[MOD] Realism:The Third Resurrection

Discussion in 'Civ4 - Modpacks' started by Houman, Feb 20, 2006.

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  1. Superfly

    Superfly Chieftain

    Joined:
    Dec 11, 2005
    Messages:
    51
    @Houmann

    How many games of [civ4] have you played over the last 2 weeks ?

    If less than 3, I suggest that you play a few games, before working on this mod again :) We can't have you going :hammer2: over all this work, and forgetting the reason why. So, play a few games...
    And let the rest of us know, if there's anything we can do to help
     
  2. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    @Lachlan

    I have to finish some more features. I am aware that I might have to reschedule some main features to the next version. But better you guys wait a week longer and would play a much more enjoyable mod. ;)

    @Superfly
    I haven't played ANY CIV4 game yet. :crazyeye: I started one but I stopped even before Swordman was invented. The vanilla game is far from being perfect. Thats why I decided to continue this mod and make it as the game should have been in first place. hehe ;)

    I can start with the map, if we have found a good solution for the new ressources and buildings. I am not yet 100% convinced of our design. Meanwhile I work on other issues, until I get more suggestions about it. I think easier is better. But some more realism won't hurt either, especcially if it means war over ressources...

    Cheers
    Houman

    P.S. My name is originally Persian and not German. Houman with one 'n'. ;)
    Aber ist kein Problem. hehe
     
  3. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    One more thing:

    I have implemented the Exotic Foreign Advisor instead of Enhanced Foreign Advisor.

    Which one do you guys prefer?

    BTW I could also include the Enhanced Military Advisor. ;)
     
  4. Drew77

    Drew77 Chieftain

    Joined:
    Mar 1, 2006
    Messages:
    31
    "BTW I could also include the Enhanced Military Advisor" This would be cool.
     
  5. Nightravn

    Nightravn Warlord

    Joined:
    Jan 17, 2006
    Messages:
    239

    I think we are are the same page but I think you are confusing STEEL with IRON for building Knights and MACEMAN . Having a Building called The Armory would be great as a requirement for those units. It would need to be built in a city in order to build those units there. It should require IRON and Metal Casting in order to build it.

    Down the tech tree after researching the Tech STEEL we would then make a STEEL Factory which requires Iron and Coal. This would be a empire wide resource to use in units and even in some modern buildings.

    Everything else looks good.
     
  6. malga

    malga Chieftain

    Joined:
    Dec 20, 2005
    Messages:
    5
    I like your mod SO much!!!!!!!!

    Can you add "2 unique units" and the "green mod" units in yuor next version?
    It would be great!!!!!!!!!!

    If you need some help, I have modified some of your files: with this patch your version works with these new units (more than 20!!!!!!)

    And finally I have an ask for you:
    I didn't like so much new resourses of GREENMOD 2.10... Please can you tell me witch files do I have to modify?

    Because I just can't find them all!!!!!!!!
    PLEASE ANSWER ME!!!!!!!!!!!!!!!!!
     
  7. Perfect_Blue

    Perfect_Blue Yume Senshi

    Joined:
    Jan 10, 2006
    Messages:
    260
    How can you not like the new resources? Nothing better than selling 'old Toby' to everyone on the map. Of course they come to me smiling ;)
     
  8. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    @Nightraven

    Well, I wasn't confused by iron and steel. It is just that in early middleage, it was indeed possible to forge steel. even it was horribly expensive. Good quality swords were all made of steel and not of plain iron that wasn't even a big match for bronze. (Greeks e.g. never gave up their bronze swords despite their knowledge of iron swords.)

    However as i said, this was very hard and expensive process. It would be unrealistic to have factories that make early middle age mass production of steel.

    I have created the BlackPower_Smith (need a better name) and the Bonus Blackpowder, which can be built in the Blackpowder_Smith if you have access to Saltpeter (Former Sulphur) However I have set the Bonus req. for this building to Saltpeter. I don't know if this is the correct way. If you don't have access to Saltpeter you can't build it I suppose. However it should be more like you can build it, however the building won't produce the BlackPowder instead correct? Maybe our idea is not possible the way we thought :(

    Spoiler :
    <BuildingInfo>
    <BuildingClass>BUILDINGCLASS_BLACKPOWDER_SMITH</BuildingClass>
    <Type>BUILDING_BLACKPOWDER_SMITH</Type>
    <SpecialBuildingType>NONE</SpecialBuildingType>
    <Description>TXT_KEY_BUILDING_BLACKPOWDER_SMITH</Description>
    <Civilopedia>TXT_KEY_BUILDING_BLACKPOWDER_SMITH_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_BLACKPOWDER_SMITH_STRATEGY</Strategy>
    <Advisor>ADVISOR_MILITARY</Advisor>
    <ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
    <MovieDefineTag>NONE</MovieDefineTag>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <GlobalReligionCommerce>NONE</GlobalReligionCommerce>
    <VictoryPrereq>NONE</VictoryPrereq>
    <FreeStartEra>NONE</FreeStartEra>
    <MaxStartEra>NONE</MaxStartEra>
    <ObsoleteTech>NONE</ObsoleteTech>
    <PrereqTech>TECH_GUNPOWDER</PrereqTech>
    <TechTypes/>
    <Bonus>NONE</Bonus>
    <PrereqBonuses>
    <Bonus>BONUS_SALTPETER</Bonus>
    </PrereqBonuses>
    <ProductionTraits/>
    <PowerBonus>NONE</PowerBonus>
    <FreeBonus>BONUS_BLACKPOWDER</FreeBonus>
    <iNumFreeBonuses>1</iNumFreeBonuses>
    <FreeBuilding>NONE</FreeBuilding>
    <FreePromotion>NONE</FreePromotion>
    <CivicOption>NONE</CivicOption>
    <GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
    <iGreatPeopleRateChange>0</iGreatPeopleRateChange>
    <bTeamShare>0</bTeamShare>
    <bWater>0</bWater>
    <bRiver>0</bRiver>
    <bPower>0</bPower>
    <bDirtyPower>0</bDirtyPower>
    <bAreaCleanPower>0</bAreaCleanPower>
    <bDiploVote>0</bDiploVote>
    <bForceTeamVoteEligible>0</bForceTeamVoteEligible>
    <bCapital>0</bCapital>
    <bGovernmentCenter>0</bGovernmentCenter>
    <bGoldenAge>0</bGoldenAge>
    <bMapCentering>0</bMapCentering>
    <bNoUnhappiness>0</bNoUnhappiness>
    <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
    <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    <bNeverCapture>0</bNeverCapture>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqReligion>0</bPrereqReligion>
    <bCenterInCity>0</bCenterInCity>
    <iAIWeight>0</iAIWeight>
    <iCost>100</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iMinAreaSize>-1</iMinAreaSize>
    <iConquestProb>0</iConquestProb>
    <iCitiesPrereq>0</iCitiesPrereq>
    <iTeamsPrereq>0</iTeamsPrereq>
    <iLevelPrereq>0</iLevelPrereq>
    <iMinLatitude>0</iMinLatitude>
    <iMaxLatitude>90</iMaxLatitude>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
    <iAnarchyModifier>0</iAnarchyModifier>
    <iGlobalHurryModifier>0</iGlobalHurryModifier>
    <iExperience>0</iExperience>
    <iGlobalExperience>0</iGlobalExperience>
    <iFoodKept>0</iFoodKept>
    <iAirlift>0</iAirlift>
    <iAirModifier>0</iAirModifier>
    <iNukeModifier>0</iNukeModifier>
    <iNukeExplosionRand>0</iNukeExplosionRand>
    <iFreeSpecialist>0</iFreeSpecialist>
    <iAreaFreeSpecialist>0</iAreaFreeSpecialist>
    <iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
    <iMaintenanceModifier>0</iMaintenanceModifier>
    <iWarWearinessModifier>0</iWarWearinessModifier>
    <iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
    <iHealRateChange>0</iHealRateChange>
    <iHealth>0</iHealth>
    <iAreaHealth>0</iAreaHealth>
    <iGlobalHealth>0</iGlobalHealth>
    <iHappiness>0</iHappiness>
    <iAreaHappiness>0</iAreaHappiness>
    <iGlobalHappiness>0</iGlobalHappiness>
    <iStateReligionHappiness>0</iStateReligionHappiness>
    <iWorkerSpeedModifier>0</iWorkerSpeedModifier>
    <iMilitaryProductionModifier>0</iMilitaryProductionModifier>
    <iSpaceProductionModifier>0</iSpaceProductionModifier>
    <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
    <iTradeRoutes>0</iTradeRoutes>
    <iCoastalTradeRoutes>0</iCoastalTradeRoutes>
    <iGlobalTradeRoutes>0</iGlobalTradeRoutes>
    <iTradeRouteModifier>0</iTradeRouteModifier>
    <iGlobalPopulationChange>0</iGlobalPopulationChange>
    <iFreeTechs>0</iFreeTechs>
    <iDefense>0</iDefense>
    <iAllCityDefense>0</iAllCityDefense>
    <iAsset>2</iAsset>
    <iPower>4</iPower>
    <fVisibilityPriority>1.0</fVisibilityPriority>
    <SeaPlotYieldChanges/>
    <GlobalSeaPlotYieldChanges/>
    <YieldChanges/>
    <CommerceChanges/>
    <ObsoleteSafeCommerceChanges/>
    <CommerceChangeDoubleTimes/>
    <CommerceModifiers/>
    <GlobalCommerceModifiers/>
    <SpecialistExtraCommerces/>
    <StateReligionCommerces/>
    <CommerceHappinesses/>
    <ReligionChanges/>
    <SpecialistCounts/>
    <FreeSpecialistCounts/>
    <CommerceFlexibles/>
    <CommerceChangeOriginalOwners/>
    <ConstructSound>AS2D_BUILD_FORGE</ConstructSound>
    <BonusHealthChanges/>
    <BonusHappinessChanges/>
    <BonusProductionModifiers/>
    <UnitCombatFreeExperiences/>
    <DomainFreeExperiences/>
    <DomainProductionModifiers/>
    <BuildingHappinessChanges/>
    <PrereqBuildingClasses/>
    <BuildingClassNeededs>
    <BuildingClassNeeded>
    <BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
    <bNeededInCity>1</bNeededInCity>
    </BuildingClassNeeded>
    </BuildingClassNeededs>
    <SpecialistYieldChanges/>
    <BonusYieldModifiers/>
    <Flavors>
    <Flavor>
    <FlavorType>FLAVOR_MILITARY</FlavorType>
    <iFlavor>10</iFlavor>
    </Flavor>
    </Flavors>
    <HotKey/>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <iHotKeyPriority>0</iHotKeyPriority>
    </BuildingInfo>


    Armourer: (needed for better Infantry and Knights)
    Spoiler :

    <BuildingInfo>
    <BuildingClass>BUILDINGCLASS_ARMOURER</BuildingClass>
    <Type>BUILDING_ARMOURER</Type>
    <SpecialBuildingType>NONE</SpecialBuildingType>
    <Description>TXT_KEY_BUILDING_ARMOURER</Description>
    <Civilopedia>TXT_KEY_BUILDING_ARMOURER_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_ARMOURER_STRATEGY</Strategy>
    <Advisor>ADVISOR_MILITARY</Advisor>
    <ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
    <MovieDefineTag>NONE</MovieDefineTag>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <GlobalReligionCommerce>NONE</GlobalReligionCommerce>
    <VictoryPrereq>NONE</VictoryPrereq>
    <FreeStartEra>NONE</FreeStartEra>
    <MaxStartEra>NONE</MaxStartEra>
    <ObsoleteTech>NONE</ObsoleteTech>
    <PrereqTech>TECH_METAL_CASTING</PrereqTech>
    <TechTypes/>
    <Bonus>NONE</Bonus>
    <PrereqBonuses/>
    <ProductionTraits/>
    <PowerBonus>NONE</PowerBonus>
    <FreeBonus>NONE</FreeBonus>
    <iNumFreeBonuses>0</iNumFreeBonuses>
    <FreeBuilding>NONE</FreeBuilding>
    <FreePromotion>NONE</FreePromotion>
    <CivicOption>NONE</CivicOption>
    <GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
    <iGreatPeopleRateChange>0</iGreatPeopleRateChange>
    <bTeamShare>0</bTeamShare>
    <bWater>0</bWater>
    <bRiver>0</bRiver>
    <bPower>0</bPower>
    <bDirtyPower>0</bDirtyPower>
    <bAreaCleanPower>0</bAreaCleanPower>
    <bDiploVote>0</bDiploVote>
    <bForceTeamVoteEligible>0</bForceTeamVoteEligible>
    <bCapital>0</bCapital>
    <bGovernmentCenter>0</bGovernmentCenter>
    <bGoldenAge>0</bGoldenAge>
    <bMapCentering>0</bMapCentering>
    <bNoUnhappiness>0</bNoUnhappiness>
    <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
    <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    <bNeverCapture>0</bNeverCapture>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqReligion>0</bPrereqReligion>
    <bCenterInCity>0</bCenterInCity>
    <iAIWeight>0</iAIWeight>
    <iCost>100</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iMinAreaSize>-1</iMinAreaSize>
    <iConquestProb>0</iConquestProb>
    <iCitiesPrereq>0</iCitiesPrereq>
    <iTeamsPrereq>0</iTeamsPrereq>
    <iLevelPrereq>0</iLevelPrereq>
    <iMinLatitude>0</iMinLatitude>
    <iMaxLatitude>90</iMaxLatitude>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
    <iAnarchyModifier>0</iAnarchyModifier>
    <iGlobalHurryModifier>0</iGlobalHurryModifier>
    <iExperience>0</iExperience>
    <iGlobalExperience>0</iGlobalExperience>
    <iFoodKept>0</iFoodKept>
    <iAirlift>0</iAirlift>
    <iAirModifier>0</iAirModifier>
    <iNukeModifier>0</iNukeModifier>
    <iNukeExplosionRand>0</iNukeExplosionRand>
    <iFreeSpecialist>0</iFreeSpecialist>
    <iAreaFreeSpecialist>0</iAreaFreeSpecialist>
    <iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
    <iMaintenanceModifier>0</iMaintenanceModifier>
    <iWarWearinessModifier>0</iWarWearinessModifier>
    <iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
    <iHealRateChange>0</iHealRateChange>
    <iHealth>0</iHealth>
    <iAreaHealth>0</iAreaHealth>
    <iGlobalHealth>0</iGlobalHealth>
    <iHappiness>0</iHappiness>
    <iAreaHappiness>0</iAreaHappiness>
    <iGlobalHappiness>0</iGlobalHappiness>
    <iStateReligionHappiness>0</iStateReligionHappiness>
    <iWorkerSpeedModifier>0</iWorkerSpeedModifier>
    <iMilitaryProductionModifier>0</iMilitaryProductionModifier>
    <iSpaceProductionModifier>0</iSpaceProductionModifier>
    <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
    <iTradeRoutes>0</iTradeRoutes>
    <iCoastalTradeRoutes>0</iCoastalTradeRoutes>
    <iGlobalTradeRoutes>0</iGlobalTradeRoutes>
    <iTradeRouteModifier>0</iTradeRouteModifier>
    <iGlobalPopulationChange>0</iGlobalPopulationChange>
    <iFreeTechs>0</iFreeTechs>
    <iDefense>0</iDefense>
    <iAllCityDefense>0</iAllCityDefense>
    <iAsset>2</iAsset>
    <iPower>4</iPower>
    <fVisibilityPriority>1.0</fVisibilityPriority>
    <SeaPlotYieldChanges/>
    <GlobalSeaPlotYieldChanges/>
    <YieldChanges/>
    <CommerceChanges/>
    <ObsoleteSafeCommerceChanges/>
    <CommerceChangeDoubleTimes/>
    <CommerceModifiers/>
    <GlobalCommerceModifiers/>
    <SpecialistExtraCommerces/>
    <StateReligionCommerces/>
    <CommerceHappinesses/>
    <ReligionChanges/>
    <SpecialistCounts/>
    <FreeSpecialistCounts/>
    <CommerceFlexibles/>
    <CommerceChangeOriginalOwners/>
    <ConstructSound>AS2D_BUILD_FORGE</ConstructSound>
    <BonusHealthChanges/>
    <BonusHappinessChanges/>
    <BonusProductionModifiers/>
    <UnitCombatFreeExperiences/>
    <DomainFreeExperiences/>
    <DomainProductionModifiers/>
    <BuildingHappinessChanges/>
    <PrereqBuildingClasses/>
    <BuildingClassNeededs>
    <BuildingClassNeeded>
    <BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
    <bNeededInCity>1</bNeededInCity>
    </BuildingClassNeeded>
    </BuildingClassNeededs>
    <SpecialistYieldChanges/>
    <BonusYieldModifiers/>
    <Flavors>
    <Flavor>
    <FlavorType>FLAVOR_MILITARY</FlavorType>
    <iFlavor>10</iFlavor>
    </Flavor>
    </Flavors>
    <HotKey/>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <iHotKeyPriority>0</iHotKeyPriority>
    </BuildingInfo>


    Steel Factory: Produces Steel out of Iron and Coal for Tanks, Areoplanes, Ships and bigger Buildings

    Spoiler :

    <BuildingInfo>
    <BuildingClass>BUILDINGCLASS_STEEL_FACTORY</BuildingClass>
    <Type>BUILDING_STEEL_FACTORY</Type>
    <SpecialBuildingType>NONE</SpecialBuildingType>
    <Description>TXT_KEY_BUILDING_STEEL_FACTORY</Description>
    <Civilopedia>TXT_KEY_BUILDING_STEEL_FACTORY_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_BUILDING_STEEL_FACTORY_STRATEGY</Strategy>
    <Advisor>ADVISOR_MILITARY</Advisor>
    <ArtDefineTag>ART_DEF_BUILDING_STEELWORK</ArtDefineTag>
    <MovieDefineTag>NONE</MovieDefineTag>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <GlobalReligionCommerce>NONE</GlobalReligionCommerce>
    <VictoryPrereq>NONE</VictoryPrereq>
    <FreeStartEra>NONE</FreeStartEra>
    <MaxStartEra>NONE</MaxStartEra>
    <ObsoleteTech>NONE</ObsoleteTech>
    <PrereqTech>TECH_STEEL</PrereqTech>
    <TechTypes/>
    <Bonus>NONE</Bonus>
    <PrereqBonuses>
    <Bonus>BONUS_IRON</Bonus>
    <Bonus>BONUS_COAL</Bonus>
    </PrereqBonuses>
    <ProductionTraits/>
    <PowerBonus>NONE</PowerBonus>
    <FreeBonus>BONUS_STEEL</FreeBonus>
    <iNumFreeBonuses>0</iNumFreeBonuses>
    <FreeBuilding>NONE</FreeBuilding>
    <FreePromotion>NONE</FreePromotion>
    <CivicOption>NONE</CivicOption>
    <GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
    <iGreatPeopleRateChange>0</iGreatPeopleRateChange>
    <bTeamShare>0</bTeamShare>
    <bWater>0</bWater>
    <bRiver>0</bRiver>
    <bPower>0</bPower>
    <bDirtyPower>0</bDirtyPower>
    <bAreaCleanPower>0</bAreaCleanPower>
    <bDiploVote>0</bDiploVote>
    <bForceTeamVoteEligible>0</bForceTeamVoteEligible>
    <bCapital>0</bCapital>
    <bGovernmentCenter>0</bGovernmentCenter>
    <bGoldenAge>0</bGoldenAge>
    <bMapCentering>0</bMapCentering>
    <bNoUnhappiness>0</bNoUnhappiness>
    <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
    <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    <bNeverCapture>0</bNeverCapture>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqReligion>0</bPrereqReligion>
    <bCenterInCity>0</bCenterInCity>
    <iAIWeight>0</iAIWeight>
    <iCost>200</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iMinAreaSize>-1</iMinAreaSize>
    <iConquestProb>0</iConquestProb>
    <iCitiesPrereq>0</iCitiesPrereq>
    <iTeamsPrereq>0</iTeamsPrereq>
    <iLevelPrereq>0</iLevelPrereq>
    <iMinLatitude>0</iMinLatitude>
    <iMaxLatitude>90</iMaxLatitude>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
    <iAnarchyModifier>0</iAnarchyModifier>
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    <iGlobalExperience>0</iGlobalExperience>
    <iFoodKept>0</iFoodKept>
    <iAirlift>0</iAirlift>
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    <iNukeModifier>0</iNukeModifier>
    <iNukeExplosionRand>0</iNukeExplosionRand>
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    <iAreaFreeSpecialist>0</iAreaFreeSpecialist>
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    <iHealth>0</iHealth>
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    <iSpaceProductionModifier>0</iSpaceProductionModifier>
    <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
    <iTradeRoutes>0</iTradeRoutes>
    <iCoastalTradeRoutes>0</iCoastalTradeRoutes>
    <iGlobalTradeRoutes>0</iGlobalTradeRoutes>
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    <iPower>4</iPower>
    <fVisibilityPriority>1.0</fVisibilityPriority>
    <SeaPlotYieldChanges/>
    <GlobalSeaPlotYieldChanges/>
    <YieldChanges/>
    <CommerceChanges/>
    <ObsoleteSafeCommerceChanges/>
    <CommerceChangeDoubleTimes/>
    <CommerceModifiers/>
    <GlobalCommerceModifiers/>
    <SpecialistExtraCommerces/>
    <StateReligionCommerces/>
    <CommerceHappinesses/>
    <ReligionChanges/>
    <SpecialistCounts/>
    <FreeSpecialistCounts/>
    <CommerceFlexibles/>
    <CommerceChangeOriginalOwners/>
    <ConstructSound>AS2D_BUILD_FACTORY</ConstructSound>
    <BonusHealthChanges/>
    <BonusHappinessChanges/>
    <BonusProductionModifiers/>
    <UnitCombatFreeExperiences/>
    <DomainFreeExperiences/>
    <DomainProductionModifiers/>
    <BuildingHappinessChanges/>
    <PrereqBuildingClasses/>
    <BuildingClassNeededs>
    <BuildingClassNeeded>
    <BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
    <bNeededInCity>1</bNeededInCity>
    </BuildingClassNeeded>
    <BuildingClassNeeded>
    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
    <bNeededInCity>1</bNeededInCity>
    </BuildingClassNeeded>
    <BuildingClassNeeded>
    <BuildingClassType>BUILDING_STEELWORK</BuildingClassType>
    <bNeededInCity>1</bNeededInCity>
    </BuildingClassNeeded>
    </BuildingClassNeededs>
    <SpecialistYieldChanges/>
    <BonusYieldModifiers/>
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    <Flavor>
    <FlavorType>FLAVOR_MILITARY</FlavorType>
    <iFlavor>15</iFlavor>
    </Flavor>
    <Flavor>
    <FlavorType>FLAVOR_GROWTH</FlavorType>
    <iFlavor>10</iFlavor>
    </Flavor>
    </Flavors>
    <HotKey/>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <iHotKeyPriority>0</iHotKeyPriority>
    </BuildingInfo>


    What do you guys think? Does it make sense? Shall I continue making the other buildings for Armaments as well?

    Houman
     
  9. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    @Malga,

    LOL

    be Patient my dear. I always respond to everyone, no need to shout. ;)

    I always need a hand and would appreciate your help.

    However we have a MOD philosophy of realism. It took me one week to balance all the Units we have here. I cannot add all the new Units all at once in this mod without new planing. Step for step we will do it for future. ;)

    Removing the new resources from Greenmod is impossible to mention in one post. You have to do lots of changes to remove them. Please understand this is a mod based on many wishes. I cannot modify it everytime for one single taste. ;)

    Kind Regards
    Houman
     
  10. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    I have tested the Steel Factory.

    As intented it only can be build if all the req technologies as well as Iron and Coal are available and connected to the city. Then you would be able to build it.

    Once you have built it though, you will always be available to generate Steel, no matter if you export your only Iron and only Coal or not.

    The Reason for that is simple. The Factory is producing a FreeBonus called Steel. It doesn't really generate the two pre-req. Bonuses into the new Bonus.

    This works fine with Plutonium, Tunafish or Books, because nothing gets generated in real.

    But our idea cant work. The only Thing I can do is to build the Armourer and stuff, to make it harder building better units like Knights in any city. This will make it also more realistic, can the core Army comes always from the main country and not from the just conquered territories. Like a light version of ZOR (Zone of Recruiment)

    I have to update all gunpowder units at least to require Saltpeter beside what they already need.

    Well this is not such a bad news, since it will save some more time.
     
  11. Perfect_Blue

    Perfect_Blue Yume Senshi

    Joined:
    Jan 10, 2006
    Messages:
    260
    Just a couple things I've been noticing while playing...

    After the Great Wall goes obsolete all the cities that didn't already have their own walls have to rebuild them or go without. Seems odd that the walls should get built, then disappear, then have the option to be rebuilt when obsolete.

    Some of the description boxes (the boxes that pop up when you mouse over something to build) are off. Gunsmith has the forge description, for one, but that's not as strange as Mass Media. The description's first four lines are;
    +1 Visibility, +10% Withdrawl Chance, 1 Extra First Strike Chance, and +10% Strength. There were a couple of others I noticed, but forgot to write them down.

    Also, another look might be taken at some of the units. For instance, the AI never (that I saw) built Zeppelins or Biplanes. Rather unfair to bomb the hell out of everyone and no one knows how to counter.

    And during this game, I didn't research anything differently than I normally do, no extra focus or rush I mean, but 4 turns after I got riflemen I got Bazookas. Maybe just a fluke during this game, but maybe another look needs to be had at tech sequence/unit upgrading.

    Sorry I didn't document any of this better; wasn't really looking for things, just that a number of things popped out at me as strange.
     
  12. Superfly

    Superfly Chieftain

    Joined:
    Dec 11, 2005
    Messages:
    51
    This has not been the case in my games! The AI build a lot of Zeppelins (way to many :cry: ) and biplanes.
    I still play wtih version I got from Houman for testing, dunno if there's any changes made to the "public" version.
     
  13. candeavladimir

    candeavladimir Chieftain

    Joined:
    Feb 20, 2006
    Messages:
    15
    Hi Houman

    There is a problem , I don't know if someone have forseen it:

    If you make a building produceing a resource (ex Plutonium) and use that new resource for building units (ex ICBM) the following problem occurs:
    you are unable to apply the strategy of destroying on map the enemy resources in order to affect his ability to produce units.

    So if i destroy his uranium mine he will still be able to produce ICBM :sad:

    Do you get the point?

    You have to include beside the new resource the base resource on the map in that unit requirements in order to prevent this.

    In my opinion you should stop from your plan to make so many resource produceing buildings

    The game is very realistic like it is now why build a steel resource since you have in the game the steel mill the factory and other building.
    It is logic that those building produce steel even it does not appear in the game.
    The units still require a base resource that can dissappear and the game make sense ( the power of production increases as if steel or othe high tech material would have been produced)
     
  14. Crazy_Ivan80

    Crazy_Ivan80 Chieftain

    Joined:
    Feb 28, 2006
    Messages:
    65

    The AI builds and uses them. In both my current games I get bombed by the early air-units
     
  15. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    @All

    Thank you for your comments. I am glad that the AI is kicking your butt in the game. ;) Hey AI should have a chance too. We are not born to be heroes! haha . But seriously, there is always a way to counter. Build Biplanes against Zeppelins.

    @Perfect_Blue
    Thanks for the report. I will fix them.

    @Superfly
    No changes have been made to the public version. Every game is different. But bear in mind, that sitting in your cities during the siege won't help you much in the upcoming version. AI has much more Attack_City Units than before. :D

    @candeavladimir

    Exactly. This is the problem I found out yesterday. I had a coal and Iron mine connected to my city. I could produce Steel, but then I have traded my only Iron bonus to AI. Obviously I didn't have the entire bonuses to produce the Steel anymore and yet the Steel got produced. This is a weakness of the Game engine. We need more XML tags in order to make this idea successful.

    Even the SDK won't help us. Unless they update the game a bit in the upcoming patches to give us more possibilities.

    But that’s fine. I won't build the Resource-Generator-Buildings anymore. Damn It took so many days to research and do and now I have to remove them. :( But its ok. That’s how a project works.

    Your point with Plutonium and ICBM is valid. I have to make the ICBMs dependant from Plutonium and Uranium.

    I have a question for you. I was analyzing the whole Manhattan project and your MOD. I suppose I could just delete the Manhattan World Project and only let your Manhattan_Building remain there.

    Why do we need another Manhattan-World-Project, if doesn't make sense anymore? All it does now is sharing Bunkers for everyone. If I remove it, can everyone else still be able to research for Bunkers and build them?

    I could also point the Video of Manhattan-World-Project to your Manhattan-Building.

    Last question: Do we really need the Plutonium and the Plutonium_Generator_Building? Since the idea didn't work as intended?

    If someone builds the Manhattan_Building ICBMs are available for him to be built. OR you could build a Plutonium_Generator_Building in order to build ICBMs. However you would also need Uranium for ICBM...

    Problem: You could build the Manhattan Building without any access to Uranium and get 3 Plutonium resources. Not very realistic.

    Solution 1): We make it mandatory to have Uranium in order to build the Manhatten_Building. Bad thing is: ICBMs still need Uranium and Plutonium and we can't make Oil compulsary any more for them. And once you are cut off from Uranium, you still would be able to produce Plutonium. Not very realistic.

    Solution 2) We get rid of Plutonium. Make Uranium as it was intended mandatory for ICBMs + Oil. We rename the Plutonium_Generator_Building to something none-Generating-Building and make the building mandatory for building the ICBMs (Like Armourers for Knights) In that case everyone has still to build the Manhatten_Building or the new ICBM Building before creating ICBMs. I think this version is more game friendly and more realistic.

    General Problem: Why should someone build the Manhattan_Building for 1500 instead of the ICBM_Building for 230? Maybe we should give the Manhattan Building free Bunker for all cities in your CIV? (Like Chinese Wall gives free Wall for all cities) We have to make it more attractive.

    So what do you think?

    Regards
    Houman
     
  16. candeavladimir

    candeavladimir Chieftain

    Joined:
    Feb 20, 2006
    Messages:
    15
    Yes it is better this way. No more resource produceing buildings

    I didn't konw you can make a unit depending of a building instead of an resource but if you can this is the best way . But you should not exagerate in making to many buildings this it will only complicate the game :crazyeye:

    The nuke however does requre this measure since it is so bad implemented in the game.

    Deffinitely the SOLUTION 2 is the best.

    I dont have now much time to write but I will think to the best realistic way and buildings names and I will write it today
     
  17. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    Thanks Vladimir,

    1) All Bonus_Generators will be removed then.

    2) Following Buildings will be added:

    Armourer - Needs Metal casting - For late Classical and Middleage units
    GunPowder Supplies - Needs Gunpowder Technology - For early Gunpowder Units and Machinery
    Armaments Supplies - Needs TECH_ASSEMBLY_LINE ??- For later gunpowder Units and Machinery
    Modern Arms Supplies - Needs TECH_FLIGHT ?? - For modern gunpowder Units and Machinery

    Regards
    Houman
     
  18. candeavladimir

    candeavladimir Chieftain

    Joined:
    Feb 20, 2006
    Messages:
    15
    Hi Houman,

    I think you did a great job by removing the resource generators since the game engine was created to use bonus resources independed from the base resources on the map (like musical hits).

    There is in fact another possible way. I haven’t checked it very well but something similar to a resource generated by a building and dependent of a resource is the ENERGY

    - factory – depends of energy for increased production- energy generated by powerplant- require resource - ex coal

    However I don’t know if this are scripts in the XML files or in the Python engine. Maybe you can think at this.

    Regarding the NUCLEAR mod:

    - first you should try to completely remove the Manhattan PROJECT ( the one who enables nukes and shelters) by setting the correspondent parameters (I think they are something like ENABLE_UNIT/BUILDIND_FOR_EVERYONE ) enabled from the beginning of the game (maybe in GlobalDefines if the engine accepts the command there).
    If this doesn’t work you should
    - let it named Manhattan Project or rename it to FIRST NUCLEAR TEST
    - make it cost as little as possible

    THIS PROJECT IS PAIN IN THE A.... IT IS COMPLETELY USELES THE WAY IT WAS ORIGINALY WRITTEN

    - create a building or maybe better a National Wonder called NUCLEAR PROGRAM and make the ICBM dependent of it
    - make this building dependent of Nuclear Plant or if National wonder, dependent of several Nuclear Plants
    - NUCLEAR PROGRAM should be available with tech NUCLEAR REACTOR

    REALISM : since the only nuclear unit in the game is a nuclear ballistic missile it makes sense that the First nuclear test or Manhattan project to be available with Tech FISSION because they tested a bomb there.

    REALISM : in the old civ3 ICBM was dependent of Uranium and Aluminium. I think this is better since the ICBM user solid fuel similar with the booster rockets of the space sthuttle or liquid oxigen or other chemical but not oil based products ---- and has no need of Oil.

    PROBLEM: The Nuclear Plant is useless since the game makes no other difference between the power plats than regarding environment (one cleaner than other).
    RESOLVE: Make the Nuclear Plant creating an increase in the production of the city with an 25-30% similar to Forge or Factory. Like in the older civ2-3 game.

    BRAINSTORM: can aerial units be created to have a very powerful bombard capability not using the nuke script in the game with high collaterel dammage and with the nuclear explosion annimation simulating nuclear bombardament. This unit could be used as nuclear unit until ICBM and later on the B2 Stealth Bomber in the game. This kind of unit will bring even more realistic WW3 fighting in the game.
    I will try myself to create such a unit. Anyone who can help is welcome


    This is all I could came up today.

    Best regards
    Vladimir
     
  19. Lachlan

    Lachlan Great Builder of Civs !

    Joined:
    Mar 27, 2002
    Messages:
    2,072
    Location:
    European Union
    Houman, can you make planes do as in Civ 2 ?

    In Civ 2 , planes attacked simply units and cities like a melee unit ...

    If you extend the model of gunship to all air units ?
     
  20. candeavladimir

    candeavladimir Chieftain

    Joined:
    Feb 20, 2006
    Messages:
    15
    In my last post on page 8 on 08 March I raised a lot of problems.
    This is how I've resolved them:

    FINNALY I GOT RID OF STUPID MANHATTAN PROJECT

    (this was done by erasing it from the ...projects.xml and setting the ICBM and Bomb Shelter tags <special> to NONE )

    REMOVED PLUTONIUM

    ICBM Unit

    Requires:
    TECH:
    NUCLEAR REACTOR & SATTELITES
    (the nuclear balistic missile program started in USA and Russia after the russians put Sputnik into space)
    BUILDING: NUCLEAR SILO - NUCLEAR PROGRAM (National Wonder)(1 Nuclear plant)

    ( the ICBM unit requires the Nuclear Silo building. Beause of the fact that a building is required by a unit, you have to build that building in every city so I used a National wonder NUCLEAR PROGRAM to generate in every city a Nuclear silo (which is depending of the Nuclear program to be build). Due to this linked dependance in the game the ICBM and Nuclear bombers appear to be dependent of the NUCLEAR PROJECT in the civilopedia and thech tree.)

    RESOURCES Uranium & Aluminium (ICBM uses solid fuel similar with the booster rockets of the space shuttle or liquid oxigen or other chemical but not oil based products ---- and has no need of Oil.)

    Nuclear Bomber
    Requires:
    TECH:
    NUCLEAR REACTOR & Flight
    BUILDING: NUCLEAR PROGRAM
    RESOURCES Uranium & Oil

    STRENGHT 1000
    COST 810 hammers
    RANGE 9
    OTHER 100% City bombard & 85% Unit bombard up to 10 units
    25% evading capability

    Stealth Nuclear Bomber
    Requires:
    TECH:
    NUCLEAR REACTOR & Flight & Composites
    BUILDING: NUCLEAR PROGRAM
    RESOURCES Uranium & Oil

    STRENGHT 1000
    COST 1500 hammers
    RANGE 15 (also modified on Stealth Bomber)
    OTHER 100% City bombard & 85% Unit bombard up to 10 units
    70% evading capability

    PLEASE anyone know how to modify the art files in order to change the animation of the Nuclear bombers to appear like a small nuclear mushroom ?

    NUCLEAR PROJECT National Wonder
    Required for every civilization in order to produce nuclear weapons

    Nuclear Plant
    Added +25% production (to makeit more attractive because there was no point to build it since it produced the same amount of energy as a hydro or solar plant and had a Meltdown probability)

    Bomb Shelters -35% nuke damage
    (do you know any nuke bombshelter in your city in case of nuke attack? Don't think so...)

    Bunker -50% bomb damage (too little capacity)

    SDI -increased cost to 3000 hammers

    Worker Modified scrub fallout to be availabe with MORE TERRAFORMING (there is no tech alowing cleaning of radiation)

    The Nuclear bombardment ratio in the game have been modified in a realistic way so now when a nuke strikes:
    - brings to 1-2 pop a previous 15-17 UNPROTECTED City
    - brings to 5-7 pop a previous 15-17 PROTECTED City (Bomb Shelter)
    - 70% fallout

    I've played the modified game up to almost the end on a standard map with 8 computers.
    In the end I've launched a full scale nuclear assault nukeing almost all the cities on map.
    IT REALY BROUGT THEM TO STONE AGE
    Looking at the map with the cities almost unpopulated, lots of fallout and a few modern military fighting fiercely , no posibility of building realy advanced units, it realy was like after a real nuclear war.

    I've attached the final zip file of the mod.
    Instalation: just unzip with path in the ...\mods\realism\assets\xml directory
    Only for REALISM 0.64
    Hope i've archieved all the files . If any error appear during mod loading it means I've forget to put a file. In this case post a reply

    2nd EDITION
    I found a bug regarding the required NUCLEAR PROJECT being a national wonder you couldnt build it anywhere else and so you were restricted in building ICBM in one city. I've corected it by introduceing the Nuclear Silo as I described in the first part of the post in the ICBM section

    I've reloaded the corected version


    Regards
    Vladimir
     

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