[MOD] Realism:The Third Resurrection

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Two Questions to everyone:

1) Are you happy with the Terraforming we are using now?
2) Is the Inquisition now workes correctly after all the improvements? As long as the inquisition is in the city - no foreign religion can spread in the city etc.

Thanks
Houman
 
Houman said:
Two Questions to everyone:

1) Are you happy with the Terraforming we are using now?
2) Is the Inquisition now workes correctly after all the improvements? As long as the inquisition is in the city - no foreign religion can spread in the city etc.

Thanks
Houman

Houman : what problems did you have the Inquisition. The changes I'm currently doing allows it very very easily to pretect any religion spread dependant on whatever circumstances. Contact me for details please.

BTW: its nearly finished
 
Thanks 12m,

Actually I was just about to email you. :)

There is another interesting SDK Mod we would like to merge, however since we are using your RazeCity Mod, we can't just use both. Do you think you could merge them?

http://forums.civfanatics.com/showthread.php?t=168283

Regarding your question about inquisition, I have done the change and hope that the bug was fixed. Yet no one has yet reported if this problem has been solved or not. Otherwise I am tempted to take your Inquisition solution. Please send me the solution meanwhile and I'll have a look.

Thanks
HOuman
 
Is this a bug?

Immortals are only available for researching Copper along with Hypaspist's and Axemen. They're supposed to replace the Hypapist but you can still create both. Archery doesn't open up any unit, making it completely useless.

I love this mod, some things I find are overpowered such as the Assassin units. But I've been on the receiving end of those as well, and seeing your military (2nd city) go down for 16 turns really left me reeling, seeing as the greeks also nailed my capital (6 turns) and my Science city (8 turns) without defenses against them, if they hit your capital, they really put the screws on you. The over powered bit though is that you can nuke the city and then run in and pillage all the infrastructure with no consequences. I found it highly amusing that despite my having completely destroyed every Arabian cities production and pillaged every one of his tiles he was still friendly with me, he'd built his informant too, so had he been a human instead of AI he would have known it was me.

Overall great mod though, and it's brought a lot of the fun back into the game for me. I'm still a World of Warcraft addict but this has taken me out of game for a couple weeks now. Much to my guilds dismay, I'm sure...they're prolly cussing me out as a loot whore cause we're working on Huhuran :)
 
@Houman : I'll have a look on that mod this evening.

The Religion Mod I'm working on is nearly finished except "found one religion per player only" point. I think it'll be finished the next two days. So I would apprecaite to wait till its then before I send it to you.

I'll let you know about the mod merging asap, but I don't expect problems if all changes are commented in the sources.

12m
 
Hi guys! I just ended my first game with realism mod. I played in a medium size-continents-custom map with realistic speed, starting from 4000 b.c. with the Germans. I had to divide the continent where my civ were with only one other civ, saladin. War against him started in the classical era and finished in the medieval one (1200 circa), so I was able to occupy all the continent. This made my civ become the biggest and more powerful one. So I managed all the rest of the game by mantaining good relationships with all the other civs, and by support research and commerce. So I was able to build up the spacecraft very very early (in late XVIII century)!
I'd like to say thank you to anyone who spent their time to create a great mod as this. Civ4 is a great game, but realism mod makes it an awesome experience!
I really enjoyed the contemporary era, and I just wanted to write here my suggestions to improve some strategical aspects of the game: most of all, we should work to give strategy, smartness and diplomacy a bigger weight into succesfully managing a war. by now, winning a war is mostly a question of having a better technology and more militar units than the enemy. If you got more production and a better technology, you got 90% chance of beating the enemy. History taught us the chance should be lower. However...


Here's my proposal for improving some military aspects of this great mod. all these suggestions are about contemporary era. I just wanted to organize a little modders team to envelope it as a mod pack, and of course it would be a pleasure and a honor if realism mod guys wanted to put it into their creature. But noone answered my call, so I can only post my ideas in this forum, wishing they will be useful to anyone.
I'm not an experienced modder, I took a look to the xml files about civ4 unit so I got an idea about how they work. But still I don't know a lot of things about civ mechanics so I could suggest something that there's no chance to make.

The main targets of this mod should have been:

1- Adding units to the contemporary era air/naval warfare to give it more strategical and tactical options.
2- Letting poorer and smaller civs the chance to win wars against more powerful enemies by creating some special units.

NAVAL WARFARE

I got two main ideas to improve naval wafare:
1- improving the ASW and the ASuW aspects of the game
2- creating some cheaper but (sometimes) useful units (this is connected to the target n.2 of the mod)

1. Submarine warfare is a very important aspect of modern naval warfare. Even if in realism mod there are two kind of sub units now (normal sub and nuclear sub) I think that submarine in civ4 is not versatile and powerful as it should been. I'd like to see 5 differents sub units in the game:
A. Early submarine (aka U-boat or II World war). This unit still exists. It's the first generation (at least in Civ4) submarine. Diesel/electric engines, slow, and armed with no-guided torpedoes.
B. Hunter/Killer submarine. This should generally be the post II world war diesel/electric submarine. it should be really better than the early one, and have a good chance even against nuclear submarines. A good options for poorer countries even in the nuclear era (think about a Kilo clas sub), armed with guided torpedoes but without missiles.
C. SSN- Nuclear submarine. "3rd generation sub". Faster than H/K submarine, armed with guided torpedoes and cruise missiles, giving it the chance to attack naval units from distance and to bomb ground units.
D. SSBN- Ballistic missile nuclear submarine. It belongs to the 3rd gen class too. Slower and less powerful than the SSN, it is armed with nuclear warheads that can make a lot of collateral damage attacking an enemy fleet. Also, it can fires its ICBM over enemy territory.
E. Fourth generation submarine (something similar to the Seawolf class submarine). Maybe a faster and stronger SSN armed like a SSBN.



2. Making sub threat bigger means improving the chance to fight it. Just as for H/K submarines, there should be a cheaper but effective unit, good for countries that can't afford to build up huge naval fleets. Here are my ideas for new naval units:
A. AEGIS destroyer (it's an available unit in the realism mod) should be specialized in AA warfare and armed with cruise missiles. So I will add a modern frigate unit, a smaller and less powerful unit but very effective against subs. Maybe we could give it the chance to carry an ASuW helicopter that can find enemy subs on a longer range.
B. Torpedo boat. A II world war era unit, it should be a very cheap and fast - high chance of withdrawing coastal attack boat. It should be a very dangerous unit but making it a coastal vessel should make it just a defensive unit.
C. Missile boat. A contemporary era boat, it should be just like the torpedo boat armed with anti-ship missiles.
D. Troop-transports ship. It should be a big but slow cargo ship. It should carry more units than the actual tranpost ship, but it should be slower and very weak.

So these ideas should implicate the creation of the cruise missile unit and the anti-ship missile unit. A lot of things have been written about the making of these units. The only thihg I'd like to say is that strategy in naval warfare would improve if units could have an attack range longer than 1 square. It would make gun-armed ships useless against missile-armed ships, just as in real world. Also, it would make naval units a dangerous threat for land units and strategical buildings.

AIR WARFARE

Realism patch added the strike-fighter. It's very good, but not enough for my maniac mind. I would add:

A. Dive/torpedo bomber. In the II world war era there are only two kinds of aircraft, the fighter and the bomber. I would like to add something between these two units. Dive bomber should be useful against enemy naval units and enemy ground units, but still able (but not very able) to intercept enemy threats. the ju-87 stuka or the sturmovik could be the model.
B. Long range bomber. With the starting of the cold war era a very expensive long range bomber should appears. B-52 should be perfect.
C. Interceptor. The unit built to fight the long range bomber-menace. Mig-25 model. long range and very powerful against bombers but not very effective against modern fighters.
D. 2nd generation long range bomber. Like the B2.
E. Futuristic fighter. Multi-role aircraft: good interceptor, striker, fighter. SU-35 could work.
F. AWAC. Aircraft with a very long range radar and no weapons that can make recognitions.
G. ASuW plane (or helo?). It can detect (maybe attack?) enemy subs.
H. Transport helo. Just like the Chinhook. Very fast but it can't carries a lot of units.

Maybe we could improve the AA warfare by making other SAM units or AA artillery units.


IDEAS FOR OTHER SPECIAL UNITS

I'm really interested into improving a very important stategical aspect of the game: as most wargames, even in civ4 it's too easy for biggest civ (with more production and money) to win wars against weakest civs. It's all about building up more and more powerful units. As we all know reality is not so easy. I think that weaker civs should get the chance to have their own strategy, for example using para-militar troops with guerrilla tactics, or terrorism, or other kinds of retaliations. I'd really like to know about your opinions. It's very important to know how much effective could be these strategies in the game, and if the AI would be able to use them smartly.
For example, I thought to create a terrorist unit. It could be very similar to the assassin and the inquisitor unit in realism mod, but of course it should be more effective. it could be a cheap unit that causes a lot of unhappiness in the enemies cities where it's used. Maybe the teocracy form of government should be needed to build it.
Another unit could be the partizans. it could be available only in cities with 100% national culture and only if there are enemy troops within your civ territory. they could be free (no support cost) and very fast to build. Is it possible to specify these kinds of conditions to build a unit?
 
phoulishwan said:
Is this a bug?

Immortals are only available for researching Copper along with Hypaspist's and Axemen. They're supposed to replace the Hypapist but you can still create both. Archery doesn't open up any unit, making it completely useless.

My friend you have not installed the 1.09 Patch and are playing the plain 1.00 version. ;) These issues have already been fixed.

Thanks for your comments. :) Next version will be much more amazing...

Regards
Houman
 
12monkeys said:
@Houman : I'll have a look on that mod this evening.

The Religion Mod I'm working on is nearly finished except "found one religion per player only" point. I think it'll be finished the next two days. So I would apprecaite to wait till its then before I send it to you.

I'll let you know about the mod merging asap, but I don't expect problems if all changes are commented in the sources.

12m


No problem my friend. Take your time, we still have a lot of stuff to do. We might get this weekend to a status what you could call 1.61 Beta Status. Still so much finetuning to do. But the team is working hard...

Thanks again for all your efforts,
Houman
 
ahh, I see...

I had to uninstall the game as I'd already patched up to 1.61. I patched directly to 1.52, I guess the 1.52 doesn't include the older changes then?
 
@Guntha

many thanks for your report. One big problem of adding units is the grafics. We reply on the Unit Grafik Modder and they are rare. So we have to be patient or push them somehow doing these units. ;)

Your idea regarding weaker civs getting speacial units is quite nice. We need an idea for guerillia and terrorism tactics.

Thanks
Houman
 
hey the inquistor gets rid of a i think random religion that is not the state religion right? if so then i think the aspects of the inquistor unit thing is good unless you are having problems

i think one of the best new mod componenets is the sinper mod by the lopezz...just in case nobody seen it.... it looks really good
 
Playing the realism world map, at first i thought it was really limiting not being able to raze cities as i expanded my empire. But then i hit upon a plan. I'll create protectorates of friendly civs by giving them the average cities i conquer and dont want. Giving an ally a city really makes them a firm ally.

So i've begun restructuring europe. In a very nasty ancient era war with France vs Egypt (me) and Germany, paris was renamed Brittania and given to england, rheims and another french city was given to the roman's. Berlin was taken by france, then me, and then just for something different, renamed chrysanthemum and given to Japan. :lol: Germany has gokturks and samarkand and is now a middle eastern power, it isnt even in europe. Catherine is minding her own business, and genghis is expanding very quickly. This is still before AD and im interested in seeing the political effects. India is crippled by assassins and may fall to the barbarians soon. :mischief:
 
Hi. Long time lurker. Just havn't had anything to post... yet.

First off, love the mod! It puts Civ 4 over the top. I do have a few questions tho'.

1. My mid-game really slows down to the point of crashing (Around year 900 or so). Is it my video card (96 meg)? I have some general video issues along with the slow down too, like the animated resourses(cows and pigs etc.) dissapearing from the screen except for the shadows.

2. Since someone mentioned the Assassin unit... Is there a unit or building to stop them? They are really annoing.

Thanks for the mod, even though I don't understand all that you guys are posting.
 
Fr8monkey said:
2. Since someone mentioned the Assassin unit... Is there a unit or building to stop them? They are really annoing.

yes, your own assasin unit fortified in city can stop enemy assasin (it is based on experience level, only the best deffender assasin in city is counted)
 
Fr8monkey said:
1. My mid-game really slows down to the point of crashing (Around year 900 or so). Is it my video card (96 meg)? I have some general video issues along with the slow down too, like the animated resourses(cows and pigs etc.) dissapearing from the screen except for the shadows.

Hi Fr8monkey. Love the Mythbusters quote by the way :goodjob: (your sig). Anyway, the game seems to slow waaaay down the further along you go due to the amount of time the AI needs to make all of its turns and such. From what I hear, the next patch is supposed to clear up alot of undefined variables, and finally be 1.61 compatible!:D This should speed up the game quite a bit. btw, if your graphics themselves are becoming problematic, try cutting back on a few graphics options in the game.
 
What PATCH does the Mod work with... ????
I saw a previous post saying you need patch 1.09... but then I read later that you need patch 1.52.. its becoming very confusing...
since the Mod is called 1.09 I'm assuming you need patch 1.09...is this correct..??? :crazyeye:
 
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