[MOD] Realism:The Third Resurrection

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Regarding the Siege weapons issue we discussed before:
It is not possible that the siege weapons bombard a city while the units get collaretal damage. Instead they attack the city liek normal units.

You know from the beta test, that only mounted units have anti-siege combat values. What if I give all the Siege weapons 50% withdraw bonus. In that case they could retreat if an attack didn't work out and still stay alive. In that case the enemy in the city walls has to counter attack or face the attack next round. I suppose this is a nice work around..what do you think?
 
Houman said:
Regarding the Siege weapons issue we discussed before:
It is not possible that the siege weapons bombard a city while the units get collaretal damage. Instead they attack the city liek normal units.

You know from the beta test, that only mounted units have anti-siege combat values. What if I give all the Siege weapons 50% withdraw bonus. In that case they could retreat if an attack didn't work out and still stay alive. In that case the enemy in the city walls has to counter attack or face the attack next round. I suppose this is a nice work around..what do you think?

Not a bad idea, but only if the successful retreat implies no damage to the siege unit. The key thing about a siege unit is that it is a ranged weapon that isn't directly attacking, and therefore wouldn't be harmed during its attack. The only way it would be harmed is if it's position was rushed by some other military force, or if it was targeted by another ranged weapon.

To me the counter-attack you mention above is the best way to have it happen. If it can damage/destroy a range unit in the city/square it's attack before that unit can counter, then it should get away scott free. After such an attack (on the next turn) other "defending" units could be called into play. I think basically the way bombardment used to work in Civ3 is a better model.

Israfil.
 
Um, yep....
Houman said:
History: v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.
- Added the IceBreakerMod, v1.0
- Added new resources from GreenMod 2.10
 
Hey all,

So I was thinking, since these mods are now all XML or python files, it would make sense to put it into some source-control. It might help manage multiple people working on it, as well as releases. I have a CVS and SVN server available to me, and I'd be happy to create a module for Realism. The other option would be to start a sourceforge project that can be used for any number of MODs.

regards,
Israfil
 
israfil- Jeez! How could you be so blind!?!? ;) For shame indeed :p

~~~~~~~~~~~~~
Houman- It is with deep regret....

Eh, the Inquisitor doesn't seem to work.

1) The button (as well as the button for nuclear silo) are present, but no pic; just blue square.
2) Once the inquisition is built in a city it does not go away (from what I've noticed, and I watched it for over 30 turns).
3) The inquisition does not destroy non-state religious buildings.
4) The inquisition does not even get rid of the offending religion(s).
5) The inquisition can be built in a city that has no religion beyond the state religion, and has the same -2 happiness effect.
6) The inquisition can be carried out in enemy/foreign cities.

I've now watched a Buddhist and Taoist inquisition and they both fail to do anything, except construct a building that produces -2 happiness and never goes away. I've seen the inquisitors in action in other mods, so I know they can work. I think it may have something to do with how you split them up.
The individualized versions are more interesting/accurate, but perhaps there's an error somewhere, but I'm not sure.

Also, the inquisitor/inquisition has an entry in the civolopedia, but it's blank.
 
Hi,

So in doing all the save/reload stuff involved with testing, I'm noticing that shift-F5 specifically, and saving generally generates a total application crash about every 10 saves or so. It seems to mostly happen when saving over the same file (hence the shift-F5, or when you are saving a small change in the same year.) Anyway, I was wondering if anyone else was noticing it.

Cheers,
Israfil.
 
@Sorry guys, I will respond to individual posts later, we have here a red alert. :(

@Blue
The Inquisition doesn't work? :( I know the button have no grafik, I have fixed them already for this coming version. But the functionality neither? damn

I took the inquisition from Greenmod 2.1. Some said his inq. is working the best way. I don't know. Which inq. mod have you founf the most interesting and realistic solution?

Thanks
Houman
 
I'm pretty sure I was playing Greenmod, latest version thereof. Inquisition killed offending religions and their buildings instantly, then there was a -2 happiness for fifteen turns I believe, basically the same type of effect as a basic whipping action. I actually can't remember if it placed a building or not, but as its the one you incorporated it must have had it.

Now, tested with Taoism and Buddhism at least, the inquisition just adds unhappiness and doesn't do anything about non-state religions. Also, it shouldn't be allowed in enemy territory or state-religion (only) cities. I'm pretty sure that's how it worked in Greenmod. It was very effective.

Sorry I can't be more technical about xml or some such. All I know is I watched the inquisition go for 30+ turns and do nothing but -2 happiness.
 
I will agree with nightravn about the need to change city spacing back to two. It makes it very difficult for the Europeans and Japanese to have more than a coupld of cities...what with the barb cities where they are.

Also I like the idea of changing the bombardment as in earlier discussions if it can be done....Hard-Coded???

Last@Houman....The inquisitors did not work for me either....other than making all the populace mad. Never played with them before so don't know how they work in other mods.

All in All...round of applause for Houman. This mod is the best I've played even if it is still in Beta.
 
Thank you so much guys. :)

I have finished the Unit balancing. If you only have a look on the excel sheet you get mad. The AI Adjustment, the Unit combat tuning and balancing...ufff

Anyway We have now 25 new Unique Units !!!!!
(For Beta Testers this is going to be 19 new Units)

Everything is finished, I have fixed many bugs and completed the Pedia.

The Mausolom Wonder has now a nice marmor texture with authentic sculptures from the real Tomb of Mausolom.

TODO List left:
- Few more bug fixes and ironing
- New Version of Worldmap 1.4.1
- Solving the inquisition issue :(

Good (or bad News) for Washington players. You won't be able to push around the poor Aztecs anymore. ;) I had a misconception about the Axeman and Jaguar, that is now fixed. Be surprised!!!

It is now 2:15 AM...I have a cold and am really tired guys. I am working the whole day since 10:00 AM.

It looks good for tomorrow. Lets cross the fingers...
Good night
Houman
 
Hi Houman. First of all - killer mod so far. I'm loving it. I was a big fan of the Balancer mod for C3C, and this is starting to feel a bit more like that gameplay than vanilla Civ, which I found a bit restrictive.

Anyway...

1. I'm having some wierd behaviour of cities, where a city with 10 labour and no buildings to multiply, nevertheless shows a total of sometimes 62, sometimes 133, etc. for a turn or so. The detail shows that (in the case of 62) 40 was from overflow from previous turn. Only there was never a moment where I should have had enough to overflow more than 2 or 3 labour points. I do have zoroastrianism as my state religion which is listed (because of my civics) as providign 25% bonus. I'm wondering if there isn't some wierd math happening to boost it at odd times. I can't verify this, but it seems to happen near when I found a new city.

2. I definitely appreciate the city spacing from a city management perspective, but it's interfering more than it helps. Also some places on the Earth map are a bit small for the distance. Lastly, I think two cities actually should be close. They "compete" for resources, so either one will become a hub, or they will both be limited in growth. I think that's "realistic". I actually wouldn't have a problem with Civ3 rules of can't be adjacent, but can be separated by one square. Let the natural economics of food production limit them. Even the vanilla CivIV rules seem a little restrictive in this matter.

3. The earliest play is really really slow. :) I know that's somewhat realistic, but I think a little bit of reduction in time to growth - maybe from 22 to 20 would help a bit. But I like the limited strength of combat units throughout this phase. I think that's a good balance. Warriors through axement, with the odd strength 6 unit, but 2-6 seems right for all the early part of the game (say, before 1 AD).

4. I like having Zoroastrianism in there, I think it's a good fit, and having buddhism historically after hinduism works. I think Taoism is somewhat older, insofar as it has deep roots in chinese tribal spirituality. Again, it's been a long time since my course in Taoism, but I am pretty sure that it was quite established as a philosophical base by the time Buddhism hit the scene. So far the balance seems better though. I wouldn't mind some variety in advantage, though, and I like the "True Prophets" mod idea, though how to make it be both balanced for gameplay and historical is in question. Also, if one were going to go that road, it would be tough to not actually represent the founder of Islam, and recent events have certainly given caution to such representation.
Other things:

I have generated a few "custom continents" with 3 or 4 continents, and ended up being the only civ on the continent. Oddly enough, the game was still very playable, as Barbarians cities and raiders were nearly perfect. In fact, I have maintained a larger empire early on than would normally be economically viable by pillaging barbarian villages, burning them to the ground then retreating and letting them re-spawn. There may be a historical precident to it in some early empires with border raids on smaller tribes who scatter then re-form.

I mentioned the save/crash issue in a previous post

I'm definitely finding wierd promotion behaviour. Promotions seem to work as advertized, but I get seemingly random promotions, not just on creation, but I got one when I upgraded a chariot to a horse-archer. (And boy do I love the horse-archer... it's a light tank of the early world.) As for promotion balance, when they aren't randomly accruing, they're working well for me, balance-wise.

One think that I wanted to suggest is that any military unit that rests in a city with barracks gets .05 points (1/20) experience point per turn there. Barracks have drills and maneuvers, and small amounts of experience should trickle, so that even green troups produced without barracks could benefit by billeting there. I'm not sure if such points could be awarded fractionally, but if so, that would be one way to do it. Green troups would gain more from this than veteran troups, obviously, since a couple of points means promotion at early levels, but to get really valuable experience you need to be in the field. I think that's pretty realistic.

I would reduce the mobility of horse-archer to 3 though, as cataphract is only 2 and wiht roads, horse-archers can get across my whole empire in two turns or less. That seems odd in relation to the other mounted units. I think they should be faster, but not blindingly so.

In generated maps I'm finding that more than half the time deserts with rivers do not generate flood plains. I don't know if that's deliberate or not.

I had map loading trouble - big trouble. I'm going to try the newest version and see if it still occurs.

That's it for now. Cheers, and thanks Houman. Khoda-Hafez and happy almost No-Ruz

regards,
Israfil
 
Thank you so much Israfil :D,

Yeah soon is Newyear and I haven't prepared anything ceremonial. But tomorrow I will be going out. ;)

Ok Guys very good news, In a desprate moment this morning, I had a flash and solved the Inquisition Issue. I had forgotten to include some parts of the code, but now it should work. Im 99% sure it will.

Meanwhile I have taken more stuff from the Greenmod 2.10. You can also build a Demotroop to raze your cities, national wonders or Catherals against lots of gold.

The Terraforming is still the old one, I haven't implemented them from Greenmod. I suppose it was working fine for us the way it was. Only terraforming Land into water (with Demotroops) and coastal water into land (Like Dubai) is now additionally possible.

In less than 18:00 GMT I should be able to release this mod. Meanwhile I am going to send the Forum Admin a PM about webspace, because I ran out already...

Stay tuned, I will answer the individual posts later...
Regards
Houman
 
Houman said:
Thank you so much Israfil :D

No problem. Anyway, I'm looking forward to the release.

As to my previous suggestion about Sourceforge, I would recommend it. It would allow both convenient source-code tracking, but also release space for the release binaries. Just a thought. You could still like to it from the forum, but Sourceforge pushes its released packages out to mirrors, so it could solve all the bandwidth issues. I presume that the contributors are all treating their contributions as open-source. If that's the case, we only need pick a license and Sourceforge has the infrastructure to handle the rest. This mod is bigger than some applications whose projects are hosted on SF. Thoughts? I obviously volunteer to help get it going, as I'm maintaining three projects on Sourceforge already so I know my way around project administration.

regards,
Israfil.
 
Hi,
sorry for my stupid question :blush:

but can anyone tell me
where can i download any version of this mod ? :confused: (exactly the last one, v0.70) :confused:
 
Alright, everything is finished. All units are working...

I have to update the worldmap and it is finished, I can't believe it. I got already the FTP access from admin. So everything is fine.

Sorry, I will get back to your individual posts soon...
Back to work
Houman
 
Houman said:
I have to update the worldmap and it is finished, I can't believe it. I got already the FTP access from admin. So everything is fine.

Awesome! Congrats, Houman.

Israfil.
 
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