison: Likewise, 25% per level.
Forest/hill/tundra/desert bonuses. I would set back to 25%. They're a bit too much.What do you guys think?

WarKirby


I think this is a good idea. Combined with Frogs suggestion of making the Attack and defense first lower but rising with the levels.

Combat1: 10%
Combat2: 12%
Combat3: 14%
Combat4: 18%
Combat5: 20%
Combat6: 26%
Total 100%

Attack1: 20%, -40% (effective -20%)
Attack2: 23%, -46% (effective -23%)
Attack3: 26%, -52% (effective -26%)
Attack4: 31%, -62% (effective -31%)
Total 100% in attack (-100% in defense)

Defense1: -20%, 40% (effective 20%)
Defense2: -23%, 46% (effective 23%)
Defense3: -26%, 52% (effective 26%)
Defense4: -31%, 62% (effective 31%)
Total (-100% in attack) 100% in defense

Raider1: 25%
Raider2: 25%
Raider3: 25%
Raider4: 25%

Garrison1: 25%
Garrison2: 25%
Garrison3: 25%
Garrison4: 25%

What do you think? I guess I got it now... ;)

MindProphetX
Oct 11, 2006, 03:12 PM
I think this is a good idea. Combined with Frogs suggestion of making the Attack and defense first lower but rising with the levels.

Combat1: 10%
Combat2: 12%
Combat3: 14%
Combat4: 18%
Combat5: 20%
Combat6: 26%
Total 100%

Attack1: 20%, -40% (effective -20%)
Attack2: 23%, -46% (effective -23%)
Attack3: 26%, -52% (effective -26%)
Attack4: 31%, -62% (effective -31%)
Total 100% in attack (-100% in defense)

Defense1: -20%, 40% (effective 20%)
Defense2: -23%, 46% (effective 23%)
Defense3: -26%, 52% (effective 26%)
Defense4: -31%, 62% (effective 31%)
Total (-100% in attack) 100% in defense

Raider1: 25%
Raider2: 25%
Raider3: 25%
Raider4: 25%

Garrison1: 25%
Garrison2: 25%
Garrison3: 25%
Garrison4: 25%

What do you think? I guess I got it now... ;)

make it happen, sounds perfect at least for those promotions Great job as usual

Hian the Frog
Oct 11, 2006, 03:13 PM
I think this is a good idea. Combined with Frogs suggestion of making the Attack and defense first lower but rising with the levels.

Combat1: 10%
Combat2: 12%
Combat3: 14%
Combat4: 18%
Combat5: 20%
Combat6: 26%
Total 100%

Attack1: 20%, -40% (effective -20%)
Attack2: 23%, -46% (effective -23%)
Attack3: 26%, -52% (effective -26%)
Attack4: 31%, -62% (effective -31%)
Total 100% in attack (-100% in defense)

Defense1: -20%, 40% (effective 20%)
Defense2: -23%, 46% (effective 23%)
Defense3: -26%, 52% (effective 26%)
Defense4: -31%, 62% (effective 31%)
Total (-100% in attack) 100% in defense

Raider1: 25%
Raider2: 25%
Raider3: 25%
Raider4: 25%

Garrison1: 25%
Garrison2: 25%
Garrison3: 25%
Garrison4: 25%

What do you think? I guess I got it now... ;)

Hi Houman,

IMO, it seems good. Very good.
I also suggest to lower the value of Desert combat, Artic combat,...to 25%.
I'm not sure of this but it seems that the movement bonus of Desert combat doesn't work...

When will you release a small patch for these changes ?

The Frog.

Houman
Oct 11, 2006, 03:48 PM
Hi Houman,

IMO, it seems good. Very good.
I also suggest to lower the value of Desert combat, Artic combat,...to 25%.
I'm not sure of this but it seems that the movement bonus of Desert combat doesn't work...

When will you release a small patch for these changes ?

The Frog.

Very well then. It is done. I have changed the value for Woodsman, Hillsman and desert and cold. Desert and Cold promotion give no extra movement (sinc only one level) but from now they give also a Movement discount.

Hotpatch attached. Extract it into the Total Realism folder
:

Hian the Frog
Oct 11, 2006, 03:52 PM
Very well then. It is done. I have changed the value for Woodsman, Hillsman and desert and cold. Desert and Cold promotion give no extra movement (sinc only one level) but from now they give also a Movement discount.

Hotpatch attached. Extract it into the Total Realism folder
:

Houman,

Great :goodjob: . Day after day, week after week, your mod is becoming.... AWESOME ! :king:

The (happy) Frog

Hian the Frog
Oct 11, 2006, 04:24 PM
Houman,

Mouvement discount is a good thing, sure. But it's only usefull for units that have at least 2 movement points...:( I've just test it with an Arabian archer, and it's useless...:( Meanwhile, the 30% defence bonus is a good value.:goodjob:
One day, when you will get time to do it, it would be good to "clean" all texts of promos. Some are now not adapted and some are missing...
I know, i'm boring :mischief: , i'm never happy,....:mischief: ;) It's because i like this mod.:mischief:

The Frog.

MindProphetX
Oct 11, 2006, 07:53 PM
There might be another promotion error with woodland and hills defense. The grassland, desert, tundra, plains etc... defense promotion gives you plus 40% defense at the first level and the woodland and hills defense give 20-25% respectively, now here is the problem...
The defense promotion enables you 40% in every square because every square is labeled with at least plains, grassland etc.. even if its on a hill or in a forest.

WarKirby
Oct 11, 2006, 10:23 PM
Hold on, the defense promotion's bonuses add up to 200%.

And anyway even if the added up to 100%, it would still be so powerful as to render city/forest/desert/tundra promotions practically useless/

Check your math Houman. Also, for both attack and defence promotions, I recommend stretching it to 100% over 5 levels, not 4. they give too much of a bonus per level.

Exerior
Oct 11, 2006, 10:38 PM
it is +100 Defence.

The first values with a "-" means -strength ... so you have to subtract them.



But i have to ask again: If i learn 4 times defend ... I got a unit that cannot attack anymore.

Why the hell should my swordsman (with at least 27 Experience) unable to attack another swordsman? Did my swordsman drop his sword, because he has to do a step toward the other swordman in order to attack him?

Such a promotion system might be nice in tactical aspect for a game ... but this mod is called "TOTAL REALISM" ... sry, but this name sucks for something like this :(

jchalm
Oct 11, 2006, 11:14 PM
Houman I extracted the hotfix to Civ\warlords\total realism now I see a hotpatch folder is this right.Because I just was playing Beta2 with hotpatch and City attack promotion is 20% should this be 25%?Did I put the patch in wrong place or is this correct?

Exerior
Oct 11, 2006, 11:28 PM
You can simply check it:

Go to you Civ4 directory:
-> warlords -> mods -> total realism -> assets -> xml -> units

Then you see the "CIV4PromotionInfos.xml" check the date of the file. The hotfix file has the date 11.10.2006. I did not test it myself - but the file say, that the promotion is 25%.

Try to patch again. Maybe copy the "CIV4PromotionInfos.xml" manual in the directory. Of course you have to overwrite the old file.

Houman
Oct 12, 2006, 03:14 AM
Guys,

We have to compromise. Gameplay is also important. We need to specialize the promotions in one direction with pros and contras. If you would like to attack with your swordman, then don't get 4 promotions in defense. Defense means digging in and being trained in waiting for the enemy to attack. Attack means being trained to attack and not focused on how to defend. Normal Combat means being trained in both attack and defense, but therefore you learn slower.

Regarding the values for hillsman, woodsman, desert etc. This have changed since the hotpatch. hillsman and woodsman give now again 25% per level. Desert and Cold give 30% (1 move discount) but will be changed to 25% no move discount but +1 move.

Defense level 2 gives you 43% defense in all tiles but also -43% attack. But if you take 2 levels in Woodsman. You have 50% defense in hills, + double movement and you get no nagative attackrate. Is this fair enough or shall we make Woodsman, Hillsman, Desert and Cold stronger? I don't think its neccessary...

Houman

Anaztazioch
Oct 12, 2006, 03:27 AM
@ WarKirby

You might check how does the counting go ?
for instance, bonus agains special type of unit, doesnt buff up your units strangth, but lowers that special unit. So 50% bonus for crossbowman (6) does not give him strength of 9, but lowers defanding/attacking axeman and maceman (melee units), axe goes 6 - 50% x 6 = 3 and mace 8 - 50% x 8 = 4.

Now check, does crossbow of strength 6 is better ehen fighting 3 axeman or crossbow 9 better when fighting axeman 6 ?

But attack and defance bonuses buffes up unit that has these bonuses.

Hight defansive bonuses like 200% is good, as when using siege (especialy when dale mod will be implanted), catapults will no longer kill all enemy units, leaving them just flag soldiers (strength 0.000001). Even so, whith 200% bonus they will have 0.000001 + 200% x 0.000001 = 0.000003 :)

And another thing. Is it me or AI cant count... hypaspist whith attack I kills (yes kills not killed) my longbow woodsman II on forest hill grassland like 5 times in 6 fights. Shortswordman attacks (just used to hypaspist name)

Anaztazioch
Oct 12, 2006, 03:43 AM
Houman - will this hopfix work whith old saves ?

Also e-mailed save game, let me know if you have recived it.

Hian the Frog
Oct 12, 2006, 05:03 AM
Hi all,

What is very boring with some comments is that it's ALWAYS big non constructives critics. Remember one thing, guys: Houman and Mexico are doing all this stuff for fun, without beeing paid, on their private time,....
I add also that you are free to criticize but also free to leave this mod if you are really unhappy... or to create your own one (in that be prepared to be criticize if you open it to everybody)
I was in an other Team long time ago and i left it because of unconstructive guys. To the end all the original team had left and all the stuff was lost. Many to criticize but no one to do the job ! It begins to be the same in TR mod. Beware that one day Houman will not leave this mod, who among those who heavily and badly critize is ready to take his role as Team leader or programmer ?

The Frog.

riesscar
Oct 12, 2006, 08:20 AM
Hi all,

What is very boring with some comments is that it's ALWAYS big non constructives critics. Remember one thing, guys: Houman and Mexico are doing all this stuff for fun, without beeing paid, on their private time,....
I add also that you are free to criticize but also free to leave this mod if you are really unhappy... or to create your own one (in that be prepared to be criticize if you open it to everybody)
I was in an other Team long time ago and i left it because of unconstructive guys. To the end all the original team had left and all the stuff was lost. Many to criticize but no one to do the job ! It begins to be the same in TR mod. Beware that one day Houman will not leave this mod, who among those who heavily and badly critize is ready to take his role as Team leader or programmer ?

The Frog.

Seriously, thank you guys for all of the hard work you put in and I hope that you haven't lost too much sleep(like I have!) I wondered if you by and chance had a source sdk for the Total Realism Mod because I can't figure out how to decompile DLL's and I'd like to make some changes that I fear will run into conflicts.

Exerior
Oct 12, 2006, 09:53 AM
It is not possible to decompile the dll and making changes ... or you need hacking skill 10000 :)

@Houman:

Yeah, if i want to attack with a swordsman, will will learn attack ...
And we can explain the penalty for defence with "equipment" changes for the unit. For example put stuff away, you need only for defence reason - throw the spate away.
Or getting extra spates with the defence promotion.

I just think the penalty is ways toooo high to call it a "compromise". At least -100% means, my unit isn't anymore able to attack or defend, so every standard build unit will beat the hell of a veteran.

To be constructive, let's strech the 100% attack bonus over 5 promos and let the penalty "moderate".

Civ4 is somehow a simulation ...

Spartan117
Oct 12, 2006, 10:24 AM
Hi all,

What is very boring with some comments is that it's ALWAYS big non constructives critics. Remember one thing, guys: Houman and Mexico are doing all this stuff for fun, without beeing paid, on their private time,....
I add also that you are free to criticize but also free to leave this mod if you are really unhappy... or to create your own one (in that be prepared to be criticize if you open it to everybody)
I was in an other Team long time ago and i left it because of unconstructive guys. To the end all the original team had left and all the stuff was lost. Many to criticize but no one to do the job ! It begins to be the same in TR mod. Beware that one day Houman will not leave this mod, who among those who heavily and badly critize is ready to take his role as Team leader or programmer ?

The Frog.

you mean will? right..:lol:

But it will be a sad day when there will be no new additions to the realism mod. My all time favorite mod. :thumbsup:

Been commenting since like May or something:smoke: I basically joined civfanatics because I loved the starting ideas in realism mod, and wanted to comment on new ideas.

No matter how harsh criticisms may be, realize you guys are doing a fantastic job.:salute: And I just hope you guys continue working on the realism mod.

Anaztazioch
Oct 12, 2006, 10:28 AM
@ Exterior.

Lets start from Civ IV TR attack promotion. +15% attack -10% defance witch actually gives you +5 strength and +10 attack. And there is also grassland defance bonus of +10%, making attack I giving you both attack and defance bonus, but attack is higher.

In WTR attack is ?12%? and defance is ?-32%? making this unit capable only to attack.
But to tell truth, i say it would be best to make "defansive" and "offencive" units, not promotions. Like spearman will allways be defancive, buit will have no penalty in attack.
I just remember Civ III and pikeman whith attack 1 and defance 4. And i miss this a bit. Am trying to make some changes in unitinfo.xml on my own, but not knowing "commands" its hard to.


@ to all

And i got time, plenty of it, but not keen in C++. Programming is like Chinese in Korean on German keyboard...

I also asked for a link to a good Editor whith all TR units/resources/building and so on. No reply, or it was lost in CTD spam.

And
@Exerior

I just think the penalty is ways toooo high to call it a "compromise". At least -100% means, my unit isn't anymore able to attack or defend, so every standard build unit will beat the hell of a veteran.

Well thats tactics. Its you who play this game not AI (well maybe some glitches in defanding, as in TR it was that "attack I" unit was defanding before "defance I" unit, but i see its fixed in WTR it self). And I like to cover attack III prom unit behind 2 defance II units, and this way i got a "squad" that eliminates single barbs. I like to have many squads not single units.

Civ4 is somehow a simulation ...
Yes true, thats what Total Realism is for, but note that main reason were here for is FUN.

It is not possible to decompile the dll and making changes ... or you need hacking skill 10000

Well you download TR from Suorceforge.com
Sourceforge allows downloading of source files, hence the name, so decompiled files can be foun there aye ?



@ 2 all and TR Team

If you ever find a "work" i could do in my spare time, let me know. The pay i require is telling me how to do this, like giving commands or source files. But sorry i cant code.

Damn long again...

Anaztazioch
Oct 12, 2006, 10:45 AM
@ Spartan117

I joined for same reason. I remember even when Persians had archer, hypaspist, spearman and immortal witch should replace spearman :lol:

We joined same mo and year, but you spammed more than i did.

Spartan117
Oct 12, 2006, 11:31 AM
@ Spartan117

I joined for same reason. I remember even when Persians had archer, hypaspist, spearman and immortal witch should replace spearman :lol:

We joined same mo and year, but you spammed more than i did.

not spam, "useful" information:lol: :lol:

yea realism mod has advanced quite a bit.:wow:

Exerior
Oct 12, 2006, 11:32 AM
Ah, and i want to see a warrior attacking a tank with -100% defence :)
The Tank has no change ^^

jchalm
Oct 12, 2006, 12:38 PM
You can simply check it:

Go to you Civ4 directory:
-> warlords -> mods -> total realism -> assets -> xml -> units

Then you see the "CIV4PromotionInfos.xml" check the date of the file. The hotfix file has the date 11.10.2006. I did not test it myself - but the file say, that the promotion is 25%.

Try to patch again. Maybe copy the "CIV4PromotionInfos.xml" manual in the directory. Of course you have to overwrite the old file.

Thanks Exerior
I manualy put the new file in units folder and deleted the old one all set now.

Anaztazioch
Oct 12, 2006, 12:44 PM
I remeber Tank getting "raped" by 3 bears... (WB cheat add tank)

And its a big differance to hear good job in this mod, from sumone that played only lates version and not played from TR 1.0, whith no custom title music.

And to as i 1st played Warlords i had a feeling im playing TR 2.0 whith less units, no mercenaries and "old" terrain textures. Fraxis should pay TR team for their laws :lol: But they dont, only becouse they named "great general" a "warlord" and Houman said he wanted to make g.general and g.leader to be one unit... thiefs...

jchalm
Oct 12, 2006, 12:51 PM
I just wanted to thank Mexico & Houman for all the work that you put into this mod it's great I can't go back to the vanillia Civ4 so keep doin what your doin.

HHawk72
Oct 17, 2006, 10:45 AM
Downloaded this yesterday and it's a lot of fun. :) I'm playing the Incans, so's I can have South America to myself. That way I can monopolize the Brazilian Bikini resource (+1 happiness). I thank all of you for making such a cool mod.

I'm getting some CTDs, and I remember someone posting in another thread something that involved clearing the game cache and something else, but I can't remember where I saw that and I don't know how to clear the game cache...could someone repost that info, and I'll give it a shot? Thanks again. :)

Edit: The queucha...ye gods, I know I'm misspelling this...which replaces the warrior for the Incas, should probably upgrade directly to the elite version (replacing the swordsman). It currently does not.

Anaztazioch
Oct 17, 2006, 11:05 AM
@ HHawk72

Quetcha and elite quetcha. Name tells it all why they cant upgrade directly.

As spearman and pikeman does upgrade directly, is becouse they got same skills and tactics. Onky weponary is changed and hence the cost.

But quetcha and elite quetcha si differant. Elite is not the name only becouse they got iron/steal wepons, but they are better trained. You cant just pay the gold and they "suddenly" gain new skills in one turn (where it takes 3 or more to produce elite one). So i say it is good. Same whith canoe... how can a canoe upgrade into Galleon ?!? Its like making artilary cannons out of wooden catapult. Some units should not be upgredable. To make this Realistic (axeman -> maceman is good, mostly equipment changes. Still their technique is to hit as hard as possible. Swordsman ->samurai or knight, catapult/trebuchet should not be able to go cannon)

Spartan117
Oct 17, 2006, 11:44 AM
when you are "upgrading" unit. You are basically giving new weapons to the same divisions. So my catapult group, being as they are expert with seige weapons, I would later tell the same group to use canons. Their expertise is seige weapons so it is only reasonable that i would tell the same group of guys to use an advanced form of seige weapons.

The canoes dont turn into galleons.:crazyeye: The people who are sailors would be likely the guys to be choosen to wwork on th galleons. That was the way i thought it was implied.:D

Anaztazioch
Oct 17, 2006, 11:57 AM
But Catapult work differant than cannon.
Differant loading, differand noice, differant bullet track.

noid
Oct 17, 2006, 12:19 PM
Anaztazioch

Isnt it the same with all upgrades ? following your conclusions, how could a frigate upgrade to destroyer ? or cavalery to gunship ? horses wont turn in to iron rotors.. but as spartan mentioned, you are paying to re-equip your men with the lates stuff, since they get new equipment its only resanable thaqt they also recive proper training.. quetcha should upgrade to elite quecha, or the name should be changed..

HHawk72
Oct 17, 2006, 12:25 PM
Taking a unit such as the quecha (henceforth known as "Q"s until I learn how to spell it) and upgrading them to an elite version is a matter of two things--training and equipment, both of which translate into gold in Civ4 terms. *shrug* The single most important element of any military force is its people--intelligent, adaptive, tool-using primates capable of taking lessons they've learned and applying those lessons in an abstract fashion to a new combat paradigm.

Same thing with canoes --> galleons (or whatever). In this case, the learning curve is steeper and the difference in equipment is great, so I'd say the equivalent gold cost should be much higher. But swordsmen --> macemen should be almost a negligible cost. They're still armored infantry units which obey the same rules of military theory *insert pithy Sun Tzu quote here*. The only difference is that their weaponry requires a bit of getting used to and is more versatile than their previous set (i.e., hammers, maces, and axes are better at penetrating heavy armor plate than swords, which is why they were better for battling armored knights).

Catapults work a bit differently than cannons, but the principles are still the same. The main difference is that cannons can be used for direct fire, while catapults are indirect fire only. A skilled artilleryman is going to be able to adapt to that new technology quite quickly, and probably do so with a big smile on his face.

Spartan117
Oct 17, 2006, 12:40 PM
But Catapult work differant than cannon.
Differant loading, differand noice, differant bullet track.

except those catapult working men may have a better idea of how seige weapons should work and how to use them effectively. they may be able to catch on more quickly. Basically the seige weapons are their expertise.

tHat is probably why in vanilla civ, exp is lost when an upgrade occurs to make up the fact that canons are different the catapults. This represents the catapult guys are learning how to use canons effectively and are not as experienced with the new equipment.

Different noise???:lol: :lol:

@noid

I dont know maybe that the class of quecha soldiers were not used anymore. Then years later the shortswordsmen class was then formed to make the newly reinstated "elite quecha" class of units.:confused: :D

Actually i think the name was generic. I dont think any of their soldiers were called elite quecha, but i am not completely sure as I dont know too much of incan warfare.

Anaztazioch
Oct 17, 2006, 12:46 PM
@ HHawk72

When did Sun Tsu live ?

And how many nations in World used skillfull warriors ? Poland for instance, used nobles as warriors, becouse they had money for equipment. So was in France, Germany. Mongols before Tamujin also had their "nobles" (high rank, high born) were the warriors, other were peasants, village upkeepers. It was Tamujin, who changed that, made army out of storng and capable to fight instead for rich or sons of warriors.

As for Japan, there was caste system as well as Feudalism. Caste described who you are. Peasant, Bushi, Samurai, Emperor. Bushi is lower than Samurai, as they were only warriors. Samurai could become minister or merchant/artist. There were also ronins. Who do you think clans/Japans army was made of ? Of Ronins who were actually strongest/most skillfull warriors that did not want to obey a master who cant even carry a sword ? Or of Bushis and Samurais, who were given privillage of fighting in the name of daimyo/shogun/emperor.

In acient era it was not skill that allowed you to become a warrior. It was whos son are you. There are tales of Greek peasants, that was declined to become a soldier, therefore he become a refuge or fighter in some tournaments and sometimes such peasants defeated generals or generals sons. But even doing that didnt gave them permistion of becoming a soldier, as generals and soldiers hated that peasant even more. Called him a cheater.

This way i dont belive in Incas the structure was "advanced" like Tamujins. More it depend on birth. And thats why it is hard to train quetcha to become elite quetcha. And even so quetcha is skilled allready. Elite is even more skillfull. And skills have this to them, that it is faster to posess basics and advanced, but takes 10 times more time to become master (thats why you need more xp points to advance in lvl)

Anaztazioch
Oct 17, 2006, 12:50 PM
Anaztazioch

Isnt it the same with all upgrades ? following your conclusions, how could a frigate upgrade to destroyer ? or cavalery to gunship ? horses wont turn in to iron rotors.. but as spartan mentioned, you are paying to re-equip your men with the lates stuff, since they get new equipment its only resanable thaqt they also recive proper training.. quetcha should upgrade to elite quecha, or the name should be changed..

Yes horses doesnt change into gunship. You eat horses and empire gives you a gunship... but do you ride gunshio on its back ? And say Eeehaa! to amke it move faster ? :lol:

And note that Canada has(or atleast had) cavalary when world know how to nuke. Why was the cavalary ? Becouse canada didnt have money ? Or becouse they are unupgradale ? Or its some kind of a nations "symbol".

HHawk72
Oct 17, 2006, 01:53 PM
Sun Tzu was Chinese, but certain military concepts are immutable, which is why he is required reading in every military force today.

Yes, many warrior classes are class / caste based, but Civ4 isn't set up for that sort of precision; you have to abstract the idea of what a military unit actually is to a certain degree, in order to simplify it to this level. Besides--many a man in many cultures was MADE a noble and therefore a member of the warrior class / caste BECAUSE he happened to be very, very good at hitting people with sticks and other implements of destruction. :)

And I don't know if it's Warlords or the TR mod, but as the Incas I'm seeing Qs (as warrior replacements) and then later on Elite Qs (as swordsman replacements with iron and Iron Working). Of course, I'm past this now and making macemen, but that's what I was dealing with. Qs could not upgrade to Elite Qs which, all other arguments aside, would seem to make more sense than catapults upgrading to cannons (though both are valid, in my opinion).

Edited: I don't know anything at all about Incan culture, so I have no ability to comment on the cultural standing of their warriors.

Anaztazioch
Oct 17, 2006, 02:40 PM
This Is Not Civ Iv This Is Tr !!!

Now shush !!! im watching Stueala Bukarest - Real Madrid !!!

Houman
Oct 17, 2006, 04:30 PM
It seems I have neglated the Natives a bit. True we have now beside the Footknight also the swordswordsman. Maybe Elite Q should replace shortswordsman (less combat values and cheaper obviously)...maybe it should stay. Need an analysis...

Anaztazioch
Oct 17, 2006, 05:44 PM
@ Houman

If you change it to shortswordsman, than all mine, spartan117, hhawk72 and noid talk was pointless... :lol: As making it shortswordsman will lower their strength, and will mean they are not as "elite" skilled.

And I would not be my self if i dont ask....
What the heck is swordswordsman ?!? ;)

Houman
Oct 18, 2006, 03:13 AM
@ Houman

If you change it to shortswordsman, than all mine, spartan117, hhawk72 and noid talk was pointless... :lol: As making it shortswordsman will lower their strength, and will mean they are not as "elite" skilled.

And I would not be my self if i dont ask....
What the heck is swordswordsman ?!? ;)

hehe I meant shortsowrdsman. Sorry I didn't mean to change it. I haven;t read all the discussion in this topic yet. And I always do read first everything before I make any decision. Topics I never have read (lack of time) are also Archer topic for example. ;)

noid
Oct 18, 2006, 04:41 AM
Anaztazioch you dont ride gunships on "their" backs saying eehhaa, and you also dont raise sails on destroyers.. but the role they have on the battlefield is somewhat similiar (gunship <-> cavalry) same with frigates / destroyers, catapults/cannons etc..

storm6436
Oct 18, 2006, 07:43 AM
@ Houman

If you change it to shortswordsman, than all mine, spartan117, hhawk72 and noid talk was pointless... :lol: As making it shortswordsman will lower their strength, and will mean they are not as "elite" skilled.

And I would not be my self if i dont ask....
What the heck is swordswordsman ?!? ;)

If you look at the roman legions, the gladius was pretty much standard issue. The gladius is pretty much a shortsword. Pretty good for close up fighting, and you can wing it around a lot longer than you can the bigger swords. Would say they'd be useful in a city. Also, they're more maneuverable than your typical swordsman.

Anaztazioch
Oct 18, 2006, 08:23 AM
@ storm6436

REmember original legionarie ? str = 8 as swordsman. In TR his str is 6.
Now making elite quetcha replace shortswordsman (old hypaspist) instead for swordsman whith out changing his str. This would make elite Q be much stronger than other shortswordsmans.

Shortswordsman has 4 str
Elite Q would have 6 str

Got my pint ?

Spartan117
Oct 18, 2006, 02:08 PM
@ storm6436

REmember original legionarie ? str = 8 as swordsman. In TR his str is 6.
Now making elite quetcha replace shortswordsman (old hypaspist) instead for swordsman whith out changing his str. This would make elite Q be much stronger than other shortswordsmans.

Shortswordsman has 4 str
Elite Q would have 6 str

Got my pint ?

the strength could always be changed. So if the "elite quecha" were to replace the shortswordsmen, the strength would change accordingly.;)

Anaztazioch
Oct 18, 2006, 02:32 PM
... read it all spartan117... you might learn why i have posted that

bu e babi
Oct 19, 2006, 06:48 AM
:crazyeye: ... read it all spartan117... you might learn why i have posted that



but .... the last TR for warlord is the beta version of 26 september quoted by Mexico at post N°18????:crazyeye: :crazyeye:


thanks:scan: :scan: :scan:

storm6436
Oct 19, 2006, 07:27 AM
Noticed some oddness, but don't know if it's been submitted or not because I've had some odd working hours the last 2 weeks:

City razing - I razed a 9 pop city in 1 turn, I swear this used to take 3-4 in regular TR.
Holy cities - More of a question than a problem because I usually avoided religions until I hit Christianity (for Crusaders) and stayed with it until I hit Free Religion. I nabbed Zoroasters, Buddhism, and Christianity; got the +gold shrines for all 3 (yay!) but I've noticed that after a decent amount of time, I'll lose the zoro and buddhist holy cities. I figure this is the 30-ish turn limit for non-state religion, so my question is: if I swap religions around every 25-30 turns, will I be able to keep the shrines (and the lovely income I get from them?)

Anaztazioch
Oct 20, 2006, 10:15 AM
[General]
;
; defines the population limit of a city which causes it to be destroyed when razing process is active
; default = 3
Raze City Pop Limit = 3
;
; defines the value the city population is reduced each turn in razing mode
; default = 2
Raze City Pop Decrement = 2
;
; defines the number of city buildings are destroyed ech raze turn
; default = 2
Raze City Building Decrement = 2
;
; defines the name suffix for a city in active raze mode
; default = !R!
Raze City Name Suffix Active = !R!
;
; defines the name suffix for a city in paused raze mode
; default = ?R?
Raze City Name Suffix Pause = ?R?


Seems everything should work. I have no problems whith razing cities.

Mexico
Oct 23, 2006, 05:28 AM
beta 3 is delayed (i am very sick and houman is very busy at work, so we have onle few hours for development)
- solved CTD in trading screen (favorite religion mod)
- there is new unique GP for civs (too much persons - more than 300, needed to categorize, update pictures etc... ), now correctly diplayed
- implemented FlyingMod
- implemented new inquisitor mod (AI now know to use this)
- some new unique (ethnicaly diverse) units:
- new model of bismarck battleship
- yamato battleship for japan
- new air units - need know your ideas baout new units, see my post in Air Units thread:
http://forums.civfanatics.com/showpost.php?p=4674340&postcount=16

Mexico

Anaztazioch
Oct 23, 2006, 06:28 PM
@ Mexico

unique GP if i am right, is mod that makes Homer be born only to the Greeks right ?

Zharahk
Oct 23, 2006, 08:58 PM
Get well soon, Mexico!

Anaztazioch
Oct 23, 2006, 10:07 PM
I never wish no 1 get back sooner, as when i do they allways get worse :/

So when im not wishing its like i am wishing :lol:

Houman
Oct 24, 2006, 03:03 AM
@ Mexico

unique GP if i am right, is mod that makes Homer be born only to the Greeks right ?

Correct! :)

Anaztazioch
Oct 25, 2006, 06:16 AM
Any idea when WTR beta 3 will be realesed ?
And will it be realeased as +60MB zip, or more like a +5MB patch to WTR beta 2 ?

Houman
Oct 25, 2006, 01:16 PM
no it will be a full release. Probably 80MB.

Release date is a good question. Maybe this weekend. Depends how quickly I finish the GPs.

bu e babi
Oct 30, 2006, 04:07 AM
bye bye BIG RED i love you

fab:clap:

Anaztazioch
Oct 30, 2006, 08:51 AM
@ bu 3 babi

How is this connected to Warlords: Total Realism 2.0 ?

bu e babi
Oct 30, 2006, 03:29 PM
@ bu 3 babi

How is this connected to Warlords: Total Realism 2.0 ?



well , but red auerbach was a great general!!!:king:

crismac
Oct 31, 2006, 11:46 AM
Now the patch has been released for warlords,will beta 3 be delayed to be compatible with the patch.

Houman
Oct 31, 2006, 11:55 AM
Jesus Mother god sake, the Patch is out there? :cry:

crismac
Oct 31, 2006, 12:16 PM
Houman,You took that better than I thought you would :lol:

Anaztazioch
Oct 31, 2006, 12:21 PM
Wonder how did Mexico took that ?
Any one heared from him latelly ? :lol:

crismac
Oct 31, 2006, 12:27 PM
Last time I saw him post he said he was sick,I'm sure this isn't going to help.Hope he is feeling better.

Hian the Frog
Oct 31, 2006, 01:11 PM
Last time I saw him post he said he was sick,I'm sure this isn't going to help.Hope he is feeling better.


Hi man,

Mexico is still sick but he is going better day after day. If you don't have news, it's because we are working a lot to improve the mod...:p
You will be surprised and happy when it will be released. Very good add-ons that will make the mod even better. :)


The Frog.

Anaztazioch
Oct 31, 2006, 01:24 PM
What civilization doesnt have unique great persons yet ?

Might be of help.

Anaztazioch
Oct 31, 2006, 03:22 PM
2.08 seems compatibile with beta2

Just checked my save game. Arround 100 turn, played few like 5 completed Temple of Atrmedis, didnt see any problems. Now gonna play hotseat, will tell you if any problems (not reported) will occure.

crismac
Oct 31, 2006, 03:47 PM
Hi Frog,I glad to here Mexico is getting better each day.Congratulations on being part of the team.With you and Anaztazioch joining the team it can only get better :D

jfuesting
Oct 31, 2006, 08:30 PM
Installed the patch, and now I can't load ANY mod. Yes, the cache is clear, yes I uninstalled/reinstalled. Frakking game.

Houman
Nov 01, 2006, 02:47 AM
Installed the patch, and now I can't load ANY mod. Yes, the cache is clear, yes I uninstalled/reinstalled. Frakking game.


Have I or Mexico ever gave the official green light that this Mod is 2.08 compatible? :p no It isn't. The whole DLL needs to be recompiled. We are on it.

Regards
Houman

Anaztazioch
Nov 01, 2006, 06:17 AM
strange... i have 2.08 and can play nicelly...

Houman, he said he cant load ANY mod. I belive he also meant Barbarian, China unification, Peloponesian war, not only TR.

@ Jfuesting.

Try to reainstall patch.

Houman
Nov 01, 2006, 06:25 AM
My friends, I know you can play, but this doesn't mean anything.
When you are playing our Mod at this time, you are playing with the SDK of Warlords 1.00 + or Changes. Not with SDK of Warlords 2.08.

Things are not that easy, only because it doesnt crash doesn't mean anything. ;)

Anaztazioch
Nov 01, 2006, 08:30 AM
Just noticed that... Stalin still has Cathrines music not Peters as 2.08 should change :o

Houman
Nov 01, 2006, 04:19 PM
About 5 civs are left to do. We are not finished yet and have already a total of 742 Great Persons. 398 from those are created by us and have never been published before elsewhere...and we are not even finished.

I guess Hian The Frog alone did 300 of them. :D

Anaztazioch
Nov 01, 2006, 05:29 PM
Seems he really must be pissed of at guys going "do this" and "do that" and than go "why isnt it ready yet" and doing nothing to help. :)

You have Hamilcar Barca (~270-228 bc) as Great General for Carthage ? Father of Hannibal. He was in 1st punic wars, as well as started and ended Mercenary War.

Hasdrubal the Fair (died 221bc) son-in-law of Hamilcar. He had some conquests, diplomatic treaty with Rome.

Hasdrubal Barca (died in 208bc) second son of Mamilcar. Lead defance in Hispania as Hannibal attacked Italy. Lead reinforcment for his brother, died in Battle of the Metaurus.
http://upload.wikimedia.org/wikipedia/en/4/43/Hasdrubal_coin.jpg

Mago Barca...

Konan Naito, japanese meiji peroid artist.
Ō no Yasumaro presented Kojiki book to emperor. Nara peroid. Yasumaro might also be wrter of Kojiki.

Murasaki Shikibu, artist, waka writer.
http://upload.wikimedia.org/wikipedia/commons/thumb/1/13/Hyakuninisshu_057.jpg/180px-Hyakuninisshu_057.jpg

Chikamatsu Monzaemon
Suzuki Harunobu
Motoori Norinaga

Houman
Nov 02, 2006, 03:11 AM
Yes most of them are already in, not all of them. For now once Ankenaton has finished the US, Inca and Aztec we ill close the chapter of GP for now and foxus on migrating the game into 2.08 patch. I had a look and it doesn't look that bad as i thought it would be. Mexico is taking care of Python and SDK merge and I do the XMl part.

Hopefully we still can release it this weekend. If everyone from the team works hard. ;)

Anaztazioch
Nov 02, 2006, 04:21 AM
I was allways sure that 4 people working together hard is better than 20 man not knowing who is doing what... stacked promotion :lol:

And can we think of changing America civilization into Iroquis in future ? So we dont have Washington founded in 4000bc whith Pyramids from 2045bc...

Houman
Nov 02, 2006, 05:33 AM
I was allways sure that 4 people working together hard is better than 20 man not knowing who is doing what... stacked promotion :lol:

And can we think of changing America civilization into Iroquis in future ? So we dont have Washington founded in 4000bc whith Pyramids from 2045bc...


This is actually a realistic way to go. I rememebr Tethurkhan Mod (in Civ3) did the same thing. That might piss off loads of American Customers though. ;)

What do you guys thing?

Anaztazioch
Nov 02, 2006, 11:14 AM
Tethurkhan owned. Well exept 24 food wheat and 1 food grasslands... and late revealing strong wheat, catlle and bananas. Mostly i had my cities on such resources :/

That might piss off loads of American Customers though.
Are you going to sell WTR gold ?!?
And Fraxis allready made their brave move, by not making Lincoln as America leader :lol: The first thing i was suprised by this game.

Houman
Nov 02, 2006, 11:17 AM
Tethurkhan owned. Well exept 24 food wheat and 1 food grasslands... and late revealing strong wheat, catlle and bananas. Mostly i had my cities on such resources :/

That might piss off loads of American Customers though.
Are you going to sell WTR gold ?!?
And Fraxis allready made their brave move, by not making Lincoln as America leader :lol: The first thing i was suprised by this game.


Right, I should have said fans, not customers. :)

Anaztazioch
Nov 02, 2006, 11:53 AM
Meh, America is small country. No one will mourn ;)

Pisces2
Nov 02, 2006, 05:59 PM
Tet also took a lot of flack for omitting the Americans, enough that it drove him to try and make seperate scenerios to properly set the right civilizations at the right times. That resulted in the burnout.

If we can have the French, English, Arabs, Germans, Russians etc. at 4000 BC, we can have the Americans in 4000 BC. ;)

Zharahk
Nov 02, 2006, 06:25 PM
How about adding an option for an Iroquis leader for the Americans, along with George Washington and FDR?

Anaztazioch
Nov 02, 2006, 07:12 PM
@ Pisces2

Becouse Franks, German tribes, Saracens and Slovians were like allways.

I will never understand why Poland isnt in Civ, with Jaroslaw Kaczynski (actual president) as leader with traits of his politic party (PiS - Prawo i Sprawiedliwosc ; L&J - Law and Justice). Law -3happines in all cities, Justice +100% maintanace in all cities :lol:

Pisces2
Nov 02, 2006, 11:51 PM
No, not always. The english were little more than a colony for the majority of history. The Germanic tribes were not unified. The Franks or the celts, who is rewarded France since this is 4000 bc? The saracens and moors of the plains bare zero resemblance to the Arab nation presented. It would easily be argued that the native americans held considerable influence over the first settlers in both positive and negative ways. They are definately two distinct civilizations however given the limits of the game, both can not be used therefore it makes sense to leave the six nations as barbarians to be defeated by an emerging American empire. That is realism and it's within game mechanics.

Anaztazioch
Nov 03, 2006, 04:56 AM
So why Canada ISNT A CIV?

Mexico
Nov 03, 2006, 07:35 AM
just for info :
Python code and SDK successfully (i hope :)) updated to 2.08
now we can continue with XML and graphics stuff for beta3

Pisces2
Nov 03, 2006, 07:36 AM
I'm guessing limits in the game itself? :p

jchalm
Nov 03, 2006, 01:51 PM
Will beta3 fix the CTD's.

zarakand
Nov 03, 2006, 02:16 PM
just for info :
Python code and SDK successfully (i hope :)) updated to 2.08
now we can continue with XML and graphics stuff for beta3

Excellent! I can't wait for this to be ready to play with 2.08! I played this briefly single player, but I'm interested in doing multi-player with a few friends over lan. Will it be compatible with MP? (Of course we'll all have the mod loaded)

Anaztazioch
Nov 03, 2006, 03:35 PM
@ jchalm

Diplomacy screen CTD is fixed. Havent encountered any other. Dont know dale mod thou. Dont know if it will be implanted/fixed.

Just wait till realease, changelog will surelly be updated.

elite_dannux
Nov 04, 2006, 04:38 PM
im really curious!

what civs will be in it?

Houman
Nov 04, 2006, 04:41 PM
Elite,

We don;t add new civs. We use the time to put into features. all civs from vanilla + the 6 from Warlords. Vikings are there. Don;t worry. ;)

Anaztazioch
Nov 04, 2006, 05:46 PM
@ Elite dannux

Houman is right. TR Team doesnt need to add any new civs to make waiting for turn longer ;)

elite_dannux
Nov 05, 2006, 01:30 AM
vikings works for me!

Houman
Nov 08, 2006, 06:46 AM
Guys, two things,

First make sure, if you play with the Worldmap, to start the TotalRealism_Beta3 worldmap. Anything else is old.

Second, would be cool, if you pay a bit attention to the new features.
e.g.
- If you are Roman, do you get only Roman Great Generals and Roman Great people?
- And what happens once the Great People are finished, does the Randomname generator kicks in? DO you get the normal Great Scientist picture for a scientist, however with a Roman name?
- How are New religions working? If you are Muslim and you conquer a city, does Islam automaticaly spread into the new conquered city?
- Are the new bonuses for the some temples (taoists, Zoroastrians, Muslims, Buddhists, Hindus) good? Some of the Cathdrals have also changed.
- Have you got ever a great general while fighting the barbarians or animals?
- Have the barbarians ever got a great general fighting other civs or yourself?
- Are the starting points and resources of new warlord civs balanced and fair?
- Are the new units working ok?
- Does the Ai later switches the religion to the favorite religion? Most europeans to Christianity, Saladin and Mali to Islam, Cyrus to Zoroastrianism, etc etc?
- UPDATE: If you put units in the Mercenary pool, does it cost upkeep or not? How is the money you earn now through mercs and how is the upkeep of mercs once they are hired?

Your reports would improve the game, so if there is a bug we kill it.

Regards
Houman

Beschallung
Nov 08, 2006, 10:10 AM
I've encountered the first small (XML?) bugs.

The leader's text when you first meet them were not displayed. So far Napoleon, Bismarck, Catherine don't work while others like Dschingis, Hannibal do.

Hian the Frog
Nov 08, 2006, 11:24 AM
I've encountered the first small (XML?) bugs.

The leader's text when you first meet them were not displayed. So far Napoleon, Bismarck, Catherine don't work while others like Dschingis, Hannibal do.


You are right. I've met the same problem. I will tell that tonight to Mexico.
THX. :goodjob:

Hian the Frog.

Anaztazioch
Nov 08, 2006, 11:38 AM
Dschingis ?

jbolton0421
Nov 08, 2006, 12:49 PM
Dschingis ?

Dschingis = Genghis in German.