[MOD] Realism:The Third Resurrection

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Houman said:
No Worries guys, as soon as the next release comes out, it will be not only 1.61 compatible, it will blow you away with new functionality, new units and even more balancing. :)

Patience is a virtue. ;)

I stay tuned ;)
 
I am having an issue with slowdowns. My rig specs:

Athlon 64 3400+
1.5GB DDRAM
X1600 Pro 256MB PCI-E

I can play a large Vanilla Civ 4 map like butter but with realism, it is going pretty slow (the turns). And I have not even reached 1AD! This is on a Prince game. Is this slowdown expected?

:goodjob:
 
We have analyzed the problem. We assume it might be the XML files and 1.52 core bugs.

Some XML files have because of our choice of Editor (Notepad++) some undefined invisible chars. Furtunatelly XMLSPY can detect and fix them. That might also resolve the cache problems.

We are close to the next release. Verison 1.61 might also fixed some core issues and memory problems.
 
Houman said:
We have analyzed the problem. We assume it might be the XML files and 1.52 core bugs.

Some XML files have because of our choice of Editor (Notepad++) some undefined invisible chars. Furtunatelly XMLSPY can detect and fix them. That might also resolve the cache problems.

We are close to the next release. Verison 1.61 might also fixed some core issues and memory problems.

Is that explanation for me? :)

Well............. seems in order. :crazyeye: :lol:
 
i have to stop reading this forum, reading it makes me more anxious to play civ with this mod...:cry:

oh i think napoleon shoud still be aggressive, maybe add another trait to everly leader, dont know about balance, or what but napoleon should be aggressive

what is the jewish mod?:confused:

and the mercenery mod is going ot be in it thats GREAT:D
 
wonder how long will it take to make all units differant for every civ. I mean that Every civ will have a knight, but to tell the truth French knight had best armor, best steel, while Poland (lets say Germany) had Hussars, witch wings were making insane noice killing concentration and leaders voice. In civ 4 it should have something to kill unit defance bonus from fortification and all promotions. And Japanese had their mounted warriors, equiped mostly whith one-handned weapons and bows, But Japan learned to ride horses about 14th centuary. Japan knew the use of gunpowder in the end of 14th century and gunpowder was banned by emperor from clan wars, however Tokugawa clan used it to gain control of Japan and end emperors rule.

Btw maceman have flail... flail was used to disarm enemy by catching in chail his arm or weapon and pull it when enemy was disarmed he still had shield, thats why 'macemans' had short sword. Short sword is very agile and accurate and can easly avoid shield blocks and pirce armor. Anyway flail was use mostly or should i say only in turnaments where disarmed man was the defeated one, and he wasnt badly harmed... Just saying to make it Realizm not Fantasy
 
That's about it - just wanted to say thanks! I wont play Civ without your mod, it's great.
 
Houman and co.:
Lots of people here in Brazil enjoy playing your mod!:clap: Please, add CivArmy's Brazil to your next release.:D Once again, thanx for your great work!!!:goodjob:
 
Houman said:
We have analyzed the problem. We assume it might be the XML files and 1.52 core bugs.

Some XML files have because of our choice of Editor (Notepad++) some undefined invisible chars. Furtunatelly XMLSPY can detect and fix them. That might also resolve the cache problems.

We are close to the next release. Verison 1.61 might also fixed some core issues and memory problems.

@All: Even a small increase in memory efficiency would be great! :) As it stands, the wait between turns is grueling. I can't wait until the next version is released! Keep up the good work guys!

@Nightravn: Removing the goody huts was the way to go! Good job in the balancing of the map as well. It took some getting used to London's new location, but I think it's a good thing. I especially like the fact that you now start with no known technology and no worker. I hated having a worker just sitting around for turns on end, not being able to use him!:goodjob:
 
there is a mod that is changing the way bombardment occurs and other things like response of nukes automatically attacking key places if etc. i am not sure whether or not it is completed but creaotrs of realism mod should look into for future versions
 
I used my worker as a scout for goodie huts. Now no worker or huts. No great loss.

The english are definately a challenge. I'm not a fan of navel battles and popping troops over 2, 4 or possibly 6 at a time just grates on my nerves. I found that they got a lot of great people very quickly and I had a nice pile of wonders. I also go pushed out of the mainland every time I tried to get onto it. I accept my limitations and just let it go.

However I'm having an amazing time playing the greeks. Their Phalynx unit is easy enough to churn out a lot of but not exactly powerful enough to conquer with until you get catapaults. If I hadn't created a holy city and got Moses I'd be broke. I had the russians, romans and french all declare war on me within 2 turns of each other. It was insane. Their central location and ability to cut off the map gives a strong negative reaction by a lot of civs. If you like war games, play Greece!! Athens and Constantinople are great starting cities but put your first one in Belgrade before the germans or romans take it. With your three city triangle you can withstand their initial onslaught then slowly eat up their cities. Europe is covered with a ton of extra resources. Once you have all of it, the entire world will fall to you. Unless of course the mongals hit you while you are busy taking out India.

I'm loving the Greeks!

5 games on the new map. Japan is a 5th place civ. Incas are always near the bottom. America either gets wiped out in the first 5 turns or goes on to do well. Egypt as AI is having trouble with Nubia. India gets very powerful quickly and stays that way.

On the lag issue, the sheer number of cities and drawing their boundries is what made the old TetTurken mod so slow. His solution was to limit city placement to grassland tiles then redid the map to limit the nuber of cities that could be placed on it to the areas that historically and currently have the largestcities. That ends the Siberian city rush, slows down jungle growth and limits the AI and players from simply making a oerfectly shaped grid of cities and instead have to use geography for city placement.

Food for thought.
 
@Pisces - Those Greeks have being doing awesome in all my test games and Julius is such a panzy it's kinda funny. As for the English I love playing them. With them on their island you can forgo the military techs until you have a religion and masonry for stonehenge. Once you have that you get sailing and then some axemen and go get Oslo which makes a great troop factory.

Then get the Colossus and you've got it made. Make friends with Russia and Germany and take the rest of Europe. Once you have that you sharpen you Knife and stick it squarely in the back of Bismark. Now you have 2 choices go for Mid-East then Africa and ALL it's Riches or go for the Siberian expanse. Fun Fun Fun
 
Yeah does Julius ever do well? I havent ever seen the Roman empire created. The Greeks and French never let it happen. He just bunkers down like some pathetic city state.
 
I can't wait 1.61 version

:)
 
Rome does quite well...... when you play him. Whatever religeon hits Europe first tends to spread to france, germany and rome in a single wave. Since Germany moves into the Balkans and France goes for Barcelona, Rome is trapped and won't declare war.

I tried that approach when I played England but I missed Oslo. The french got there long before I did. I'm not saying it's difficult. I'm just saying it's difficult for me :(


I finished the Greek game and actually lost. It's been ages since I've lost a close game and for most people losing is something to avoid at all costs. I simply could not keep up with the Indians tech-wise as I was always in a constant state of war from people sending in assassins that I had to destroy since my own were sleeping in my cities rather than protecting them. By the time I was ready to go after the Indians to cut them down a few notches they had tanks to run over cavalry. Squish!! :p

Quite fun trying though. I tend to go after Asia when I'm sweeping up the world before going down into Africa. China and India are far more powerful than Egypt or the Songhai can ever get AI controlled and I know by the time I reach Japan and have to use boats to mop up all of the little islands I'll need an ungodly sized army to storm multiple beaches. My least favorite part is crossing oceans to hit the Americas but by then I'm deep into the modern era and can soften them up with some nukes before sending over my forces. I don't need their resources! I have the rest of the world muhaha!
 
Hello, im sure a lot of you know about some of the new unit models being created. But i thought i would advocate their inclusion in this mod since some are of such high quality and are historically based.

Men-at-arms
http://forums.civfanatics.com/showthread.php?p=4005929#post4005929
(could add a new branch of medieval units, or reskin some)

Japanese medieval units
http://forums.civfanatics.com/showthread.php?t=164673
(Japans past military heritage deserves to be represented and these are just great. If medieval units are added, Japan uses these instead.)

Spartan Hoplite
http://forums.civfanatics.com/showthread.php?t=169013
(looks cooler than the phalanx, so could replace, or we could have this unit replace axeman and make it superb but expensive)
 
@Los


Thanks for the links, that make my life a bit easier going through the units. Yes the Spartan Unit was going to be a surprise for next release. :) The other look good too.

@All
Quick update: We have found some skelettons in the closet. Old faulty Python code from my forrunners might have slowed down the end-turns. Thsi all will be fixed and the game will be running smoother in next version.

Houman
 
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