[mod] TOTAL REALISM 2.0

I'm enjoying this mod right now. I like the changed tech tree and the specialized units. I'm playing as Eliz and I have the island all to myself plus I snaked a bit of France where Brittany would be, just like real history. I have to stack up plenty of units to keep the Frogs at bay.

A couple of things I'm not sure about though. I founded Judaism and it has spread thru all of Europe too easily. Also I've seen barb units walking around the mainland and they don't plunder. I saw one end it's turn on a pasture. It's next turn, it moved without plundering the pasture. This was in Napoleon's territory.
 
Serga said:
Will this cultural borders bug be fixed in upcoming patch?

I have seen this problem posted before in other Mod threads. So it must be based on the Core Game.

I can not remember reading about a solution anywhere. -Sorry :(
 
I am sorry if this is a stupid question, but what do those buttons at the bottom of the screen mean? I am new to Civilization 4 so if anyone could help me that would be great.
Thanks
 
Harrier said:
I have seen this problem posted before in other Mod threads. So it must be based on the Core Game.
I didnt met that problem before using this Mod.
Play Civ since it released.
 
Houman said:
Once a village has fallen to the enenmy, the enemy will use it to dig in. The civilians can't do much. Thats how it was all thetime in WWII. Therefore you have to protect your cottages, towns or whatever, once the enemy is inside they have the defense advantage. Other have you as defender the defense advantage.
Cant to agree with you.
Civilians and guerillas sometime do much and anyway the acts as recon for motherland army and as disorder and digress factor for enemy (at least breaking supply lines).
 
Still no patch :cry:

I love this mod, but I have abandoned every game by the middle ages as the minute long delay between turns is just intollerable.

Oh well, theres always tomorrow. Fall From Heaven will have to do until then ;)
 
The cow is back!;) :D

@Nightravn - I just sent you an e-mail about getting you that WB save with my suggestions for Oil locations on the TR Earth. To summarize:

removed one Oil from Alalska
moved Oil in northern Canada to southern Canada (Calgary area)
moved Oil in Texas slightly to the west; also added one more Oil to Texas
removed one Oil from Gulf of Mexico
added one Oil to Mexico (Veracruz area)
removed Oil from Galapagos Islands sea area
removed all 3 Oil in Argentina
added 3 Oil to Venezuala
removed 2 Oil from North Sea area
added Oil in Romania
removed Oil from Black Sea
removed Oil from Caspian Sea
added Oil to North Caucasus area (just south of present-day Volgograd)
added Oil to Azerbaijan (Baku area)
removed one Oil from Urals region of Russia
added Oil to Gorky/Kazan area of Russia (WSW of Urals region)
moved 2 Oil from central/western Saudi Arabia to Persian Gulf shore
moved Oil from western Iraq/Jordan area to Basrah (Iraq) area
removed Oil from central Iran
removed one Oil from Persian Gulf
moved 2 Oil from southwest Libya to eastern Libya
added Oil to Algeria/Libya border area
added 2 Oil to Nigeria
removed Oil from Sea of Okhotsk
moved 2 Oil from Outer Mongolia area to Xinkiang and China/Kazakhstan border area
added Oil to Sumatra
added Oil to Borneo
added Oil to Java (Rice W of Srivijaya deleted; added Spice to SE)
removed 2 Oil from Australia

I think that's it. Other than the Rice/Spice change on Java, I left the rest of the resources alone. By my count, there were 37 Oil sites in the original TR Earth, and with my suggestions there would now be 35. As a result, Oil is slightly more scarce. However, I feel it represents a nice balance between some of the "older" fields that are not now as significant as they were in the early 20th century (e.g. Romania, Indonesia, Texas) and some of the "newer" ones that are just coming on-line (e.g. China/Kazakhstan). Playing as a European, you will look to Romania first, then probably Russia, or Africa. A Mali player that survives to the Modern area will find themselves in a good strategic resource position, as will Aztec and Inca (provided they get to Venezuala first). If China wants Oil, they can get it without going overseas, but they will have to brave very harsh terrain and possible conflict from Mongolia, Russia, and Persia. A Japanese player will be very strongly be drawn to the Oil riches of Indonesia, much as his real-life counterparts were during WW2.

I hope you (and Houman, and Mexico, and the rest of the TR crew) like my changes. If you find them useful, I would be happy to try tweaking some other resources. My next target would be Uranium, then Aluminum.

(If you're interested, my main sources were "Energy Balance of the World (1997)" from mapsoftheworld.com and "Oil:Proved reserves"
(2005) from the British Petroleum website, augmented by my own knowledge, particularly from WW2 military history.)
 
Serga said:
Cant to agree with you.
Civilians and guerillas sometime do much and anyway the acts as recon for motherland army and as disorder and digress factor for enemy (at least breaking supply lines).


Dear Serga,

Next time you are in France, close to the Normandy beach, where the D-Day started, ask for a little villige that were bombed to the dust. The French people are still very upset about it and will point you to the remainings. As the Germans were defeated in the "Omaha" Beach and had to fall back, only 13 or 19 (can't remember the exact number) of SS snipers have occupied a little village. When the Americans tried to occupy this villiage one by one were shot to death. The agile and motivated German soldiers changed their positions quickly and it seemed to the Americans as a whole regiment would be hiding in the village. Despite tips from the French peasants there were no more than 20 Germans in the village, the Americans assaulted the village by bombers the destroyed 2/3 of it. Many French civilians died in this massacre. Thereafter only less than 20 German snipers were found in the wreckage. The peasants never forgot the death of their own kind for a nonsense bombing assault. Today you see a huge memorial in this village telling what happened.

Civilians cannot do much to nothing by occupation in cottages and villages. Same thing happened in Cosovo war/Yugoslavia war. The civilians were just slautered.

Regards
Houman
 
Misterbison13 said:
I am sorry if this is a stupid question, but what do those buttons at the bottom of the screen mean? I am new to Civilization 4 so if anyone could help me that would be great.
Thanks


Please look into the documentation folder.
\Documentation\Inclusions\PlotList Button Enhancement v2.03 - readme.txt
 
Yarmoss said:
Still no patch :cry:

I love this mod, but I have abandoned every game by the middle ages as the minute long delay between turns is just intollerable.

Oh well, theres always tomorrow. Fall From Heaven will have to do until then ;)


Sorry about the delay. I feel with you guys. Especcially since we can play it much more faster due the beta-patch. :D

We have discovered the last religion bug and hopefully we are able to solve it quickly. The chances are very very good for this Saturday.

Kind regards
Houman
 
@Cow I like your analysis. Very detailed. We have already improved the map a bit. Do you have the time to apply these changes to the new map? Please PM me and I send the map to you.

Only one thing, there is oil in Caspian Sea. Do you suggest to remove all oil fields there? I suggest letting one remain there.

Regards
Houman
 
@Houman - I just sent you a PM re: the Oil changes. On a slightly different tack, I noticed someone else mentioned the problem of Ice spreading very fast. I noticed this too, playing as England. I lost about half a dozen ocean tiles to Ice for centruries before I got to Combustion. I like the dynamic aspect of ice, but is it possible to tweak it a little? Maybe:
1. increase chance of a given Ice plot melting/disappearing
2. disable Ice spreading until later in game (maybe circa 1300AD to reflect Little Ice Age?)
3. restrict Ice spreading to certain latitudes (maybe this is already in effect, but I really shouldn't be choked with icebergs as England:crazyeye: )
4. greatly slow rate of ice spread

Also, I never did finish my first game as England. I was chugging along up to about 1650 or so. I had at least 3-4 defenders in all cities, more in Europe, and figured I was realtively secure. Lo and behold Napoleon blitzes me with a HUGE obsolete army, and my African holdings crumble in a few turns. :sad: He even strarted razing some of my cities before I could even attempt a recapture. I got so ticked off that I went into WB and gave myself some nukes (1st time I'd ever done that, but I spent so much time on that game:mad: ). Now admittedly, much of the blame for my collapse is my own poor decision-making (having huge tech lead and neglecting quantity as well as quality of units), and I have to tip the cap to the AI - he played it like I would have in his situation. However, the thing that really bugged me about my collapse was that it was largely due to Knights. These units seem a little overpowered now. Consider:
1. collateral damage
2. City Raider promotions
3. 3-move range
These b*stards could totally blitz me like medieval Panzers or something! Even with Redcoats, Cannon, and Pikes, I was overwhelmed. Is there any possibility you would weaken Knights a little, or maybe strengthen their main counter-unit (i.e. Pikemen)? Even bumping Pikes from 6 to 7 base-strength would help a lot, IMHO. Even if Knights weren't weakened, perhaps they could be made a lot more expensive, to reflect the fact they were the Elite units of their time, and never fought en masse in huge armies.

Just food for thought. Now let me return to, ahem.... work;)
 
Knights WERE the equivalent of medieval panzers. And strengthening pikemen ignores the fact that a flank charge from knights ruins their day, and spelled certain doom for them. So a knight should have the possibility of defeating pikemen, especially if promoted solely for the task

But yeah you were right, you should have had more units. Four just isnt enough, not in this mod. A number of fortified pikemen will take a very large army of knights. Add walls and a castle and it is certain suicide for the knights.
 
To the team.In the next patch,or any plans down the road,will there be any movies or pictures added to the new wonders that have been included in this mod.I would love to see a picture or movie when I build them instead of a blank screen.Thanks and keep up the great work:goodjob:.
 
Los Tirano said:
Knights WERE the equivalent of medieval panzers. And strengthening pikemen ignores the fact that a flank charge from knights ruins their day, and spelled certain doom for them. So a knight should have the possibility of defeating pikemen, especially if promoted solely for the task

But yeah you were right, you should have had more units. Four just isnt enough, not in this mod. A number of fortified pikemen will take a very large army of knights. Add walls and a castle and it is certain suicide for the knights.

Hi Los Tirano. Actually, the closest thing to "medieval panzers" were the horse archers of the Mongol Empire. When they met European knights in battles in Poland and Hungary in the spring of 1241, it wasn't even a contest: the knights were slaughtered almost to a man. I love the TR mod, but it is border-line laughable that Knights have a movement rate of 3. Considering that they are supposed to represent HEAVILY ARMORED units, I wouldn't be disappointed if they had a movement rate of 1.

And about "a flank charge from knights ruins their day", how is this relevant? You could say the same about ANY formation set upon its flanks in the heat of battle. The fact remains that Pike formations were specifically formed and maintained as a battlefield counter to Knights, and logically, Pikes should win most battlefield encounters with Knights, one-on-one a la Civ4.

IMHO, not only Pikes, but Crossbows as well should have a combat bonus against Knights, seeing as how crossbow bolts could pierce most armor. As previously mentioned, Horse Archers also proved devastating to European Knight formations.

And I know I should have had more units - but then again, if Knights didn't also cause collateral damage, this wouldn't have been an issue. And my cities all had walls/castles, but when it's 20 to 4, then they're not much help:blush:
Of course, if Knights were more expensive, there would have been fewer of them.
 
Bovine, any help in with the map would be very much appreciated. Feel free to adjust other resources and send me the file. :)
 
@Houman (and Los Tirano) - Looking at my last post, I'm sorry if I came off a little snarky. Too much caffeine:eek: :crazyeye: But it does raise a larger issue in my mind:

What is the rationale/criteria behind allowing some units to cause collateral damage, but not others? (And also: Which units get City Raider promotions?)

It feels a little presumptuous of me to criticize the TR team's decisions on unit balancing without having some idea of why they made those decisions, since I haven't been around for most of the mod's history. Any light Houman, Mexico, Nightravn, et al could shine on this matter would be greatly appreciated.
 
Nightravn said:
Bovine, any help in with the map would be very much appreciated. Feel free to adjust other resources and send me the file. :)

Thanks Nightravn. Houman said he'd get me the latest map. Should I send it back to you or him? PM your response (with your e-mail), please.
 
As it turns out, the wireframe stuff on the kingtiger (its is actually green) only shows up on the civilopedia, so its not a probem.
Couldnt be bothered to do the screenshot anyhow
 
I agree that Knights need to be relooked at as they shouldn't have the same movement as lighter horseriders and that they should cost allot- probably 3 x the amount of a regular soldier. As for their collateral damage well that is representative of the ability to break and then run down those regular units on their way to attacking those forces behind the front lines. Now I know that the amount is less then say catapults but I guess we should also look at that as well.
 
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