[mod] TOTAL REALISM 2.0

Just to say thank you for this mod - it revived my interest in the game.

I want to report a crippling bug though: Russia invaded my civ (France) and when they took Paris and right when their turn ended (or mine began?) it popped back to me before I could do anything.

I've read something about culture going down to 0 on some conquest cases - is that what's happening?
 
Nightravn said:
As for them (Assassins) being use in a blitzkrieg type fashion well unless you make lots of them and have them strike all the target civs cities at once after the declare war by attacking those border cities you wont be able to use them against that Civ and more.

True, once war has been declared, you can't use the assassins any more. But that first time may be more than enough. In my current game, I used assassins on two Egyptian border cities. Each were garrisoned with A LOT of units, maybe like 30... I took two turns killing them all. But after that the remaining cities were only lightly defended. Thanks to my use of assassins, I could get first strike on those huge stacks. If I had had to move up to the cities through hostile territory, sweet Hatsepsut would no doubt have showered me with those cannons, then wiped out my stacks after they were reduced by the collateral damage. The assassins saved me from A LOT of pain ;)

Nightravn said:
I am not sure what is in order to make them more balanced but we shall try. I am thinking that until we can get it so that assassin can attack other assassin, we should increase the defending ability of the assassin so that if one assassin is in the city then the attacking assassin as very little chance of succeeding and we are looking into making them a national restricted unit so that should help as well.

I agree with the first two ideas (assassin can attack assassin, and increased defense), but I'm not so sure about the third. If you make the assassin a national unit, there will be fewer assassins to defend against, that's for sure... but you will also have fewer units to defend WITH. If you cant put one assassin in each city, or just one in each border city to catch hostile assassins as they enter, then where is your defense? And you can certainly forget about offensive use at the same time... No, I think that as long as it takes assassins to defend against assassins, it is not a good idea to restrict the number. Just my opinion, of course ;)
 
Maybe you should make it so that assasins cannot defend against other assasins and they are a national unit, but spies can defend against assasins and they are not national units. This would balance out the problem of having assasins over powered. It is also realistic, because if you think about it, assasins are sent out to kill people not to defend.
 
Houman or anyone who knows: I can't get this thing to work. It loads, but shows no interface, and ctrl-I doesn't bring it back. Also, hitting the option screen does nothing. When I installed it originally, I renamed the Custom Assets folder to something else. Should I have kept an empty CustomAssets folder and all it's subfolders? I've been trying to figure this out for a week already. Thanks.
 
Hi,

first i have to say: wow, great mod :-)

But i have a problem in lan games... after 4-5 rounds the game was not synchron any more. I play on a random huge map.

Is this problem known or anyone know to to solve it to play it stable in multiplayer ? :o

greets
kueli
 
@mgdpublic:
sorry, but you are alone with this bug, so we can't say, where is problem
and about CustomAssets: when it is deleted, this directory is recreated at game start

@kueli:
game is not MP compatible, this option will be disabled in next patch.
there is too much component merged, so is problematic to check for MP incompatibility, but we are working on this

@Nightmare01:
there is already reported problem for building taoist shrine, maybe this is similar problem (taoist shrine bug will be solved in next patch - this CIV engone uses strange XML parser, so when there is comments inside XML, this can make som problems with units/building/etc.. -> taoist shrine, teutonic knight and maybe others)

About overpowered assassin: as i wroted before, yes, we know about this - and in solo component assassin has more power then now. i tuned him down and added more defence option against him. But all your ideas mean, that this component must be writed from scratch not only updated - and for proper use, there is also need to programm AI for assassin, so i think, that this will not be in patch 2.0.x, but later (mabye 2.1 or 2.2 release)

merc update: same problem - at first i must analyze this component and after that i can change his behaviour
 
Could someone from the team clear one thing up: when I launch a hotseat game, there's generally no interface and stuff (no python loading?). Is it the same as this "Out-of-Sync" error, or is it a separate bug? An observation: when I try to start a single player game after I tried to run a hotseat (without actually restarting the game), the problem persists. After I restart the game, single player games run perfectly once again.
 
First off, I'd like to say I love this mod. Of all the mods I play, I probably play this one 90% of the time. It's kind of the spiritual successor to Civ3's DYP or C3C RaR mod. So, let me go point by point on the critique:

Civics and Religion stuff

I like the negative side effect of the Slavery civic, although I think the frequency of the revolts ought to be toned down a bit. I'm not a big enough expert on the civics stuff to offer any suggestions, but it would be cool to have more obvoius and immediate "downsides" to civics like this.

I like the specific traits of religions, i.e. the negative health effects in Judaism. I didn't realise this at first, so imagine my suprise after building a slew of Jewish Temples with my territory chock full of pigs and shellfish. Once again, I am not enough of a religious expert to offer ideas on other religions.

I never have understood the connection between the pyramids and gaining all the government civics. I think I'd rather go to the previous Civ's effect of granaries in all cities rather than this. Maybe a generic temple in all cities, say +1 Happy with no culture bonus? Maybe culture bonus with no happy bonus? I'm not sure.

Gameplay bugs and/or oddities

The dissapearing interface buttons etc. have been mentioned before. I've noticed though, that unless I play as a complete warmonger, almost all of the civs tend to become pleased with me, and stay pleased with me. This is even when I turn down their requests for trades and help time after time. I don't know if there is a flaw, or it's just coincidence.

Buildings and tile improvements

The vanilla game shipped with a ton of tile improvements, so there isn't alot to be added. Forts were pretty handy in previous versions, but are completely useless in Civ4, especially playing on larger maps. Is it possible to bring back some form of ZOC? Perhaps reduce collateral damage to units stationed inside of forts.

I need airfields!! Airfield improvements made manageing air power much more interesting and easier to manage. I also think cities (and airfields) should have some kind of limit to the number of aircraft. Perhaps some kind of buildable/purchasable upgrade to handle more aircraft.

It would be nice to have radar and AAA or SAM batteries as tile improvements. Radar would increase the interception rate. AAA and same improvements would be cheaper(since to make them just takes worker time instead of production time) and perhaps more lethal than an equal number of intercepting aircraft, but easier to destroy.

It would also be nice to have some kind of building/wonder to reduce and or reverse the effects of global warming.

Units & Combat

Overall, I tend to like the mods with more units in it than the ones that don't include them. I'd like to see a gradual increase in the power of units over time. Sudden, massive increases in power makes it almost pointless to build much of an army or navy, i.e. frigates to destroyers. With a gradual increase in power, the more modern force will still have a clear advantage, but the older force will still be something to reckon with.

Will air units ever be promotable? It would be nice to have extended range, improved intereception, and more collateral damge promotions.

I'm not enough of an expert on the pre industrial military to say what units could be added, but here are some ideas for the WW2 and later units:

Make more speciallized aircraft; such as naval bombers(with lethal naval bombardment) ground attack planes to go with the interceptors. You could do the same with modern units as well. I've seen some graphics mods, for instance, of the A-10 attack plane. In reality, these are probably the most pure ground attack planes. Tough as nails(it can fly with most of one wing shot off.) and devastating to armour. In the game, it would be much tougher to destroy than regular bombers, and perhaps lethal bombardement or a large bonus vs. armoured units. To compensate for it's durability, it would have a shorter range than regular bombers, but maybe an extra turn to simulate it's ability to loiter over the battlefield.

Some mention of implementing Dale's Combat Mod has been mentioned. I've played it a few times, but I've had alot of stability problems with it. It shows alot of promise. If he could get that completed, it would be great to finally have cruise missiles available.

Well, that's about it. I'm thinking to much and not playing enough. This post is too long anyway. Thanks for such a great mod, and keep up the good work.
 
hi ..i am new to the civ world and downloaded the realsim mod but i can't seem find any saltpeter to build the cool units...it never pops up...any ideas?
 
I have been playing this MOD for a few days now and would just like to say thanks for everyone involved.

There are still some bugs to fix, but I haven't found any not already reported so I will not go over that.

Just wanted to add that if you are looking for sugestions there's a thread discussing Trading Food ( http://forums.civfanatics.com/showthread.php?t=171232 ) and below is my sugestion:
hs1611 said:
http://forums.civfanatics.com/showpost.php?p=4128285&postcount=11
This is how I think it should work:
Let's say that City A and City B produce 100 food units each, but only need 80 food units to maintain its population, getting a surplus of 20 food units each.
50% of the food surplus would be removed, maybe to a Central Wharehouse or Great Granary (could exist from the beggining, after achieving certain conditions like X number of cities or tech Y researched, or could be a National Wonder) leaving 10 food units for growth in each city.
The other 20 food units would then be distributed to cities that don't produce enough (Cities C & D) in such quantities that they would not lose population but they would not grow either. Let's say 12 food units was thus distributed, which leaves 8 food units.
This remaining food would then be distributed equally to all cities, 2 food units to each. This would ensure that all cities would still grow, but cities C & D would grow slowly. This would make a city with good production squares or Bonuses on their radius but few food squares viable, allowing the existence of cities focusing only on production (Wonders, military units, etc...). It would also enable the construction of cities in choke points, those cities could be used like military bases protecting your borders or stoping rivals from expanding in that area.
In alternative the 8 remaining food units could go back to the original surplus cities, A & B, or it could stay in the Wharehouse against a time of need, trading it for a Gold Bonus after a certain amount, or to be used for trade with other nations. In this case population growth of the Production Cities could then be enabled by the use of Caravans or something like that (food for the caravans could be taken from the Central Wharehouse). Caravans would not need to be specific units built in cities, you could have a certain amount of Caravans to use per turn.
I'm no modder though or I would try to do something of it. Unfortunately I have no such skills.
Thanks, and keep up the good work.
 
Nightmare01 said:
Anyone else having the same problem ?

Could this be because of the rotating Holy City? Was there another city that was the Christian Holy City before your city was? If so, the one of the previous cities could have built it and thus make it so you can't build it.

But I'm not sure how all of that works - haven't tested it. If you have a holy city, build a shrine, but never convert to that religion, the holy city would still move, right? Would the shrine or its affects leave as well? Or do they stay, even though you don't have the holy city anymore?
 
Why is it you call the T-34 "Tank 34", but you call the T-72 "T-72"? Also, while we're on the subject of the T-72, tell me, how is it realistic that the Arabians and the Malinese get the T-72 tank, but Russia, the country that DEVELOPED it, doesnt?
 
Russia have T-84...;)

Also it is strange why Russia have Bismark skin of battleship instead of normal skin.

It's also impossible to build ICBMs, i have nuclear silos, Manhattan project but still ICBMs cannot be built...
 
Raize said:
Any thoughts on using the Immigration mod?

Hear hear, that's realistic, be nice to have. :)
 
Some more reports :)

I played on random map, standard size, 7 civs - noble.
I am now in XIX century. I am far far ahead in techs comparing to other civs but still behind real world at this time. For other civs still axemen and archers are base of their armies. Was it balanced for world map only?
Definitely too little saltpeter.

I also have problems with founding a shrine in a holy city. Christianity was founded in Dehli but then holy city disappeared. Subsequently it appeared and disappeared every turn - always in Dehli ;) Finally I built a shrine and... holy city disappeared :) Church of Nativity remained there.

I would love to play world map but my machine is not quick enough and I am not patient enough :)

Great Mod!
 
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