[mod] TOTAL REALISM 2.0

Love the game. Been playing since V2. But this is ANYTHING but "realistic". No starting techs but the barbarians have archers?????? And the play pace is agoninzingly slow. I wasted a good 4 hours on a Saturday playing this. I'll stick with the "real" Civ IV, thank you very much. The folks who wrote it know it better than this waste of time.
 
Only thing atm keeping me from playing this farther than a few rounds is the 30 second wait between turns. And before you suggest my system at fault, I am running a 3.4 GHz PC with 2 GB of memory. I saw others post similar results and I think one of you all mentioned going through the code to make it more efficient. I might check back later to see if that's been taken care of, but I don't think I can wait that long between turns atm.

Otherwise, I like what I have seen so far :)
 
doronron said:
I installed the Realism mod onto a fresh install of Civ 4 v1.61. I cannot see any goodie huts (though they are there), and my game began with a 10 turns left countdown. I "won" on turn 10 with a time victory. My game was set to "realistic", which was the only turn count allowed.

Any suggestions?

Probably because you're using an old 'no-cd patch', get the latest from GameBurnWorld.
 
Love the game. Been playing since V2. But this is ANYTHING but "realistic". No starting techs but the barbarians have archers?????? And the play pace is agoninzingly slow. I wasted a good 4 hours on a Saturday playing this. I'll stick with the "real" Civ IV, thank you very much. The folks who wrote it know it better than this waste of time.

:D
My God!

He's angry for real! :eek:

BUT, I totally disagree with him. :ar15:

;)
 
Civ3_Pan said:
Only thing atm keeping me from playing this farther than a few rounds is the 30 second wait between turns. And before you suggest my system at fault, I am running a 3.4 GHz PC with 2 GB of memory. I saw others post similar results and I think one of you all mentioned going through the code to make it more efficient. I might check back later to see if that's been taken care of, but I don't think I can wait that long between turns atm.

Otherwise, I like what I have seen so far :)
Yea I completely agree. I posted about how this mod had way too long wait times between turns before but you didnt respond. Are you guys going to do anything to make that time shorter?
 
Chaosrik said:
Probably because you're using an old 'no-cd patch', get the latest from GameBurnWorld.

Actually, I think my problem was not clearing out the cache like I was supposed to (dumb*** me for not reading the first page). I was running an uncracked copy. Thanks for the website, though. It'll let me keep my CD nice and clean. :goodjob:
 
@all fans

you all are right, game is so slow in huge maps....
and someone of you are so upset/angry/... - i want assure you, that we are aware about this and we are donig all, that can help to improve this mod.

But ther is too much code from other authors...(there is about 1,7M python code).. and this took too much time to analyze this. When I join team, then i spend about one week of intensive work only to clean-up code. we improve performance about 30% at least- I know, that it is not enough.....but in this stage it is maximum what we can do. If we want to improve more, we need rewrite about 70% of code..and it is so much time-consuming job :(.
But we do it - regardless of what someone think, we do it for you and we will do best as we know.

i must wrote this, because i am so tired, my wife is going mad and game is going so slow - and we all are sad because this

EDIT: NOTE: i don't mean this as offence or attack to anyone of you - it is just my actual feeling
 
manwiththehands said:
Love the game. Been playing since V2. But this is ANYTHING but "realistic". No starting techs but the barbarians have archers?????? And the play pace is agoninzingly slow. I wasted a good 4 hours on a Saturday playing this. I'll stick with the "real" Civ IV, thank you very much. The folks who wrote it know it better than this waste of time.

@manwiththehands (or should I say manwithouthead?) : this the most stupid post I read in this forum here. If you want to have better mods, you should motivate and encourage the modders and not offend them.

12m
 
yeah, this game does get laggy at medieval, i have a 3.4 GHz CPU (intel pentium 4) and a 1 GB RAM, so this game does need to be stablize till i gain lag around modern or no lag at all.
 
Hi there I wanted to thank Houman and the rest of the team for the excellent job they did. It´s the best!
Although I am a nitwit as regards modding I think I have an idea that might be interesting for improving the slave mod and make it more realistic.

I think it is unrealistic that besides making land-improvements slaves can only be sacrificed in order to boost the production of a city. It would be more interesting if slaves could be added to a city like you add a super-specialist to a city. Such "super-specialist-slave" could then for example add every turn 1 or 2 shields of production to the city (super-specialist-production-slave) or 1 or 2 food (super-specialist-field-slave) without consuming any food just like the other super specialists. In this way slaves become really usefull not just for hurrying but also for longer-term city-growth which is realistic since slaves were used often for longer terms and not just for hurrying production until dead. The slave-revolution-trigger-event could be made much more realistic then the current random way it works. The slave-revolution-trigger-event can now be linked to the amount of slaves working in a city. This way it can become a threat if there are too many slaves in your city and not enough soldiers. E.g. if a city has 5 slaves and only 3 soldiers there is a 2/5 chance that there will be revolution and if the city has just as many soldiers as slaves (5 soldiers) there will be no revolt, if there are 0 soldiers the slaves will for sure revolt.
The slaves that revolt turn into a new unit called slave-warriors which are not as strong as the strongest units because that is in my view unrealistic. The creation of the slave warriors is linked to the amount of slaves in the city which is more realistically then random elite-warriors occuring near cities that have never used slaves. This way cities where no slaves are present will not be bothered by slave-revolutions unlike in the current mod. So as long as you have the slave civic but no slaves you will not have slave-revolutions which is more realistic I think. Although slave-revolutions will in most cases not result in the loss of many cities like in the current mod they since slave-warriors are not most elite-units, you will not be happy if they happen because such slave-revolutions are very bad economically because you lose a lot of labour-force. Thus, in order to prevent slave-revolutions you need a lot of miltary units in your cities. If you engage in a war and lose military units or have to send reinforcements the risk for slave-revolution is the highest which is in my view very realistic and creates the risk for states with lots of slaves to go to war.

Hope you guys like the idea!
 
Those ideas dont sound too bad Ruben. If someone made skins it would be interesting to have slave versions for most units so they can actually be used. Just take the slave but add the weapons and partial armour. It also occured to me that slave units wouldnt have the discipline of professional soldiers so perhaps they should never quite be at full strength. But i relish the revolts, they just make my day. More slaves to work to death. How do you people lose your cities to them? It seems like a common complaint. They have come close but a city on a hill, with walls and two crusaders has been able to hold out the biggest revolt yet, two slave crusaders two pikemen. Keep a few units in cities it also adds happiness with hereditary rule.

Secondly i think i may have the record for slaves captured. Spain, medieval period, a campaign through the middle east and into africa that ended with the destruction of mali and a conquistadore escorting 16 SLAVE UNITS back to Spain. Its taking a few turns to get them across the mediterranean. There is also a war against Russia and Germany and theres about ten coming back with the wounded soldiers. :lol: Next up for enslavement is Asoka. Leading the charge is a lvl 9 Samurai Knight. Wheres your peace flower now? :lol:
:hammer: :whipped: :hammer: :whipped: :hammer: :whipped: :hammer: :whipped:
 
Here is a world map that I would like to offer the developers so they can add the missing resources to it so it would be compatible for this mod. Its 100x56 and super fun. Its runs fast also.

Let me know if you can use it?

PS. You can use this for Normal Civ4 game already.

Some reason it wont upload on this thread? So goto Premade Map thread I uploaded it there! :)
 
First off, I know people have been talking about the Merc mod and whether it is still in the design phase, but I don't remember if this specifically has been discussed.

Mainly, I think the maintanence costs are just ever so slightly, extreme. Essentially, after contracting out about three units on average, I had enough income from them alone, no trade routes, no holy city, nothing, to completely support six cities, each with at least 10 defenders, 100% research rate, and STILL make upwards of 40 gold per turn. This is in the deep ancient age. Also, because the unit upkeep is so expensive, those I contracted the merc out to were bankrupted within two turns, even though they started with over 200 gold, or around that, I didn't specifically look until after the bankrupting had been done.

Personally, I think the units upkeep should be a base of 2-4 gold plus 1 gold per 3 levels, so a level 10 archer would drain maybe 5 gold per turn. This would make Mercenary units usable, but not too overpowering.

Then I have two minor 'bugs' that aren't really bugs.

1:
I'm loaning out units, all is good, and suddenly I receive word that a German grown merc unit has been contracted by a person named Hyana Copac, or something like that. This is in 2900 BC. I'm not sure if you can, but just for a bit more realism I think it would be cool if you could only hire mercenaries from civs you have come into contact with, so you don't have German Warriors appearing in Washington's ancient army.

2:
I would like to request a naming change.
Instead of; "Anathen Nyidlep (Warrior)
which seems to me to suggest that the unit is made up of a single person, could we instead do;
"Anathen Nyidlep's Warriors"
which suggests that the unit is just LEAD by Anathen Nyidlep, not made up of him.

Again, both of those are really minor, but I think they might be cool.
 
Mexico said:
But ther is too much code from other authors...(there is about 1,7M python code).. and this took too much time to analyze this.
Since "normal" maps cannot be used, the far easier solution atm should be a smaller world map (or a whatever-else playable map) with ressources.

Tested with highlands, but no new ressource was present, it makes things complicated especially with salpester ;)

If some of you did for themselves a map this way, should be a nice idea to share it <dreams about a eurasia map>
 
Only thing atm keeping me from playing this farther than a few rounds is the 30 second wait between turns. And before you suggest my system at fault, I am running a 3.4 GHz PC with 2 GB of memory.

Game 1, Day 2 (a long challenge! [pimp] )
Civ4 "All" settings = High

Right now, I'm playing a game (huge map), 11 civilizations, mine included.
I have 25 towns (population ~3100, full of units (boats, tanks, planes, soldiers...,etc).
Average of 6-12 sec / move (when the cursor is spinning).

AMD Athlon 64 3500+
2GB RAM DDR 400
256MB ATI onboard (Omega Drivers 3.8.231)

I need to close and restart the game after 2 or 3 hours (same problem with ANY versions, using HUGE maps, WHEN the game became more and more complex), and the game runs smoothly again.

In fact, I'm impressed. It is the first release compatible with the patch 1.61, and I didn't find a lot of problems.

It is my first game (not completed yet).
There's a lot of work inside the MOD.
You "feel" the difference!
But a strong machine is needed as usual.
I always close all my applications (antivirus, firewall and the useless XP services, etc)

An ATI onboard video chip is faster (access) than a video card or not ?
Let me know.

Score : For a FIRST release, almost perfect!
Sincerely,
:)
 
@ Manwiththehands
By all means, if you don't like a mod rip it off of your computer and move on. Since you paid nothing to try out a group of people's efforts you got exactly what you paid for. To call their effort worthless and a waste of time is not only rude but makes you sound like an ego centric idiot. I could care less what you think of the mod. If 30 seconds is too long to wait then the modern era would be a real treat for you! It's called multi-tasking. Folding laundry, getting a drink, chasing your brats around and throwing sock balls at them is what happens while you wait for the Russians to continue their crusade against the Mongals while you wait for your turn to take out the Japanese. I'd also suggest you never play multi-player.

@ the team, take all the bloody time you want. Compared to TetTurkan's 2 year + wait for his newest version and even then only a partial release, this is amazingly fast. Coding is about as exciting as mowing your back lawn with a pair of scissors. If I feel that the merc. mod is unbalanced, I won't use it. I'm still getting used to all of the changes and I absolutely refuse to use slavery after watching three of my cities go down to revolt :cry: . The game plays a lot faster now than it did and the new units, both flavour and tactical are fun to experiment with.

@Nightrvn
In the past you have helped the Japanese and the Greeks because they were far too weak but I must ask that something be done for the Romans. Simply put they are pointless. The Roman empire expanded the entire continent of Europe minus Scandinavia as well as parts of the middle east and Africa. Leaving Rome to rot if the AI plays it in every single game played seems almost a tragedy. Is there a way to increase it's agressiveness towards Greece, France and Germany to almost garauntee they try and expand? Resource placement seems to do nothing. At most, if they are very lucky Antium will end up in Monaco. Usually it's just Rome. The Rome, Athens wars were many and they just do not happen. Perhaps a gold mine nearby would give them the resources needed to expand their armies and perhaps march forward? They certainly don't need anymore fish.
 
1. i really want to play the Earth1000 ad map , but , after just one turn the screen darkens and the game does an error
is it normal or a problem with my game ?

2. i am having problems of starting the game without getting errors , do i need everytime to clean that stupid library ?
i did what they wrote but that didnt halp , and plus , i cant find the cache folder , just the other one

your council is blessed

love this mode and craving to play this in the Earth1000 map

thanx
 
carnivore said:
1. i really want to play the Earth1000 ad map , but , after just one turn the screen darkens and the game does an error
is it normal or a problem with my game ?

2. i am having problems of starting the game without getting errors , do i need everytime to clean that stupid library ?
i did what they wrote but that didnt halp , and plus , i cant find the cache folder , just the other one

your council is blessed

love this mode and craving to play this in the Earth1000 map

thanx

1) yes, you can play (it is not forbidden ;) )....but others maps are not designet ot this mod (we are using much more resources than is in vanilla civ)
we are planning add new smaller maps, but this take some time to balance them. you still can play at random maps ie fractal..(i am playing only this, because my comp is underpowered)
NOTE:i have notebook 1,6GHZ Mobile pentium and 512 MB RAM - and on this comp's one turn at earth map take about 45 - 90s - so i think if someone at 3GHZ CPU and 2GB RAM has 30-60s for one turn, there is something wrong woth comp - try shutoff antivir, other resident scanners etc...this always help

2) this depend....in my situations, sometimes i can start without errors 5-times in round, and sometimes this can get 3 errors in one start - so there is no universal solution
and cache: you must switch on showing hidden folders, cache is located in
"documents and settings\<user>\Application data\My games\Sid .....\cache"
 
That i can't play more than one turn in earth100 map ,the screen get black and i get an error that throw the game back to desktop, i have cleaned the cached folder and the coustom assents and still nothing !

i am having the same problem of errors in other scenrios , is it normal with this mod or is it somthing with my game ????

btw , does the folders in coustom assents supposed to appear each time i finish the game ?
am i supposed to remove them ?

I really want to play it with other scenarios , but keep getting them errors , so what should i do ?

thanx
 
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