[mod] TOTAL REALISM 2.0

BTW, a suggestion. Once again, tied with a different game scope. Great general mod has quite a few (compare to other specialists) soldier-producing buildings. The main issue is that one of those is barracks, a building available from start. With slower tech research in your mod, it is almost certain everyone has barracks in most cities very early on (while in vanilla there was quickly quite a choice of what to build) - and, consequently, Great General becomes far more popular than any other GP. So, the suggestion itself - remove soldier from barracks and drydock. This way there's still a sizeable amount of soldier-enabling buildings left, but other GPs get produced too (tested, works).
 
Mexico said:
really? maybe you got leader and this leader was killed...it is unit with 3 moves, can only deffend, has heal promo and for all units on same plot give leadership bonus (+10% comabt) - for each civ it is unique unit (ie indian get elephant...egyptian get warchariot...)

IIRC, he's playing Russia. That might confirm that Russian leader is broken (I've already mentioned it in a bug report).
 
Yet another.
After successful battle i`v got a message "For excellent combats your Unit is promoted to General".
Thats all. No leader, nothing else except promotion.
 
Mexico said:
@walter, serga
huh..you are right, russian leader is broken (bug in XML code) - will be fixed in patch
thank for report
Can you describe what to correct in XML to fix the bug?
Can`t wait patch an like to play as russian. :)
 
This is a really nice mod - 1st 1 I've tried and every thing works and installs very smoothly, no a single prob.

Can you send me the xml to fix the Russians generals?

I like the fact it takes a bit between turns (only 1/2 GB RAM) I get some reading done and micromange more.

I've captured a few barb cities and then get stealth attacked by Hyerapists; this happens all the time. I've only just reasearched the wheel farming and BW. I've been running Slavery since I could. They Stelath attacked after taking the 1st city and I had no slaves. So I'm not convinced its a revolt - but it may be, therefore may not be a bug; but there is no alert to the revolt, so several times I've moved a dude out of the city; attacked a city and lost the city I moved a dude out of in a stealth attack. I've also got Judasim which is spreading around the world.

It is such a good mod though. Need to figure out how the Merc thing works and stop expanding too quick.

Well done!
 
Xshayathiya said:
Houmie, you are the man. I'm just sad it took me so long to find your mods. It was about time somebody added Zoroastrianism and fixed the Immortal.

I cant wait to see those screenshots.

You are welcome my friend. ;)

BeDurud
Houman
 
andybrown65 said:
This is a really nice mod - 1st 1 I've tried and every thing works and installs very smoothly, no a single prob.

Can you send me the xml to fix the Russians generals?

I like the fact it takes a bit between turns (only 1/2 GB RAM) I get some reading done and micromange more.

I've captured a few barb cities and then get stealth attacked by Hyerapists; this happens all the time. I've only just reasearched the wheel farming and BW. I've been running Slavery since I could. They Stelath attacked after taking the 1st city and I had no slaves. So I'm not convinced its a revolt - but it may be, therefore may not be a bug; but there is no alert to the revolt, so several times I've moved a dude out of the city; attacked a city and lost the city I moved a dude out of in a stealth attack. I've also got Judasim which is spreading around the world.

It is such a good mod though. Need to figure out how the Merc thing works and stop expanding too quick.

Well done!

you don't need to have slaves to revolt, only to have slavery as civic...
and fixed xml for leader is not finished yet...but i hope that patch will be finished soon
 
Walter Hawkwood said:
I, too, concur, that Judaism is not content to stay local. As a matter of fact, in my game it spread out of control and is the largest religion in the world, counting more than half of the civs (7 on huge), with me and China being Zoroastrian. Though, holy city loss/regain functionality is working - poor hinduism had no chances in a hebrew world, and is now known as Holy-City-on-a-move.

P.S. To my mind, Zoroastrian sound, while nice, is much longer than all the others. What I did is crop it by half, and add a chorus effect - it now blends smoother with Civ for me. Zip attached.


So it is true then the Religion Mod is bugged. :( Ok, we will se how we can fix this. Regarding the Zoroastrian sound. I discovered something. There is a religious 'Dink' sound and a religious movie sound. Accidentally I have chosen for both the same sound. Therefore it sounds a bit long when the Zoroastrism spreads over the borders.

I will leave the whole prayer sound (have to rework it with a bit more Chorus though, good idea) just for the founding picture. And crop only the "Ashem Vohu" which is really short with a bit more chorus, beginning and ending maybe total of 1,5 seconds as a seperate 'Dink' sound for the times when the religion is spreading. Will be available in the next patch.

@Guys,

if we report we "got" a bug, we got it. If you now report for another 23 times the Cultural decay bug and the Merceneries Bug that won't make us fixing it faster. :D However more reports about the Religious Bug and save games before and after it happens would be very helpful for us to solve the problem, since we were not sure about that bug in the beginning.

So you have to distinguish between bugs we are not sure about (means we need proof, we need save games) and bugs that we ackknowledge and say we will fix it in the next release.

And please, we have spent about 160 hours to make this mod, take 5 min of your time and read through the pages before asking the same questions over and over again. ;)

With love,
Houmie
 
I captured a Barbarian city and a window came up that said I learned the tech Fishing from the captured city. However, when I looked at the tech tree, it showed that I still had to research Fishing. Once I discovered my next tech, I selected Fishing and start researching it, so I was definitely never given it. Is this a bug or maybe you can't capture techs from Barbarian cities??
 
Thorn said:
I captured a Barbarian city and a window came up that said I learned the tech Fishing from the captured city. However, when I looked at the tech tree, it showed that I still had to research Fishing. Once I discovered my next tech, I selected Fishing and start researching it, so I was definitely never given it. Is this a bug or maybe you can't capture techs from Barbarian cities??

you acquired only some research points..if you hover mouse over fishing int tech tree, you will see that you have no 0/YYY points but X/YYY points
 
¿Are there any map more little? Initial turn in my computer last 17 seconds :_(
 
Mexico said:
you acquired only some research points..if you hover mouse over fishing int tech tree, you will see that you have no 0/YYY points but X/YYY points


Okay, that makes sense. But maybe the message should have said "You've learned a little more about fishing. In time you might actually catch something!" :lol:

By the way- great mod! Thanks!
 
Thorn said:
Okay, that makes sense. But maybe the message should have said "You've learned a little more about fishing. In time you might actually catch something!" :lol:

By the way- great mod! Thanks!

But message said (from python code): From the inhabitants of %s(city), you learn some of the secrets of %s(tech)" :)
 
Mexico said:
you acquired only some research points..if you hover mouse over fishing int tech tree, you will see that you have no 0/YYY points but X/YYY points

Mmmmh!. Could it be that this feature prevents to assign techs via worldbuilder? I had that problem yesterday, when I tried to create a test scenario for the religion mod. So I had to "play" some hours till I get the correct test scenario.

12m
 
12monkeys said:
Mmmmh!. Could it be that this feature prevents to assign techs via worldbuilder? I had that problem yesterday, when I tried to create a test scenario for the religion mod. So I had to "play" some hours till I get the correct test scenario.

12m
i don't have any problem with worldbuilder and tech assign..but as houmna said, cheating with tech is easier;)
 
I have strange bug during play.
Sometimes a city with barrack produce land military unit without expireence.
Any idea why its possible?
 
Can someone please tell me if erasing Custom Assets will delete all my other mods? As much as I'd love to play this, it's not the only thing I want to play. I have things like Enhanced Domestic Advisor that I want for ALL my games.
 
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