[MOD] Realism:The Third Resurrection

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@Guntha

Don't worry about your English. Itis perfectly fine. :) Besides here is it quite international anyway.

CIV4 is quite different than rest of CIVs. If you remember one of the tips while loading the game is: Expanding too fast can slow down your research!

It is true, since we have no more corruption anymore, the further the city is from yoru capital, the more maintanance money you have to pay. The more you have to pay, the less taxes you can put into your research and you fall behind. This is a solution to prevent agressive players from rushing and taking blindly all cities. Ofcourse they get lots of Money in doing that however it can also hurt a lot.

Your war with Saladin is exactly this situation. Actually I did the same thing as you did and had the same problem. Do not underestimate Saladin, his Capital is build on hills, it is hard to get, he builds mines as soon as you are gone and the capital of each civ has the richest ressources anyway. So leaving the Capital is still no garantie for winning.

The problem of cottages with Pottery is that they come to early and it is possible to do cottage spamming. With cottage spamming expansin is easier and smaller civs will be in disadvantage too. We nerf down the cottages in putting them into Monarchy. And believe me no one, not even AI can afford it to go only for Monarchy. AI is aggressive even vs AI. Everyone needs a varity od different technologies and can't beeline for one tech. It is just dangerous to be wiped off otherwise.

Let us try and see how it goes, but realistically first forms of suburbs were done when cities became crowded. In Acnient times there was no overcrowing as such. So putting Cottages under Monarchy is quite realistic.

BTW We don't have lots of new stuff without foreign languages. (I am so busy that I skip even the German translations, even though I speak fluently German) how is it going with Italian? Is it playable or do you play in English?

Regards
Houman
 
Hi Houman!
Thanx for your fast reply! :goodjob: I just want to tell you that I'm playing on a random-generated map, not the earth one. So the war against Saladin happened in a big isle (continent) occupied only by me and him. I understand what you mean about cottages and easy cash, and I think you're right. The thing that worries me is: why doesn't Saladin have any money problem? If I go out of money, research go to 0 and after 2 or three turns the game starts deleting my militar units because I can't maintain them. It's right. But this doesn't happen to Saladin. I checked his territory -he doesn't got any rich resource, only corn. He got only one Wonder -the pyramids- maybe he can set a low-maintainance kind of government, but I think it's not enough. He got no commerce -there is noone to commerce with-
I think that it's right a small country can win over a bigger one due to it's better organization, this is very realistic! But... are rules the same, for human players and AI? if Saladin got no money, will he leave off his militar units?

Oh, just another thing. I think it would be great to have the chance to choose not to build anything in a city. When i run out of money and research stopped -and of course I hadn't still discovered the things that let you "build" research or money or culture-, I could build nothing but militar units, workers and colons. So I got used to build a militar unit and delete it immediately after its built.

Thanx again Houman! your work is really appreciated in the whole world :cool:
 
Houman! Uh, I forgot to tell you that I play the game in italian, and of course... the new units and the modifications in the civipedia are in english. I'd be pleased to translate your mod in italian -a little contribution to the mod I'd be proud to make :goodjob:
 
More Feedback

Bug Report:
  • Instead of "Zorostrianism Shrine has been built in a far away land" the game shows "txt_key_building_zorostrianism..." you get the idea.
  • Whenever a great person is born I receive a purple window, so the Great People mod is not working correctly somehow although all the pictures with the quotes are in the "art\greatpeople" folder.

My Game: Entered Classical Era in 1360 BC and conquered the Egypt out their land, that means I seized Thebes and Nubia and Heliopolis (which was built West to Nubia near the salt resources). Mansa Musa has spread his empire from the West of Africa to the East and South, uncouth said he controls the heart of Africa (all the gems, ivory etc.). Some Egyptian villages are still between but Egypt is out of the game to put it nicely.
Isabella of Spain has two villages in Marocco and is probably going to conquer Carthage aswell (not if I attack first).
I have a big empire now but it costs, yeah. I needed to reduce technology research to 50% and still have red numbers. Considering that Judaism is spreading like mad, I will try to get a Great Prophet soon and create a Shrine. Hopefully that solves my financial problems.

Cyrus is ranked first at the moment (860 BC), then me. I have the feeling that Germany will be very powerful soon, they seem to spread very far.
In my last game I've played with them, and they have a very powerful starting place, very good resources for a start and when you build a city between Rome and Greece and conquer the Russians (what I did too) successful then you're gonna be very powerful.

--
Suggestion: Have you guys taken a look at the Better Ship Scale Mod?
 
Beschallung said:
Bug Report:
  • Instead of "Zorostrianism Shrine has been built in a far away land" the game shows "txt_key_building_zorostrianism..." you get the idea.


  • Fixed in the repository - will be in next patch.

    Israfil.
 
Houman and Nightravn, my home network is pooched, and therefore I cannot access my e-mail server. You'll need to instant message me. (Nightravn, get my IM from Houman)

Israfil.
 
This mod is excellent. the only problem I have is that i do not like AI set t "aggressive". I would like to know any and all files that need to be changed to re-set AI aggression level, as well as what the other labels are other than "aggressive". Please help me out.
 
shammy94 said:
This mod is excellent. the only problem I have is that i do not like AI set t "aggressive". I would like to know any and all files that need to be changed to re-set AI aggression level, as well as what the other labels are other than "aggressive". Please help me out.

Could you just start a Custom Game. That gives you the option to reset the aggression level without changing other aspects of the game.
 
Houman said:
Perks (violet) are not given and will be removed in the next release. (ballance issues) Only Green traits might be possible to obtain. as a rule, what you see in Civilopedia is not always what you get. hehe sometimes you get more, sometimes less. ;) We will remove them though no worries.

In Next patch an optional file for downscale will be provided. We will remove the Regiment Mod completeley. Even people with 2 GB Ram have problems with it. So only normal size or optional downscaled size shall be available.

Houman

Thanks for the information.

The Green traits were one of the things I particularly liked from the Greenmod. The effect they had on my gameplay was that occasionally I would gain a special unit and want to protect it and develop it as much as possible. The result was that I ended up with a small number of highly valuable units among my armies and the loss of a few of these units had a significant negative effect on my ability to wage war since they could not easily be replaced with new units, given their rarity.

So for me they added something to the richness and variety of the gameplay. And I would certainly like to see them in your mod as well.

In Greenmod, and I presume in the original underlying component mod, they appear when you create the unit. They can also appear when the unit is upgraded, which seems like a bug. If it could be implemented so that there was just this one-off chance for a green trait on creation of a new unit, I think that would be good.

Alternatively and perhaps better, if the traits could me made to appear when the unit goes through some level of experience, perhaps around 15xp or so, with a small chance of appearing, perhaps a 10% total chance of getting one of the five traits, obviously with the more powerful ones being comparatively rare. That would reflect the idea that some occasional units react unexpectedly well to their training and experience. And it would make the traits a rare but welcome surprise reward for developing units.

@israfil Thanks for the answer. It was the green and purple promotions which appeared to be missing and I think Housman has explain that they have been removed for the time being. The standard blue promotions, stack assist grey bonuses, and the "overcrowded" penalty, appear to be working correctly.
 
Houman said:
The problems with the crashes are easily solvable. Ther reason behind it is that I have given these units additional crew member to load and unload the catapults, trebucet and artillery. Under Regiment Mod it will be working fine because of the down scale of units, under normal scale this comes to crash.

A patch will be provided soon.
Houman

I'm getting this crash as well the first time I attack with a catapult; although it does not appear when I use a catapult to bombard.

I have the Regiment Mod switched off and I have my game options set to Single figure units which I prefer from a memory/resources point of view. So if you could test the fix under Single figure units option as well before you release that would be greatly appreciated. If not I'll be testing it for you ;) and giving you some early feedback.
 
Thanks for the great work guys! Cant wait till the catapult patch comes out (I can build them, but cant _not_ do something with them each turn (cant make them sleep or fortify or anything else)).
 
I've played three games so far (all on the previous version, not 1.0) and I have to say that i'm impressed. This mod sure enhances gameplay in most aspects of the game.

The first game was as Mongolia on Monarch and I'm a bit concerned that they their UU might be a bit overpowered. I started out building a couple of archers, captured the barbarian cities as well as China, started pumping chariots, captured more barb cities and India, then upgraded to Keshik Archers and soon after controlled all of Asia, Europe and Africa. The Keshik and Keshik Archers might be too powerful, especially with their sick movement rate.

My second game was as France, also on Monarch. They sure have a perfect startlocation, their capital will be always be very powerful. I took over most of Europe and Australia, had a great tight relationship with Catherine and achieved cultural victory in early modern era. Very enjoyable game.

My thierd, and by far most fun game, was as Japan on Emperor diff. Started out taking a couple of barbarian cities, expanding south and then conquering Aztec + American civ. Later on south america and not long after europe. Conquest victory in late modern era. Asoka sure was a ***** to take down though I finally managed to do it by rushing modern tanks in all europe + african (India had all of asia) cities (I made about 8000 gold/turn with 60% research). The Samurai is very well balanced and helped me alot in the conquering of america.

I'm about to start my fourth game (just downloaded 1.0!) and i'm leaning towards playing a semi-warmonger Cyrus on Emperor or maybe even higher.

Anyway, just wanted to let you know that there are ppl out there who truly appreciate the work you put down in this mod!

Sry for my poor english skills. Cheers! :king:
 
@All

Thank you so much for the praises. We appreciate it to see that you guys are having fun with this mod. :) We know some of you might be mad at us because the 1.00 Mod is not yet 1.61 compatible. (We can see it from the rating ;) )

But we do our best to provide soon a 1.61 compatible patch.

Tonight (GMT) we will provide the new Patch, which solves the Catapult Crash, few even more balancing issues. As well as more dirt producing buildings due more health from new resources.

The patch thereafter will be the one that makes it 1.62 compatible.

And thanks to everyone for the reports, since it gives us a clearer view over the facts.

Thanks
Houman
 
@ Guntha Hamma - Which difficulty level are you playing at? If it is not noble and below then he AI does get some production bonuses but we haven't done anything to change this from vanilla.

Now you have to remember that a capital gets 8 commerce for the Palace so he will probably have enough money to support a bunch of troops though he won't be teching anything and eventually you will be able get some Cats there and then he will be finished. In war it is ideal to shoot for the capital and take it quickly if you can as it is always a good spot. If you surround it and pillage all of his resource he will slowly start to lose population and eventually kill his troops by attacking yours.

@shammy94 - Yes you can remove the aggressive option by opening the World Map in notepad and remove the line that reads:

"Option=GAMEOPTION_AGGRESSIVE_AI"

Though the game is much more fun with it in. :)

@Beschallung - I am also getting the pinkish purple window when I get a great person though it is only with the Great General so it will be addressed. As for "Judaism is Spreading like mad" well that as been adjusted with this latest fix. :)

@Ayahuasca - Thanks for the feed back and compliments, this is actually what we need as we can't play all the Civ's to test all the balancing issues out. Any ideas on what it is that is making them overpowered and suggestions to balance them?

As for you English skills..... if you wouldn't have mentioned it I wouldn't have know that it was not your first and only language, shoot it is better than mine.... :)
 
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