[MOD] Realism:The Third Resurrection

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Alright, the progress is quite good.

However we need to set a list for the coming release. Otherwise the list will get longer everyday and we will never release it. hehe ;)

Thanks for the Excel file guys. I am analizing it at this moment.

I will get rid of Muskets and replace it by Black powder.
Black powder needs to be generated of course:

Black powder is a mixture of saltpetre, sulphur and charcoal with a ratio (by weight) of approximately 15:3:2 respectively.

As you see is Sulphur and Charcoal very low and unimportant compared to Saltpeter. I just rename our Sulphur to Saltpeter.

- Armorers needs Steel, that has to be produced by one Blacksmith in whole nation. Steel is made of Iron + Charcoal.

With Steel and Armorer Building we can build better Melee, Archery and Mounted units.

- The first Musketmen need Blackpowder and Iron. In Order to make Blackpowder we would need Saltpeter and Charcoal. The later Units need a Armament-Factory that processes the Blackpowder and Steel into a new ressource.

- Armored Units need beside Armaments also oil.

- Modern Units need Modern Arms that can be build in a Arm Factory. Later Modern Units need beside Armaments also Oil.

- Nuclear Submarine and Carrier require Modern Arms and nuclear reactor.

Do I understand you guys right, that we would need a Tech Building to produce certain Units and another Tech Building as producer of new ressources?


I need soem sleep now...

Good NIght
Houman
 
first off great work.. i was curious is it possible to change the distance of cities back to 2 plots? if so how do i do this..thanks in advance...
 
Houman said:
Alright, the progress is quite good.

However we need to set a list for the coming release. Otherwise the list will get longer everyday and we will never release it. hehe ;)

Thanks for the Excel file guys. I am analyzing it at this moment.

I will get rid of Muskets and replace it by Black powder.
Black powder needs to be generated of course:

Black powder is a mixture of saltpeter, sulfur and charcoal with a ratio (by weight) of approximately 15:3:2 respectively.

As you see is Sulfur and Charcoal very low and unimportant compared to Saltpeter. I just rename our Sulfur to Saltpeter.

Very Good

Houman said:
- Armorers needs Steel, that has to be produced by one Blacksmith in whole nation. Steel is made of Iron + Charcoal.

With Steel and Armorer Building we can build better Melee, Archery and Mounted units.

Armory Can't Require Steel as that doesn't come until after Gunpowder. So It should require Iron and then show up at Metal Casting.... There should be a Armory Building in each city in order for that city to produce those Units.


Houman said:
- The first Musketmen need Blackpowder and Iron. In Order to make Blackpowder we would need Saltpeter and Charcoal. The later Units need a Armament-Factory that processes the Blackpowder and Steel into a new resource.

Yes, Very Good except if we require Charcoal for Blackpowder then we have to move COAL from showing up at combustion to showing up at Gunpowder as Combustions is 2 tech further down the tree than Gunpowder making those musket units to late.

We probably should only require one resource for the making of Blackpowder as the units themselves will require things like Iron (for muskets and rifleman) or Steel (for Machineguns and Infantry)

Now to Make steel we will require IRON and COAL plus of course the Steel TECH.

Houman said:
- Armored Units need beside Armaments also oil.

Yes..... Armaments will be a combination of Steel and Blackpowder. This allows us to have unit Require more than two resources as they go up in power.

The first early units will require Zero or One Resource.... then we move up to units needing a resource and a building (armory).... then with Blackpowder they will start to require 2/3 resources (Blackpowder and Iron or Steel) then move up to 4 resources with Armaments (Blackpowder and Steel which is IRON and COAL) AND OIL for mechanized units like Tanks, Planes and Naval units.


Houman said:
- Modern Units need Modern Arms that can be build in a Arm Factory. Later Modern Units need beside Armaments also Oil.

- Nuclear Submarine and Carrier require Modern Arms and nuclear reactor.

Do I understand you guys right, that we would need a Tech Building to produce certain Units and another Tech Building as producer of new resources?

Yes, with a couple of modifications! :)

Houman said:
-I need some sleep now...

Good Night
Houman

Go Get some........ ;)
 
Nightravn said:
I understand that Pretorians were probably a Huge Investment in time, people and money and need a Huge support group to field but I didn't group them with the Armory Units as they are a replacement for swordsman which I don't think should be included in that group.

Most of the Armorer grouping units require Guilds Tech or are close to the same time period in the tech tree. My Thinking was that with Guilds you now have Armorer/Blacksmith Guilds to draw people from for your armory. I also tried to keep the grouping close in their combat strengths which is where the Pretorians are the ODD ball. If everyone thinks that they should go in then by all means lets do it, though we need to determine what it takes to make the Amory building and it can't be something that would delay the Pretorians from coming out when they do now.

Yeah, that is a legitimate sticking point. Hmm, just a personal desire to see the Legions become what they were. Both the heart and soul of the Roman Empire and the ultimate cause of it's bankruptcy!
Oh well on to the next steps!;)
 
@Houmann

You need to make the Sulphur/Saltpeter resource more frequently. This is now my fourth game in a row, without it :mad:

I modded it to appear like iron, same settings. They seem to be likely important, just to different ages in the game.
 
Thanks for your suggestions.

We are getting close to the final draft:

Ancient Units - No extra requirements

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Upper Classical Units and Middleage Units - Need an extra Armourers Building (Needs to be designed) + Steel (Iron and Coal). Steel has to be produced in a Blacksmith (Needs to be designed)

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Early Gunpowder Units like Musketman would require a FireArms_Armory (Need to be designed) + plain Iron and Blackpowder (Only Saltpeter) that can be produced in Blackpowder-Guild (Need to be designed).

At this time Knights and Steel-Melee-Units even Archers were still being widly used. Muskets were cheap and there was no need to be trained life long like the Archers, however the Muskets were inaccurate and still not a big challenge for accurate Archers. So they co-existed for a while. Thats while the Steel production in Blacksmith and use of Armourers still will go on.

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Late Gunpowder Units like Riflemen would need same building like above however instead of Iron they would need Steel. Gunpowder + Steel (Iron & Coal)

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Early Machinery would require War Factory (need to be designed), which will replace the Armourer_Building. They would also need Armaments that will be produced in War Supplies Factory, which will replace the Blackpowder Guild. Armaments (Iron + Coal + Aluminium) and Oil.

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Late Infantry needs only Armaments with same War Factory building as above to be produced.

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Moderninfantry needs a new building called Defense Factory + same Armaments as late Infantry.

Modern Machinery need the same defense Factory + Armaments and Oil. However all these units require computer as Tech prereq.

Modern Nuclear Machinery is like above but would require Nuc Reactor instead of Oil.

ICBM would need Plutonium and Oil.

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The only problem might be that new made cities or captured small cities in the borders won't be able to produce any units at all in the late game. We would need two new units. Militia and RPG-Militia. These Units are half as good as regular soldiers and can only be build, if they are connected to your capital, where you can support them with Arms.

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The other option through out the whole game is hiring merceneries. Mercs have their own arms so you don't need any resource or Factories to build them. BUT their upkeep is double. So you ran out quick out of money if you only hire Mercs. But fight as good as normal units and aren't that weak as Militias.

There is no need for Mercs until the early Musketman era. Because you still can fight well with normal melee , Knights and archer units against them.

We need Merceneries from Riflemen times up to modern times where melee and archers are quite outdated.

We have to bind these Mercs with the same tech that makes Riflemen possible to build. The next updated stronger Merc will be available when Infantry is invented and so on. Bazooka Merc will apear with the Tech that maes Bazooka available.

What do you guys think about this idea? In this way weaker players are able to build mercs and fight for resources.

Who can mod and give me a hand. I need the buildings above constructed.

We could also use Rubber instead of Alumium but designing an additional Resource can be tough. We need something that looks like an available ressource, that might be modified in a way that looks like rubber.
I could try that, but I need to know how rubber looks like. How did rubber look like in Civ3?

On the other hand Rubber would delay the release. Maybe we should go for Alumium instead.

EDIT: I am aware that these resources need to occur more often on the map. But thats no problem. But think about the strategical point of view. If there is war, how you would cut your enemy from resources etc...

Any more comments?
Thanks
Houman
 
I think we might be starting to get to complicated......

First off we CAN'T have the Armory require STEEL as that would make Knights and Macemen come out at the same time as Machinegunners.

I understand that you don't need COAL for CHARCOAL but if we didn't use that then we would have to make yet another Resource and I was trying to avoid making it toooooo complicated. Besides for the amount of Charcoal that we would need for the making of Blackpowder the only realistic source would be COAL.

I would say that as for Buildings only the armory would be required in cities to build those units... for blackpowder, steel, armaments and modern arms once it is made those resource would be available for every city that is connected to it. Just like it is for normal resources.

Every thing else looks good though if we don't require those later building in every city then there would be no need for Merc though I like the idea of them. If only we could have them attack and stuff with out you having to declare war. That is probably not possible at this time. Lets not get too complicated with these changes or we will never get it out like you say Houman.

A couple Ideas for city improvements that we could use for this... forges for the Armory and Factories for the others until we can design something else.

I would love to help but im not much of a designer though modding text I could do and of course I will help test it. I will probably adjust one of the bigger Earth maps for this for those who have systems that can handle something bigger the the realism earth.
 
I cant wait till the next verson this mod makes the game so fun to play. Keep up the good work cant wait.
 
Ok lets get back to answering Fan post. ;)

@niust

I can't believe it, you are back and alive? Dude. Good to see you again. We thought you had abondoned the RealismMap. No problem I will take the 1.4 version. However you made one mistake, The whole changes were done by boazman, who based his changes on elhoim's modification (page 4) NOT on tbmes11.

Unfortunatelly the Guys didn't work in a team so tbmes11's efforts are lost. :( You might want to correct this in your MapRealism thread.

@Crazy_Ivan80 Regarding making more technologies: Well, it is very time consuming. We are already a bit behind. Maybe in the future..with the SDK ;)

@Perfect_Blue
The Unit balancing has changed completely. Units that are two generation above the enemy, will be able to crush them.

@candeavladimir
Thanks for the explanation. No worries, I will take your values as they are for the Atomic Mod. I am sure you have tested them. I still have to find a way to kill the Manhatten Project then.

@Perfect_Blue
The second UU will be integrated in the next update.

@geebo
The distance between cities is really annoying if its 2. The enemy build cities next to yours and take your resources away. You have no choice rather than taking over piecefullt by culture or capture it. But even if you capture it, your cities are too close and can't grow as you wished too. So 2 is not a good option. Let me know later again, and I will let you know how to modify it for your own needs.

@Superfly
The Generator might need some tuning again regarding resources. However sometime syou have to fight for resources and won't get them straight away. ;)
But the realsmMap will be adjusted correctly.

@Nightravn
I suppose we have a building called Armory in the game that comes after Gunpowder. I didn't mean that building. I meant making a new building called XYZ for Knights, Maceman etc.

I am not sure iif I could make myself clear. I was thinking of building a new Building as pre-req for Knights etc. and building another Factory type ( just one for the whole nation) for generating the parts from other resources like Steel. Did I misunderstood your idea?

But however you are right, the Game might get too complicated. I suppose we should go just with need for more resources for Units that has to be generated.

So all we should do is generating a type of factory (max buildable onece in the whole nation) that generates the new resources out of available natural resources.

Is this ok?

@JakeCourtney

This mod is based on your good ideas. So anything is possible. And yeah we can't wait for SDK. ;)

Houman
 
Sorry if I missed it, but is building/city destruction in here too? I know some mods created a demolition unit while others just had ctrl+x to destroy buildings or cities. Just curious because I negotiated peace for a city but now I just want to raze it ;)
 
Houman,

Is it possible to add the regiments mod in with yours, giving credit of course. The combat has a little more eye candy that way. Just a thought. The other changes are going to be great.
 
thanks houman for replying... The only reason I wanted to move it back to 2 is because I've been playing the Earth Realism V1.4 map. With the map there are already plenty of barbarian states....so there is not much room to even build at all do to the barbarians states being so close... you get it? so if maybe you fix where the barbarian should be and move them when you release it with the map then its OK. but if not i would prefer 2 plots... thanks again houman and everyone for your hard work....
 
sorry for the double post... but and for the regiments i would say dont add it.. already it lags with my comp and i have 2.80 Ghz... so maybe you would want to make 2 versions. One thought for memory is maybe minimizing the size of the units by say 25%-30%. I personally have no clue how to do this, however you can find it in the Composite Mod by Exavier. It speeds up the game alot and is more realistic, where the units aint double the size of the city...anyway just my opinion...
 
I just have included the Improved Inquisitor Mod in GreenMod 2.10 and the Exotic Foreign Advisor.

Both mess up the Python codes a lot, and now Python fails. Damn...Any one good in Python and can analyze the CVEventInterface.py please?

EDIT: Found the error. No compiler error anymore. But I don't believe it works. ;)

Thanks
Houman
 
geebo said:
sorry for the double post... but and for the regiments i would say dont add it.. already it lags with my comp and i have 2.80 Ghz... so maybe you would want to make 2 versions. One thought for memory is maybe minimizing the size of the units by say 25%-30%. I personally have no clue how to do this, however you can find it in the Composite Mod by Exavier. It speeds up the game alot and is more realistic, where the units aint double the size of the city...anyway just my opinion...

Actually, if you grab the blue marble terrain from the official place, there's a program called civ scale that comes with it. I've used that to shrink my units 60% (way too big originally; when I forced my girl to check out my new toy she was like,"What are those, giants?" Then I just knew:shake:), expand the sprawl of the cities across the map (my favorite), and remove the clouds.

Houman said:
I just have included the Improved Inquisitor Mod in GreenMod 2.10 and the Exotic Foreign Advisor.

Both mess up the Python codes a lot, and now Python fails. Damn...Any one good in Python and can analyze the CVEventInterface.py please?

EDIT: Found the error. No compiler error anymore. But I don't believe it works.

Thanks
Houman

Awesome, thanks for putting those in!

It sucks that they're such a pain. I really hope at least the inquisitor can be figured out. I miss those guys...:(
 
Good morning,

This is right now the situation:

Code:
v0.70

Improvements:

- Update promotion&Traits v0.5 to 0.8 			(DONE)
- Implement Realism Religious Mod			(DONE)
- Unit Balancing					(DONE) 
- Modified Map Generator				(DONE)	
		the desert % from 15 to 20
		the plains % from 15 to 35
		the jungle % from 80 to 60
- enhanced foreign advisor 				(DONE)
- inquisitor unit					(DONE)
- Implement Enhanced-Nuclear-Mod			(DONE)


Fixed Bugs:

- Caravel transports Units				(DONE) 
- Minor CIVIpedia updates				(DONE)


ToDO List

- Implement Realism EarthMap 1.4 + 8 new Resources	(0 %) STATUS: Waiting Estimated amount of Work: Small 
- Designing new Buildings for new resource-Generation	(0 %) Estimated amount of Work: High 
- Improved City Razing 					(0 %) Estimated amount of Work: Medium
- Replacing some Skins for some Units			(0 %) Estimated amount of Work: Small	
- Replacing the Immortal by the Real Persian Immortal	Rescheduled for Next Version
- Improved City Bombardment (With Collateral Damage)	(0 %) Estimated amount of Work: High
- Optional Regiments MOD				(0 %) Estimated amount of Work: Medium
- Art/Interface/Buttons/TechTree/Zoroastrian dds	(0 %) Estimated amount of work: Small
- Replacing the InGame ManhattenProject by 
	Enhanced-Nuclear_Mod ManhattenProject		(0 %) Estimated amount of work: Unknown

Houman
 
@Houman : Why not once the map are finished, release a mid-playable version ? Like 0.675 for example ...

Because the map is the major improvment for me :goodjob:

Take care for overcomplicating the game !

Good continuation !
 
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