I fiddled again with gamefont files as well. There's definately something odd going on. When I added gamefont_75.tga file the fish bonus went missing as well on city screen. I have no idea what causes issue there.About GameFont file again. Some resources (I noticed Salt) don't have icons. I think maybe if they are added the city bar would be fixed as well. Rationally these are different sections of the file and shouldn't interfere with each other. But I can't find any other cause for the missed-up city bar. It seems as icons are used with an offset of two cells if there are two resources with missing icons this would be the answer.
I'll increase it by 1. I have met the 3 limit to be bit problem as well in my own games.Well I think the number of wonders should be paced up just 1 notch
I'll look into those resources. They were supposed to be added to different buildings to give happiness/health.However there is something that needs to be fixed about trade. I have loads of lemons that i can trade with the computer AI but ... He will never accept any agreement. Why ? Because the lemons are valueless, just as are coffee, coton and pearls (even if pearls may be a little usefull later in the game i guess).
You should add a health bonus or an happy face for those ressources to be tradable, and maybe include them in the ressources that buildings like markets use to improve the bonuses
Just another thing, how does the game run with a gigantic map on your computers ? I've an Opteron X2 @2.5 ghz, 2 Gb of DDR1 @250 mhz and a Radeon X1950XT (a former high end computer so) and during a turn it's quite playable, but not really fluid. And when switching from one turn to another it becomes a nightmare, i've never seen the game lagging that way
I usually run on huge map with marathon game speed and on Prince difficulty level as I try to balance this mod for huge map and marathon speed. I added 2 bigger map types just because I know there's people with high end computers and who just like to have big maps (was friend's request).
Aren't they there? Or do you mean some leaders from the BTS scenarios/mods?Hm, didn't you forgot the new leaders from BTS ? ^^
Oh, that's good feature. I'll try to add it some point.Only miss the little factor thats in the mod Extra(I believe) that you could se a smiley face beside the other nations how they feel about you
Nice to track who's you friends;D
Yeah, you must specialize your cities in this mod.Some things i noticed:
Researching the normal way without specializing wont get you anywhere in this mod. You have to set certain cities to either mint or research. I dont know if this is intended or not.
Crusaders exploring rival territory this could be a posible exploit, just build a bunch put them behind enemy lines and declare war.
catapults didnt do damage against a city of mine which had walls, castle and high walls.
Also if possible could there be some early version of cannon? 12 seems a bit too steep. coming from medieval units. mortar perhaps?
Really enjoying the mod thanks for all the hard work!
Crusaders will change at some point. There was supposed to be religion specific crusader units but it's been time issue with all the additions. Currently it's just converted from Epic mod.
I've been experimenting with upgradeable building lines which means that walls upgrade to high walls and when High walls is finished normal Walls is going to be disabled in the city. Same will happen with Harbor->Port->Commercial Port->International Port and with some other buildings as well. There's still few bugs left in the system and once I have them fixed I can add this feature completely to the mod.
By the way, when you said that you catapults didn't do any damage, did you attack with them directly ie. tried to move catapult to city or did you bombard city defenses? Bombarding should decrease city defenses.
I had Bombard unit on my to-do-units list, just hadn't found any graphics files for it before the initial release. So yes there will be new siege unit type between trebuchet and cannon. Modern time Mortars would be nice addition as well - I served in mortar troops during my army time so I know great deal about those units.
I will, once I get that internet line open at my home. I have been visiting my cousin and "loaned" his internet connection to download mods and upload my own mods.. he's probably relieved when I'm not going to visit him every second day.I like the units and the new additions, but I hope you can incorporate the latest unit creations as well.
Brothel building had it's effects changed in the conversion since I hadn't DLL in the mod anymore. CCCP's DLL in the warlords added some new xml tags to buildings and Brothel were using them. Effects for that building will be changed later again.The ethiopian Oromo warrior doesnt need sulphur. Its the UU that replaces the musketman.
Who wants to build a brothel the neg is bigger that the happy face. Some buildings that give a happy face arent available until later and the choice buildings which give are happy face are funny :0
The upgrade from heavy swordsman to rifle is 80. From musketman to rifle its 110 that doesnt make sense. How is it calculated anyway amount of hammers ?
I CTD 'ed when i clicked the link to shaft mine in the biology tech popup.
Oh and Hannibal or William of Orange can use a color change when they are in the game together you cant make out the borders.
back to the game...
I'll fix the Oromo Warrior and I'll check the upgrade costs as well. I'm not sure how they are calculated but it's probably related to unit hammer cost.
Thanks, I'll get that unit and add it.An early "bombard" unit would work for this, say around strength 10... sounds great. There are graphics for one in the File DB by woodelf, I believe.
Any suggestions what would be good effects for State Property? Or any other civic options?Also, I think the civic addition sucks. I agree that we need a better system, the system you use seems to further complicate things with several silly ways to implement civics. [State property doesn't inherently mean less GP, etc...]
Transport and Early destroyer can be built on later techs - Screw propeller is just one tech requirement for those units.Screw propeller only has an icon shown for ironclad and not transport and early destroyer.
Heavy pikeman upgrades to nothing.
Seems I have to download this Extra mod and see what's in it. I usually set my cities to "Turn on avoid growth" when I notice that they are going to get unhappy. I guess you could try that as well.And another thing I miss from the mod Extra(I guess) is the notice 1 turn before if a city is gonna grow and if that city is gonna be unhappy.
My main problem is that I have to check each city for about 5 turn intervall if they gonna grow and if they gonna be unhappy when they do so.
But otherwise I just simple love this mod even tough all the Ai dont even touch the religion techs. and another thing. I like the christian way of life so I want to get to Theology fast as possible but on the way I have to have allmost each of the early religions.
Anyway to make Theology some other req techs?
I haven't found any religions yet in my games. I play always with random civ and I guess a religious one hasn't been yet my civ. But I've noticed that religions have been found usually all around the map and around "the correct" times which was one of the things I wanted to have in this mod. Downside was indeed that religious techs are bit linear techs now. If you have good ideas how to edit requirements for those techs, I'm all ears.
Noted. I'll change it. I guess the version I had was from early this year and haven't checked how that mod has changed past 6 months.Hi Man,
Interesting, very interesting mod. A good one !
Just a note: Total Realism Team members aren't those you write in credits.
As a member, i only suggest you to write: TR Team.
Hian the Frog.
Specialize your cities.this mod avoid the early unit rush to kill your closest neigthbour...
there are a lot of buildings to build... but i affraid that if you build all of them your are going to be backward in military or in expansion of your empire..
any strategies?
What map type are you using? At least Great Plains map type doesn't know how to add those new resources to the map.Hallo,
i have a Prob. with sulfur. It never reveals on the map when I discover the Tech.
Every Time I have to put it on the map by myself with the Worldbuilder. I have BTS v. 3.03.
In the Overlord 2 Mod i have the same Prob. with sulfur and rubber.
Any ideas?
Yup, tech leak would be nice feature to have. Probably will be added if I someday get DLL file for this mod.Which reminds me that even the most smalles civs are getting on to par with techs which annoyes me alot. Maybe a system ala VISA where you get tech leak? and a small amount when you conquer a city?
Ups, I have to check those buildings. Those should go obsolete when gunpowder units become common (infantry). Garrison should give bonus to Gunpowder units. I'll check those pikemen units too.Pikemen arn't replaced by or upgrade to heavy pike. Heavy pike don't upgrade.
Gunpowder units don't get bonuses from barracks, meeting hall or garrison but these buildings don't become obsolete so you still have to pay for them