[MOD] Realism:The Third Resurrection

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Someone needs to have a look on the world generator. Perhaps this was modified by Jmy predecessor in a way to improve it. I hope it is not broken. Is anyone able to provide a fix? I really need a hand here guys.

@Houman
Did you use the generator provided by me, in an earlier post?
 
I had a look at the Map generator. It looks ok, and works fine for me. It gives a varied map. So I don't know why some of you have problems :(
 
Houman said:
Someone needs to have a look on the world generator. Perhaps this was modified by Jmy predecessor in a way to improve it. I hope it is not broken. Is anyone able to provide a fix? I really need a hand here guys....
My worlds generate fine, its just the random settings that doesn't seem to work.

Houman said:
- Workers should drain food instead of gold? I need to think about it
Or at least make them not be disabandoned whenever theres no money.

I think i just realised what it was that was costing me so much gold, i was playing around on lots of tiny sized map's. The upkeep/distance penalty is increased dramatically on the smaller maps. on a tiny sized map with two cities the maximun research without gold loss was about 65%.
 
Alright, some initial things I've noticed then, as well.

When I modify the civ.ini to auto-run the mod, it works the first time and fails every time after. I get this error.

AppName: civilization4.exe AppVer: 1.5.2.1736 ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 0012447a

If played by going in and selecting the mod from the in game menu, it works fine.

Playing as the mongols, right from the get go Delhi's (India's capital) tiles were exposed to me. Not clearly, but that lighter fog of war (not the black stuff). 9 tiles and 1 more to the bottom right were showing, but no contact with India was made until a scout showed up a few turns later.

Just a note, on the world map there is a piece of road southwest (bottom left) of Karakorum (mongol capital). Nothing I really cared about, just noticed it.

As for the Barbs, their flag is blue now (not sure if that was intentional). I like their new setup, much more 'realism' :), but I have to agree with everyone, the traits are too much! I ran in to a barb warrior, right out of the gate (15-20 turns) and he had ~8~ promotions. Frigging 8 promotions!? Talk about making aggressive useless. Oh, and just to chime in some more on them, ;) they are way too overpowered. All posts considering toning them down would do well. The promotions are simply ridiculous. But man, I do love those barb civs.

As for other things noticed on the world map...It is an awesome map, but I too am experiencing slowdown problems, and its waaaay to early for that to be happening. I think it must be the barbs. And speaking of barbs, although I don't have to deal with it myself, I noticed South Africa has over 20 barb warriors just running amok. No other place on the map is like that, its still early, and all the other barbs are holed up in their cities.

Well...yeah. That's what I've got so far. The world map slowdown is a shame...maybe it can be modified for any number of civs; that way one could cut out an AI or two to make room for all those barbs? I don't know, but I do know that the map itself and the barb civs are really cool. My favorite feature thus far.

Least favorite feature; easy...those promotions! :P
 
@Perfect_Blue

Thanks for your report. Meanwhile a new version of the realism map came out. I need to place the 6 resources again etc anyway.

One big problem is, I don't know if you have the problem too or not, the player colors and flags do not get updated. For some odd reasons this only happens for generated maps but not the worldmap we are using.

It seems as the world map is storing the player color and all flags into the file. I have already asked the the guy from historical flags mod, yet no answer. It is a shame since the flags look really amazing...I dont understand what the problem is.

Barbs should have been black. Damn... :)

The biggest problem of the traits, comparing version 0.5 vs 0.8 is not the amount of them. They haven't significantly changed. The problem lies in two points:

1) The values are too high. Your unit could become a little god!
2) The random Nr that is being generated and given the units is too much. It should not give any promotions to any unit straight away. Why does it do that? I haven't figure it out yet, where in code I could modify that.

I have overcrowded Africa and South America a bit with more Barbs. It is unfair when the Egypts and Incas have almost a free continent for themselves for expand. In reality Africa wasn't empty to be just conquered. Neither was South America. Both Aztects and Incas have fought a lot before they could capture other tribes and expand thei Civilization.

It is true, the Barbs are more dangerous than normal players, since there is no diplomatic tactics given. You destroy them or they destroy you. :) It is nice for a change.

WHY!? Why isn't the Worldbuilder outside the game accesable? Whos bloody idea was that in Firaxis? Such a waste!! The problem we mainly have is that the map isn't compiled correctly. We modify it as Egyptians (First Civ to play) and save it then as a map.

We need good external map editors for that.

I keep working on the problems...
Thanks
Houman
 
Good Day. Im your Inca tester! Lemme tell you...those barbarians are hetic as all hell. Come busting my chops...dealing with them. Anyhow..commentary.

Im Incas on the World Map, Cheiftan setting (I normally play warlord but was worried - yes I am a sissy)

Jungle removal seemed quite fast...4 turns.
There are alot of Barbs in SA. I like your reasoning, but with these random promotions some are REALLY overpowered. Most units I fight are overpowered with the new promotions.

When I've been warring with these Aztecs (whom I beat), I took their cities and recieved upwards of 400 gold a term. Interesting, not sure if that was your intent.

I managed to get Christanity. Jesus Mary and Joesph, the Crusader unit is powerful and looks awesome, overpowered tho? Not sure.

On a couple of turns I was supposed to lose gold...but never did. Might want to look into that.

I notice minimal slow down, but the map is EXCELLENT, and the mod so far (its 556 BC) is AWESOME.
 
Houman said:
WHY!? Why isn't the Worldbuilder outside the game accesable? Whos bloody idea was that in Firaxis? Such a waste!! The problem we mainly have is that the map isn't compiled correctly. We modify it as Egyptians (First Civ to play) and save it then as a map.

We need good external map editors for that.
It's more of a cheat tool than an editor, lol. I think they may have been trying to take off the idea of the in-game editor in Rome:TW.

Personally i would prefer a 2d editor outside of the program as well.

Are they're any external map editors out there? I've been trying to make some maps but the in game editors buggy... it leave unfavourable looking marks in the terrain (when messing around with coastlines & misc).
 
Alright guys,

NEW PATCH for Beta testers !!!!

I found the responsible piece of Python code for the Extra Promotions. From now no created unit will get random promotions. :)

Here is the patch for the Beta testers (Assets.zip), please copy the Assets folder into your Realism folder and overwrite the two files. You don't need to restart your campaign just continue your game as it was.

Please report the changes and your game experience. The Promotions are less strong and no unit will get promoted on creation.

I would like you also to test the Mujahid Unit. To have to convert to Islam (No worries just in game ;) ) and try out this unit.

The Mujahid Unit is less strong than a Cataphtract, however it is the only Unit in the game that can have the Fanatic promotion. This promotion makes him as dangerous as the Crusader with one main difference. While the crusader is specialized in taking and pillaging cities the Mujahid is specialized in killing enemy units.

Please try it out to play as Mujahid, and if possible try also to counter an AI with Mujahid units. It is possible to counter both units...no worries. But you have to find it out for yourself. ;)

Thanks for testing
Houman
 
ello mates.... American tester here.... things are going good but like the other testers said the promotions were a little whacked so I'm glad you fixed that Houman. As Georgy baby I found my self hemmed in by 2 barb cities that were not much of an issue until the Mighty Montezuma comes a knocking and takes both of those cites just as I was gearing up to do the same. What was slowing me down was that the copper was a little far way from my starting position and didn't get it until my third city. Lucky for me the turn I got it hooked up was the turn that good Ole Monty declares on me and not before. So I pop rush a Axe to protect myself and proceed to turn on the war machine and spank him royally. Several 100 years later I am proceeding to take his capital and have pretty much taken control of north America.

I founded the religion Buddhism and have access to the Inquisitor Unit which I will test out once I have some other religions around. The only issues that I have found so far is that the game is a little slow especially for the early years that is it and with some of the resource placement. The starting copper is a little to far off but it is not a deal breaker though what is a problem is that in the southwest US there are a lot of desert/deserthills and some peaks but no floodplains along the river and NO food resources making the area uninhabitable.

BTW what's with Barb warrior standing on Goody Huts? Talk about ruining a Scouts day and as anyone els seen any animals? Are the gone because we start with a bunch of barbs?

Washington has a lot of room to grow But allot of the land is semi-useless in that is either peaks, dessert or tundra. So naturally I am going to have to take over All the America's so after finishing of the Aztecs it is on to the Inca's.

P.S. Playing Noble Level.
 
I haven't seen any animals either, now that you mention it.
 
Playing, and still going wel. As an Incan alone on two continents I find it hard to gain other religons or use your inquistor...sorry.

If I could make one suggestion, it would be to somehow allow conquered cities to keep their buidlings. I mean, it makes sense. If you conquer a city with a harbor, you're not going to destroy the habor. Perhaps something like that could be worked out?
 
Hi.. just to let you know the flag chang have to be done in the map file it self.... open by xml editor or whatever... and the flag name to the file that you want.... try it..;)
 
Houman...

MUCH better after the patch with the promotions. That made a world of difference.

I started Spanish again after patch. At 100 AD I have all of Europe and England. This due in part to crusader unit as I was first to Christianity. I really believe the crusader is a little to strong and unbalances the game. At this point I run over anything in the way. As i also founded Islam no one has that unit to counter balance the crusader. I wonder, is it possible to fix game so a civ can only found one religion. I have founded 4 Hindism, Judism, Christianty, and Islam. I think crusader strength should be lowered to 7 or 8 vs the present 9.
 
jeffdawgfan said:
I wonder, is it possible to fix game so a civ can only found one religion. I have founded 4 Hindism, Judism, Christianty, and Islam.
That's a good idea but i think it would be a little unrealistic, it would be better just to make it more unlikely to happen. (im still playing v0.64 so... that might already be done)

This is unrealated to the topic but is there a way to mod the city music so that you can still hear it when your zoomed out further? What file should i be looking in for this?
 
Wiz said:
If I could make one suggestion, it would be to somehow allow conquered cities to keep their buidlings. I mean, it makes sense. If you conquer a city with a harbor, you're not going to destroy the habor. Perhaps something like that could be worked out?

I would caution against this, mainly because

1) There would be no stopping a full-fledged war machine. Destroying the buildings forces one to slow down (just a little) and drops all those culture producers, which means if one wants expanded borders, one will have to build those buildings again. This leads to my next point,
2) If one weren't forced to rebuild those buildings, then one could continue pumping out troops. The great war machine continues. Imagine this coming against you, and maybe one can see why it wouldn't be a good thing.
3) Destroyed buildings account (imho) for a lot of things, such as....
a)Looting (those soldiers want something for their efforts)
b)Collateral damage (bombarding and fighting through the streets destroys the surrounding city)
and so on.....

In ancient times, if a fire started during a siege it could bring down a lot of a city. Even up until recently, large cities have been terribly succeptible to fire. Also, one could argue that modern armies don't pillage and loot and collateral damage has been minimized. Not trying to go political, so please, none of those inferences or judgements, but just look to the recent (ongoing, really) Iraq war, conflict, or whatever one wants to call it. Even with smart bombs and laser guided weapons, there's still a ton of collateral damage, both in human lives and buildings. Also, looting is still incredible. If not by the soldiers, then by people temporarily unfettered by the state (i.e. laws).

So, though I understand we all would like to keep those buildings, destroying them does reflect issues of balance and history. So anyway, just my two cents on that.

Maybe, if anything like this is to be considered, it should be done in a scaled down manner. Perhaps destroying only so many buildings, or certain types. I'm not sure about all the issues around that.

~~~~~~~~~~~~~~~~~~~

On the promotion patch.....THANK YOU. I really do love this new world map so far. Well, back at the real gaming. :)
 
Your Points are well taken.

Perhaps there could be a balnce, maybe by way of some random calculations that around half of the buildigns in the city are destroyed and the others arnt and reamin functional.
 
Guys, this three weeks of hard work and lack of sleep has payed back. I got tonsilitis and feel sick. Damn it. But we are very close to the gold release, so I will have now some more sleep and go back to work in few hours.

@Nightravn

I am glad, you could counter the Aztecs, despite the fact that Axeman has no jungle bonus anymore. Good job!

The Barb on the goody hut, is representing a little Indian tribe that is protecting its villige against the white man, that thinks everything goody hut belongs to him. ;)

North America has a very diverse nature. Deserts, Mountains, Hills, Green and and and. The Map is trying to represent this diversity according to the satelite pictures. Regarding the game play and fun aspects: All the American Cultures, Native and White, have the advantage of being isolated and far from the wars in Asia, Europe and Africa. These cultures can expand fast and safe. Thats why I think they don't need so much tweaked ground as such the Europeans for example. There is enough room to expand anyway and keep everything in balance.

Regarding the animals, they are definitely there in Asia (North East). But you are right, in the final Version, you won't be fighting the Barbs but also wild animals. Especially the Americans and Africans will have fun. ;)

@Niust, GOD BLESS YOU mate. Finally a solution!!!!!!

@Jeff, I am glad the patch has fixed that issue. :) If you feel the promotions still need a bit of ironing, so let me know please (Regarding their values)

And regarding the Crusader...yeah you are right. The Crusader is too overpowered. I wish I could give him the City Attack power only if the other side is not Christian. Same with the Muslim Mujahid only bonuses for attacking "heterics".

Meanwhile I will make the Crusader weaker. mabe as strong as the Roman Praetorian...with different Bonuses...Power:8

You are right about the fact, that it is quite annoying if you have discovered all the religions and nothing is left for the rest. But you would play Monarch and one below, you won't be that fast in research anyway. I find it for myself the game the most realistic in Monarch difficulty.

@Avian
Interesting...I have no idea though where it could be found. If I find it by chance I will let you know...btw is it possible to zoom in the city? Sorry for the dumb question, I never really played the game yet. :sad:

@Perfect_Blue
I am glad you liked the promotion patch. ;) Your point, regarding the city looting, is absolutely valid. There is just just problem mentioned before. You get way too much money if you take a city. Is that normal? Is that the same way in Vanilla? Or have my forerunners programed it that you get more money? Is it maybe because all this buildings get sold and you get the cash? The thing is...I don't know if this is realistic or not yet...but if you take a city and get 300 gold thats enough money to have 100% scientific research for the next 20 turns...I need your game experience in this matter guys, since I dont have any.

@Wiz
A good point...IF the function of "razing the buildings by capturing the city" is part of the Realism mod, then I would find it in the python code and might be able to do something about it. If anyone knows any tips, I am glad to hear it.

I need some recovering sleep now,
Have fun
Houman
 
@Houman, i have made few starts of game with few civs but the barbarians towns were fastly wiped out, AI was not slowed ...

I played Emperor.

I want strong Barbarians ! For challenge !

Why not an immobile militia for the first unit for the 18 civs = anti-rush !
 
Just a couple more things....
1) Mathematics description is incorrect (I think), it says it gives +15% withdrawl, +10% strength, -10% defense on all terrains
2)Playing as the Great Kahn, I realized my aggressive bonus wasn't applying to my cavalry. My Keshiks start out more poorly trained than foot soldiers. Imho, the aggressive bonus should be broadened, at the very least to cavalry.
3)On a ~realism~ note; I got Buddhism with literature, but wasn't required to have meditation. Is it a balance thing? Because, as we all know, if this is to try and emulate reality moreso, then Buddhism should definately be linked to meditation as well (at least as a pre-req, anyway).
4)When I went to research monotheism it said it gives no bonuses. Does it still grant Judaism? Seems like an oddball, as it seems most techs allow you some new ability or actually help you in some way.
5)I noticed the Cataphract gets a 30% bonus against commandos...Commandos??? Is this right?
6)The barbs are just great! I love this map. I saw my first barb stack, an actual stack (5 chariots, 1 warrior, 1 archer) invading China. Awesome
N. American barbs seem to get crushed quick, quick compared to S. America, Africa, and Asia (in my experience).
7)Issy is grabbing both Hinduism and Judaism consistently. I know she's a religious hog, but is there any way to part those two techs a bit more, to give some other player a chance?
8)A Tibetan warrior killed my peaceful scout! That's just not right...pacifists, I think not :P
9)Correct me if I'm mistaken, but the attack bonus promotion (+% attack, -% defense across all terrain types) is not accurately mirrored by the defense promotion. The defense promotion gives you a +% defense across all terrain types, but no -% for attack. If there was some balance consideration here, sorry for bring it up; but if not, then the attack and defense promotions should probably be mirror opposites, so easy defense promotions aren't favored.

Anyway, just grabbed Buddhism (it's on the way to Taoism) and getting ready to try my first inquisition. Here's to it ;)

Oh, and about the pillaged gold, if I remember right (been a while since I played vanilla :)) this mod gives one much more gold than one would otherwise get. It does allow one to keep science cranked, but from my point of view, it seems to be a good thing. The small amount of gold one used to get was too small to even upgrade 1 unit. That never made sense to me; I sack a city and can't even get enough loot to upgrade 1 unit? So, I see the increased loot as a good thing. A reward for successfully warring; and as you semi-alluded too, it could be seen as a balance for all those burnt buildings.

Anyway, wooh. Glad I got that off my chest :D Great work Houman! Sorry to hear about you being sick, but the mongol hordes will not tolerate delay! Forward! Burn and move, burn and...well, you know :satan:.

Ah, my quip on immobile militia- Is it a unit one starts with? If so, what happens if one wants to settle somewhere besides the starting point? And beyond that, well, what sort of stats were you envisioning, Lachlan?
 
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