[mod] TOTAL REALISM 2.0

Lord_of_War said:
Man, I hope that not one member of this team will respond to your ridiculous posts. They created this mod for your benefit, not your *****ing sessions.

Hear hear. This is one of the longest MB's i've seen without attracting such childish crying. Let's keep it that way. Houman and team have diligently answered EVERY problem they've encountered. Calm down and thank them for their help.
 
Hi,

this seems not to be a bug (that's why I posts it here and not at source forge) but I don't understand it's meaning..

Why does aggressive leaders do not have anymore the free "combat 1" promotion ? it makes the aggressive trait very uninteresting

other wise, it seem to me that salt and salpeter appears only very rarely, for essential ressources it seems a bit embarrassing.
 
another thing :
is it normal for not having free tech at beginning of the game ?
and for being able to only play normal speed ?
 
Calavente said:
another thing :
is it normal for not having free tech at beginning of the game ?
and for being able to only play normal speed ?

Perfectly normal. No civs have starting techs because that evens out that playing field completely. Normal speed is the only option however if 800 turns is not enough, turn off "time" under the winning conditions.
 
Lord_of_War said:
Man, I hope that not one member of this team will respond to your ridiculous posts. They created this mod for your benefit, not your *****ing sessions.

The only one ****ing here is you. I described exactly how I came to the problem, and they assumed I did something which I did not (and insulted me for not reading or following directions). What did you expect?

In short, piss off.
 
Sovietof17 said:
Is that clear enough for you all now?

Yes, it's perfectly clear you have a very high opinion of yourself. As for your problem I've never seen anything like that before. Clean out your cache and try again. If that fails, start a fresh install. If that continues to not work, the issue would be with your video card.
 
Just wanted to report in on the new patch. Played yesterday for about 10 hours, didnt have one problem or crash. Only thing noticed is some spelling errors, lol. good work houman and team!!!!!!
 
Pisces said:
Yes, it's perfectly clear you have a very high opinion of yourself./QUOTE]

Touche.
 
Ok everyone take a DEEP breath......... now let it out..... do it again.......

Feel Better? Good.

First let me start by saying please keep in mind that English is not Houman's and Mexico's first or even second language so what is written is sometime abit off not to mention that the written word doesn't convey the appropriate gist of the message all of the time. SO please do not take anything written here personally.

@Soviet - Actually you writing this out for us does help very much. Now with us knowing what you have done, and if everyone who had a problem would please gives us these type of details too, it makes it allot easier for us to help especially when we are not having the same problem.

@Calavente - The Aggressive trait's name has been changed to Militaristic and though it no longer gives the free combat 1 promotion to melee and gun units alone it does give 3 XP to Melee, Mounted, Gun and Armor (might be missing 1 or 2.) We felt that it wasn't the combat one that was the problem but it was that it was a free promotion so you only need a barracks and one kill to get to level which was overpowering if we gave it to all the units we wanted to. So we gave them enough XP to get the first promotion which can be anyone you want and with a barracks you get just enough to get that second promotion but you shall have to work for that third.

@Register - Yes the Redcoats and Minute replace the Musketmen unit as we felt them much better suited for those units and the Musketeers were lonely. Don't not count on anything in the Civopedia has we have not updated it to reflect all of our changes, just don't have the time for it and yes we are taking applications :).

BTW we have made Longbowmen and Crossbowmen upgradeable to musketmen now while keeping most of the melee units still upgrading to Riflemen so you won't have to start from scratch with musketmen and it actually give people a reason to make archers now. ;)

@Bosh and Crismac - Thanks Crismac for answering Bosh and we also find it it much more balanced ;) Bosh, this is all apart of the Open Tech trading mod that we have implemented. No more swapping techs around wholesale, When you have open borders with other Civ's you get a bonuses when researching techs they all ready have and they do so likewise with techs you know. This is a more realistic way of how people actually learn a technology. Though there are still those few gems you get from the oracle and liberalism, at least for now. ;)

@Zoo - Yeah starting a religion can be very prosperous just look at the Roman Catholic Church ;) though I wouldn't say it is a must do as I usually just go out an conquer one instead. You are right that part of the problem is that no body switches away from that first religion but we are looking into modifying the + Diplomacy Cap you get with the same religion. Another part of the problem is that it doesn't seem that the AI are Beelining for those Religious Techs now that they don't start with Mysticism so hopefully we will be able to adjust the AI's personalities to compensate for that though it it not easy teaching a stone to roll over.

@Lupito41 - Those are some nice Idea though I am not sure how much of that is actually doable... you can always go post them in the sourceforge Feature Tracker and we will see what we can do as long it stays on target with our goals.
 
okay for the combat one,
but in the pedia, and the information on militaristic, it not written that it gives a +3 xp ..only the 3 turn max anarchy, 50% building barrack and docks..
that was what launched my question :)
 
Yes things in the Civopedia are not all correct. Please do not take my next comments personally as they are not Directed at you but at everyone in general............




THE
CIVOPEDIA
IS
NOT
ACCURATE!​



So please take what is in there with a HUGE grain of salt......

And yes if you would like to help us is this Area we are accepting applications Mon-Fri at the main office. :)
 
may question may be dumb but :
How was I supposed to know that militaristic gives +3 xp when it is not said anywhere in the game ?:mad:
isn't it supposed to be written somewhere? as when I highlight leaders with militarisitc traits ?
if it was supposed to appear somewhere, I didn't found it. (unless it was written on the forum, and I guess it's my fault if I didn't found it :crazyeye: )
you may want to check your version to see if it does it after the patch. because maybe (maybe) it is not only me but an unwanted correction of the patch.
 
Has combat been changed? I noticed a certain exploit/glitch/strategy isnt working for me anymore.

So I had 10 roman cataphracts [forgot what they are called - basically, the roman mounted horsemen]. There was a Malinese city I wanted situated on top of a hill with 1 longbowmen guarding it, fortified. It probably had walls. Defense as I remember it was around 45% - 75%.

I figured 10 cataphratcs would beat this city. so I charged, and couldnt even do .1 damage to the longbowmen. I retreated and the next turn comp had 5 promotions on it plus a leader :( Guess Ill have to hit it with trebuchets and macemen now.

Oddly enough, the game is allowing me to build macemen and I don't have civil service yet, Im 8 turns away.
 
I edit (english-language) news reports and TV transcriptions for a living. I know zero about modding and only some about uploading/downloading at all, but I am borderline-psychotic :badcomp: about spelling and grammar. I have the time and desire to help with pedia entries if you want to get me started.

PS -- I don't even know what "PM me" means, but let me know what to do
 
Get your Maps..... Red hot Maps here.......

The first is the Regular World Map but has been updated

The second is the same map but has warriors on all villages to make it a tad harder, well not really but it might slow the roll down some.

And the Last is the World Map with each CIV having its first 3 cities already placed with a few extra warriors and some starting gold....

@Pieces - thanks for your suggestions and I updated the Map with allot of them though this City Map is similar to yours, I just placed the first three cities for each CIV so I wouldn't have to rename them and I did make it a much more even start for all.... except for the gold as each CIV got that randomly by the placement of their cities on top of goody huts.

@Sovietof17 - Macemen come at Feudalism now.... :)

@Lupito41 - PM mean Private Message and you can just click on any ones Avatar to send one. We would love to have Help with this just PM :) Houman and he will clue you in on what need to be done.

@Calavente - I told you not to take that personally and I really meant it was not an answer to you. Almost all of the questions you have can be found in the change log that is included in the Total Realism Folder but the BEST way for anyone to Know what we have done is to just rolled up your sleeves, take off your boots and jump on into a game with both feet. I would High recommend that first you start with the Noble Level, unless you are used to playing emperor and above and then start with Monarch and second please look over the Tech Tree very carefully as allot as been changed, isn't that right Soviet? ;)

If you have any questions that you can't find the answer to in the change log or in the first few posts please feel free to ask it here though if you read through this wonderfully long thread you might find it has already been addressed. We just ask that everyone tries the those avenues first so we don't have to keep answering the same questions with each new page. Also if you find a bug check to see if it is in the Bug Tracker on sourceforge and if not please let us know by adding it there.

so here they are.............
 
Yeah, I'm still not clear on the tech tree. Do Knights come on Guilds or Civil Service?

Other then that, my game has pretty accurately followed history, to the point of being a little spooky. I befriended the greeks, joined them in their war against the Egyptians, eradicated the Egyptians with hyspaists [not an easy task, because they were settled pretty far down the Nile]. Then I joined France in their war on England and clobbered that place with legions. After that I sided with France against Germany, and started my own war against Mali and got Greece to join me, because Mali was busy founding tons of religions [although I spread Zoro all over the place.. its in Tokyo & 1 city in the new world!].

Also the wierdest thing that happened was, when my caravel met the Aztecs, the same turn, the Incan civilization [whom I never met] died. Talk about really strange. South america looks like it it full of barbarians.

Well, I'm playing at Monarch level, and the only real civs that look like they could disrupt my power are Persia [who is camping with a GIGA-HUGE stack of death, like maybe 20-30 units on my border] and Mali, who may be ahead of me scientifically... Tech trade is off and raving barbs is on, making for a far more balanced game, once you enable tech trade the computer becomes god almighty..

Oh yeah, and Genghis Khan started out weak and somehow got to 3rd plaze, I heard messages of him razing Chinese cities, I couldn't help but laugh when I saw him going nuts... [PS, he wanted me to gang up on China :P ]
 

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I like this mod very well, but i do hate the lag that i'm getting during classical age, and i have not gotten to medival age yet, but it's quite strange, i'm not suppose to gain any lag from classical and medieval. I get little lag from renessance, and a massive lag around modern age. I have a 1 GB RAM, a intel pentium 4 Processer with a CPU speed of 3.0 GHz, and a x600 Radeon with hyperthread memory, 256.0 MB with it.
 
Calavente said:
may question may be dumb but :
How was I supposed to know that militaristic gives +3 xp when it is not said anywhere in the game ?:mad:
isn't it supposed to be written somewhere? as when I highlight leaders with militarisitc traits ?
if it was supposed to appear somewhere, I didn't found it. (unless it was written on the forum, and I guess it's my fault if I didn't found it :crazyeye: )
you may want to check your version to see if it does it after the patch. because maybe (maybe) it is not only me but an unwanted correction of the patch.
this +3XP is given to unit in python code, because it is impossible to set in XML.
but info in game (when you hover over flag, or when starting game) or in civpedia is generated from xml, so this is reason, why you don't see this (same for +1 movement for settler/scout for expansionist).
 
when will it be possible to play with this amazing (best aorund) mod with the

earth1000ad map ??

i am really loving this map , but i canoot play it with this mod , always at start i am getting error and it kicks out of game
is there a way to fix it or edit or dont know what , maybe one of you can help me with that

thanx
 
thx Mexico for your explanation,

I was beginning to think that my Civ 4 was bugged as it never showed it anytime.. even after re-installing both game and mod..

I want to appologize to Nightravn 'coz I was a little tired so a little aggressive :blush:

EDIT : oh.. I understand now why my scout suddenly had a level without fighting... that was the militaristic +3 xp...:eek: but the strange thing is that if I remember correctly it was on the 3rd turn and not on the second turn... but I may easly be confusing things.
==> groovy !!
 
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