Latest Versions

Mexico

TR senior programmer
Joined
Dec 2, 2005
Messages
578
Location
Slovakia, Kosice
Here will be posted info about latest version avaliable:

Latest Version for vanilla civ (needed patch 1.61) - no longer supported:
Total Realism 2.1.3
can be downloaded:
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112

Install instructions:
1. Download both files (TotalRealism-Setup-2.1.exe and TotalRealism-patch-2.1.3.exe)
2. Run basic setup: TotalRealism-Setup-2.1.exe
3. Run patch setup: TotalRealism-patch-2.1.3.exe

installation is automatic (no need to specify installation folder)

Total Realism for Warlords 2.3 was released!!!

Latest version for Warlords:
Total Realism for Warlords 2.3 Gold

Incompatible with saved games from 2.2
Installer will detect proper Warlords patch version, but settings can be overwritten in custom mode install

Download link:
http://downloads.sourceforge.net/civ4mods/TotalRealism_for_Warlords-Gold-2.3a-Setup.exe

Install instructions:
1. Download installer (must click on link, right-click and save-as not working because link is pointing to download script!)
2. Run installer
3. Play and enjoy :)

Changelog:

Spoiler :

Changes for 2.3 Release - 17.05.2008

- Too many new units to be listed here....
- Too many buildings to be listed here....

Graphical improvements:
- better look
- more realistic models
- reduced memory usage for graohics

Functionality update (in short):
- modified resource conversion system
- Siege units overhaul:
Catapults, Trebuchets and Bombards now have strength 1, but get large bonuses when attacking cities - boosting their strength to 5, 7 and 9 respectively. They should be now useless when attacking in field and defending (note that Korean Hwacha retains field combat capability).
Siege units now cannot capture cities.
- Inquisitor have more AI value now, especially if state religion is also favorite religion
- Assigned proper AIs to some religious units (like Dastur and Diaspora Merchant) - now AI will be much more likely to use them properly.
- Pyramids wonder now gives 2 happiness to pagan temples instead of civic choices, made cheaper. Still no expiration, as its only effect (pagan temples) has a naturally short life span in the game.
- New wonder: Karl Marx's Das Kapital. Requires Market Regulation, allows all Economy civics (in effect, only the last two, as all others should be known by then), generates Great Merchant.
- The other aztec guy (not Montezuma) is now Agricultural instead of Organized (re-read his biography - he's the "father" of aztec farming).
- Peace-loving leaders should be more peaceful towards their friends now, and some psychotic bastards can now backstab even their closest friends.
- All non-vanilla leaders have gotten unique first contact greetings (might do some other unique diplomatic quotes too, but as there are generic counterparts for everything else, this can wait).
- Slavic archer finally gets a button denoting that he IS an archer now, not a slinger.
- Crucible steel as pre-requisite to arquebus.
- Update Civics:
- Slavery moved to mining. +1 gold with mines, quarries and plantations.
- Serfdom: special building Windmill is now: +1 both health and happy face but no more gold.
- Caste System: also -10% research now.
- Lower religion spread rates by 20%.
- research a very bit fastest in classical era.
- Trait "equality" upgraded. (+25% GP instead of +25%)
- Slave Market moved to Mining (as Slavery is now available with Mining)
- Medieval techs made 10% more cheaper.
- obsoleted buildings are not displayed (but still can generate culture etc...)
- wonders (national or world) is still visible
- updated Holy shrine loose/respawn interval to 20/10 turns (was 75/20)
- Tribalism and Slavery gain +1 happiness from Storyteller and Pagan Temple, respectively (to compensate overall lower happiness early on).
- Guilds Economy civic now provides more yields from plantations, wineries (1 more commerce each) and workshops (+1 food).
- Some crucial techs now provide negative happiness (to combat happiness gain later in game) as people become more demanding. Code of Laws, City Rights, Critical Thought, Civil Liberties, Globalization. Happiness levels in all eras need to be tested for good balance now.
- Torpedoes promo is now more dangerous to capital ships (part of a moderate naval overhaul planned for the next few submissions).
- Escorts and destroyers now have a bonus vs light ships.
- AI should value some industrial buildings crucial to its defense (firearms, steel, artillery) more and try to build them earlier.
- Lowered by 5% the probability to build units for all leaders. Might ease burden AIs put on their economy with excessive militaries.
- Arenas no longer give extra happiness with dye.
- Potter Workshops will now be obsolete with arrival of Glassworks, which can be now built in every city with Market.
- Lowered gold bonus of Market and, especially, Grocer (Persian Apothecary is now +5% gold more than ordinary Grocer).
- Jeweller can now be built in every city, gives happiness from Gems, Gold, Silver, but no bonus gold (see below).
- Forge no longer gives the above happiness boni, production boni now tied to the appropriate resources (+10% from copper, +10% from iron), obsolete with Crucible Steel.
- New building: Blast Furnace, with Crucible Steel, production bonus +20% from iron, +10% from coal, obsolete with Mass-Produced Steel (replaced by Steel Mill, that now gives +25% production and +15% more with power). Some wonder prerequisites now updated due to Forge becoming obsolete so early.
- Mob Justice no longer limited to 15 turns, by popular demand.
- Universal Suffrage wonder now requires Social Justice civic.
- Gas Plant now requires Natural Gas to be built.
- Despotism now has distance maintenance penalty and no longer a manpower bonus.
- Medieval techs now 10% cheaper
- New promotion line: Patrols I, II and III. Makes up for an obvious lack of anti-light cavalry promos. Same logic as anti-cavalry promos, both now available with combat/drill I, like anti-melee and anti-archery.
- Removed withdrawal chances from scout aid both for game logic reasons (infantry with retreat chance) and to fix the reported levelup bug.
- Cost of strike fighter is now lower than that of stealth fighter (yet still higher than that of jet fighter)
- New resource, amber. Spawns in seas, most stats resemble these of pearls (except for latitudes); also solved a minor display bug with gamefont files that persisted since last version. Amber still needs to be added to the World Map
- Completely removed Informant
- Goody huts can now once more give a random cheap tech or (new) a militia unit (both chances relatively low).
- Three new wonders, each dependent on a particular civic for its benefits:
- Colosseum, requires Slavery, grants +1 happiness from Arenas and Slave Markets.
- Hanseatic League, requires Guild Monopoly, gives +2 gold per specialist.
- Big Ben, requires Parliamentarism, gives +1 happiness and +25% GPp nationwide.
- Rebalancing the game.
- Civic rebalance: happiness from military units moved from Monarchy to Dictatorship, Monarchy yields two happiness from Palaces and one from City Squares, no more additional commerce from mills.
- Plutocracy no longer increases unit cost by +1 gold, but decreases culture by 25%.
- Tribalism no longer gives +1 happiness with Storyteller.
- Pacifism once again increases gold cost per unit (as in vanilla civ)
- Warehouse provides 1 gold instead of 1 production, obsolete with Trade (for balancing early game economy), less cheap.
- All leaders will now be 2-3 times more reluctant to ask for help in wars and to stop trading with their enemies (as per popular demand).
- Military losses/successes will now be twice more valued by AI when deciding peace, should help wars end easier.
- All buildings made 25% more expensive.
- Unlimited national wonders per city (should have implemented simultaneously with ministries).
- Maximum number of trade routes per city raised from 8 to 12.
- Religions should generally spread slower, and distance should have twice the impact on spread chance (should result in more local religion spreads, as opposed to "quantum leaps").
- Vassals may now revolt if their master loses a war.
- Removed unhappiness from Code of Laws (to compensate for removed bonus with Tribalism).
- Nerfed up Oligarchy to be a viable option to Monarchy. +25% distance maintenance instead of +50%, and +50% Great General appearance.
- Rebalanced UBs of several civs:
- Mali Mint now unique market instead of forge (since forge goes obsolete); gives +1 happiness from gold and silver, and +5% gold compared to ordinary market.
- Persian Apothecary doesn't give health with wine, but lowers pandemic chance by 3%
- Korean Seowon gives +5% more research.
- Arabian Madrassa gives +1 happiness from state religion.
- Distilleries now output a new resource: alcohol. Three kinds of distilleries, with inputs of sugar, wine and wheat (should probably add one for rice)
- Axed printing shop (a kinda pointless wonder - if every civ gets to build it and get the resources it provides, it might as well not be there at all).
- Removed monetary costs from all military buildings; increased their construction costs by 50%.
- Arquebusiers more vulnerable to heavy cavalry attacks. All fusiliers and grenadiers now dependent on sulfur, instead of arsenal. Riflemen and later units now only require firearms.
- Total Realism specific hints will now be displayed at startup instead of vanilla ones.
- Dastur now produces 200 culture (forgot to increase while increasing overall culture thresholds a while ago).
- Some NUs nerfed up to be as intimidating as others (Mobile Guard +1 strength, Conquistador now has +50% vs archery and melee, Spartan Hoplite +5% vs melee).
- Kogge now carries 3 units.
- Religion spread from distance reduction half as severe as before (still 50% more than vanilla; last setting resulted in almost no spread at all).
- Warehouse now again gives +1 hammer instead of +1 gold, obsolete with Metal Casting.
- Slightly increased inflation.
- Gave Taoist temples +1 happiness, to compensate lack of happiness from many resources.
- Implemented the changes that allow a religion to negate the bonus from a specific resource.
- Implemented a code that gave each era -1 happiness (was previously handled by techs; appropriate techs reverted). BUGGED.
- Arsenal no longer requires Barracks (why was it so in the first place?)
- National Value: Power now displays its abilities correctly.
- Baths now obsolete with Medicine, their bonus was equally split between Clinics and Hospitals (with the exception of Hammam that doesn't go obsolete).
- Caste System no longer gives a free specialist and lowers research. Instead, it gives +1 happiness and +10% to all production (all with state religion, but Caste Societies cannot function without some religious basis) and -50% GPp.
- Pacifism toned down to provide "only" 150% GPp.
- Religion spread rate tweaks: Islam and Taoism somewhat faster, Hinduism slower (spread rates now more or less correspond to the time a particular religion becomes available).

 
all versions have standardized numbering schema:
version number X.Y.Z (for vanilla it is 2.1.3):
X - major number (for now it is 2)
Y - minor number (actually 1)
Z - latest patch number (actually 3)

mod versions with same minor (Y) number have compatible saves, but different minor numer is not compatible
(so if you have version 2.1.2 and update game to 2.1.3, you can continue woth your games, but if you update from 2.0.2 to 2.1.3, you cannot continue, you must start new game)

this system is permanent and is used also for Warlords releases and for future expansions pack

testing versions (games in development) - currently Warlords version - is named with alpha/beta suffixes (actually Total realism for Warlords 2.0 beta2), saved games compatibility between beta versions is not guaranteed (incompatible in 99%)
 
very good idea that you put a sticky that you can edit with last version!! good job again!
 
Hey guys,

Just to let you know, we are working very very hard on beta 3. As some of you might have already known, we have lost some of our team members due inactivity. Over several weeks the team was down to Mexico and I. But fortunatelly we got now Hian the Frog officially in the team. We have made hundereds of new GPs for the diversity. In Beta 3 certain GPs are born only to certain civs; Rommel won't be born in Japan anymore :)

As you may see this is quite a boring but also interesting job at the same time. The job is boring making these huge amount of GPs for each civ. It needs research, picture/photo adding them into a template etc etc. It is also interesting because you learn a lot by doing it. We have done 60% of the Civs. but since Ankenathon is also joining us to give us a hand I hope we can nail it for this weekend.

Meanwhile Mexico has done loads of work on cleaning the XML files (no more bad text, no more problems with translations in foreign languages) and also adding new units and general bug fixing and performance improvement.

Beta 3 would be much different alone from the amount of work we have put into it. And it will be very very close to the Gold version, since we won't add more features until the gold version and do the last bug fixings and prepare the HTML site for presentation of the Mod. (if there is any HTML webdesigner who likes to help us, please join us)

Regards
Houman
 
Hmm

I might help you guys also, but unfortunatly its impossible till 2nd of the next month. Not only that im busy, but i have crossed my internet download limit for this month, so htmls are going like 5,6 kb/s max. And 1st is Champions League :)

And as for Great People... Those anonimous great persons born in middle ages in eaurope. How do we tell from where they are ? Will they be born only in Cristian state nations ?
 
Maybe the beta three version should be delayed until the reprogramming involved from the expected warlords patch. But whatever its up to you guys.:thumbsup:
 
Hi guys.

Where would I find a changelog for fixes/changes up to 2.1.3? :)

Cheers... :goodjob:
 
I m so sorry guys. I worked Saturday night until 3:00 AM on it. Sunday, after only 6 hours of sleep, I had a meeting to go to, groceries shopping for the fridge and do my laundries. I didn't get more time than 2 hours to work on it. Derwin finished the Aztec GPs. The Frog gave me a hand with the last Persian GPs. Tomorrow I will review them and integrate them, Then the Release will be there. Promised.

Meanwhile watch the two videos in my signature what you might find very interesting.

Regards
Houman
 
Anaztazioch said:
Cyrus_the_great.wmv commentator is so quiet.

Really? It was ok for me. Are you sure you haven't accidentally set the volume for Windows Media Player down? Its going to be a great documentary. I am really looking forward to see the full movie.


As for skiing... THERE IS SNOW IN THERE ?!? What kind of chemicals tyhey use to change weather :lol: Never know that snow exists in there.

hehe I know the western people thing always in these clichees that Middle East = Desert. Thats why I think its important to watch this video.

Iran is actually more than 60% mountain area and the Ski areas are only in North Tehran.
 
Nope i did not turn my volume down. Under Secretary General of UN is about 50% louder than comentator.
As for Mid East is not = Desert. Its Mid East = Super rich sultans with ice pole dome, 10 wifes, 300 doughters and 2000+ young woman in harem.

You think that if Cyrus wouldnt make "human rights" he would be much more famous ? As Regular Conqueror ?

But to remain in TR topic. I just had -367 gold ! and 60% resarch. Try and beat me :) (WTR beta 2 on Warlords 2.08 with original exe)
 
Anaztazioch said:
Nope i did not turn my volume down. Under Secretary General of UN is about 50% louder than comentator.
As for Mid East is not = Desert. Its Mid East = Super rich sultans with ice pole dome, 10 wifes, 300 doughters and 2000+ young woman in harem.

Is that what you think? :rolleyes:


You think that if Cyrus wouldnt make "human rights" he would be much more famous ? As Regular Conqueror ?

Even Cyrus was a military genius. No. Everyone did conquered at some stage. This alone wouldnt have made him so special, as it has through his declaration of human rights.

But to remain in TR topic. I just had -367 gold ! and 60% resarch. Try and beat me :) (WTR beta 2 on Warlords 2.08 with original exe)

Hmmm. Thats good. In Beta 3 things look a bit different though. Did abuse the mercs again for making money?

Houman
 
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