[mod] TOTAL REALISM 2.0

Houman said:
I have insulted you for not reading? :rolleyes: i have placed 10 smileys in there, to make it clear how I mean it. If you can't take a joke and you must be a very sad person. Next time you have a problem, describe it in detail straight away. Shouting every second post "my flags are gone" won't help you. There is no one else beside you with this sort of flag problem.

So Be friendly and nice and give the details I asked you, otherwise we won;t be able to help you. And keep in mind we are putting our spare time into this mod for you to play and have fun. We are not getting paid to make this mod for you!!!!!

..."well said"...:goodjob:

...anyways...: AWESOME PATCH !!!!

Well back to my game...and your mod...:king:

Remember...just smile at the naysayers...they will never go away or be satified...:crazyeye:
 
I too can confirm, as was posted a couple pages back, that a strange crash occurs in the new mod/patch. I had just gained the Railroad Tech, was hovering over the new "things" that you gain in the tech pop up window when BAM, crash. I went to re-run Civ4 via the TotalRealism icon and it also crashed during startup. So, I then cleared out the civ4 cache just to be sure, tried again and it crashed again during civ4 start up. SO, reading the previous post, I next tried to run Civ4 via the normal non-TotalRealism icon and civ4 loaded fine. Then I loaded the Mod via the advanced window and civ4 restarted fine. I was able to load the auto-save and continue the game without issue.

So, something is definitly happening in the mod that affects it during a crash and the ability to restart via the icon. :confused:

Hopefully this helps a little with trying to find this issue.

I would have opened up a problem ticket, but this is not new so I just wanted to confirm the strange/crash restart prevention issue.
 
Last night when i played i thought about what i read in this thread about trading ressources and "helping" the poorest cities of your civ. So i wrote a few ideas (not bothering about those questions that are for you to answer : Is it possible to do it ? Can the AI handle it ?)

1/ when i play i often have a lot of certain ressources (let's say 5 pigs or 10 fishes) that i can't trade away (everybody has those !) and that i can't use. I end up not even bothering hooking up the ressource. Even for key ressources, almost everybody end up with one or two. So maybe if you can make it that a given ressource can be used by only X units/cities/pop point/... trading (and fighting for a ressource) can be revived. For exemple, an oil field could only "fuel" 20 tanks/ships/airplane/..; a corn fiel could only give it's bonus to 5 cities.

2/ I also hate when i build a new city and i have to start it from scratch... with a 15+ city just a few tile away. I wish one could help the other. With food and with hammer. I thought about 2 way to do it (even if the first is probably impossible to do)
a/ sharing tiles between cities. Not only shared tiles as is implemented, but any tiles of one city. I could give a mine (or corn) to a city 10 tiles away for a price (like 1 hammer) so it can produce something faster.
b/ creating new units "food caravane", "hammer caravane" that could be used in a city and give a certain amount of food or hammer to that city.

Of course with a/ or b/, the city still must have enough food not to starve (so watch ou when you over grow a city).

What do you think about this ?

Have fun,
 
@Talmaaz I think it is a great idea. We have to see if we can make this happen in SDK. Could you make a ticket in the source forge feature request for that? So we won't forget it. :)

Thanks
Houman
 
@All,

Good news, upcoming patch 2.02 will be coming on this weekend: It is more a fix to the 2.0.1 patch and will CONTAIN the 2.0.1 patch.

Additionally to what 2.0.1 does:
- Fixed missing Strategy files
- Fixed more XML indent problems
- Included White Flag XML hack + normal Flags pack, to switch later on if needed
- Solved bug, when holy city for non-state religions was appeared and then disappeared in next turn
- When holy city disappear, then also the shrine for this religion is geting destroyed
- 3 different Worldmaps, 1) as usual only close huts are unguarded, 2) All goody huts are guarded 3) Civs starting with 3 cities.

The 2.0.2 save games will be 2.0.1 compatible.

Thereafter we start on 2.1.0
Regard
Houman
 
Houman said:
@All,

Good news, upcoming patch 2.02 will be coming on this weekend: It is more a fix to the 2.0.1 patch and will CONTAIN the 2.0.1 patch.

Additionally to what 2.0.1 does:
- Fixed missing Strategy files
- Fixed more XML indent problems
- Included White Flag XML hack + normal Flags pack, to switch later on if needed
- Solved bug, when holy city for non-state religions was appeared and then disappeared in next turn
- When holy city disappear, then also the shrine for this religion is geting destroyed
- 3 different Worldmaps, 1) as usual only close huts are unguarded, 2) All goody huts are guarded 3) Civs starting with 3 cities.

The 2.0.2 save games will be 2.0.1 compatible.

Thereafter we start on 2.1.0
Regard
Houman

whats the sizes the three worldmaps
 
@ any TOTAL REALISM TEAM MEMBER:

I would like to personally increase the Christain Spread Factor for myself in my games. If this only requires editing one XML file using Notepad, could you give me instructions so that I don't corrupt any other files which may be linked to it.

To this end, if the opposite is true, and additional resources and time are requirred then don't worry about it/ reply to this request...;)

Thanks in advance.

Great Mod...the tweaked tactical attributes given all military units is the reason I don't see myself playing another mod... ie: I love the realism/strategy of the Knights which lose strength once in desert, forest etc. ....As a knight enthusiate, the reduction of movement from 3 to 2 was good.

ONE LAMENT:...
(1) I wish to see Crusaders somehow, someway made available just a little bit earlier. As it is now, I secure THEOLOGY, then rush over to MUSIC to get the CATHERDRAL. At least maybe make it possible that once a SINGLE catherdral is built, ALL other cities can pump out CRUSADERS as opposed to what exists now where Crusaders only are pumped out of cities which have Catherdrals in them.

ONE SUGGESTION:
(1) Is it possible/ REALISTIC ??? to make it possible, that in the event someone else acquires a certain religion first, to have the home player have a particular unit (ie informant/assasin/ explorer etc ??) with the ability to enter the holy city of the first player (open borders permitting- yes/no ???) and pick up the faith to be brought back to the other player so that he/she may apply and spread the faith amongst themselves. I'm playing at high levels and sometimes Spain gets THEOLOGY first which leaves me without the Crusaders for a very long time....

Great Mod Guys...:goodjob:
 
Only problem with guarded goodie huts is that scouts/explorers can't use thier increased positive effect b/c hut will always be "discovered" by the unit that kills the guard. Most times, guard won't attack, even if I "bait" him with a weak unit.:(
 
Houman said:
- When holy city disappear, then also the shrine for this religion is geting destroyed

Why do you want to do that? Having multiple religions and religious shrines in your empire is a very popular and viable strategy in the game. But since you can't have multiple state religions, you end up hamstringing that playing style.

Also, what about Free Religion? If I adopt that, will I end up loosing my holy city and shrine and all of it's benefits?
 
Indeed. Not having multiple religious holy cities has been an unfortunate consequence of the recent changes. I doubt the holy city would change as frequently as it does, or disappear.
 
I agree that there is a problem with the guarded huts. But I have also noticed a more serious issue. Slow research causes some sort of hammer crisis in the early game (at least this is what has been happening in all my games). In a nutshell - there is nothing to build but warrior units, warrior units, cost upkeep, the cost slows down the research. The army needs to utilized, which forces me to wage an early war. I think there is a need for either some way to use the early game hammers in some alternative way, to modify the research speed or to reduce the early game unit maintenance costs. Has anbody had similar observations? I've been playing American civs on the Pisces world map. Or perhaps the situation in Europe is different? :P
 
Ishon said:
I agree that there is a problem with the guarded huts. But I have also noticed a more serious issue. Slow research causes some sort of hammer crisis in the early game (at least this is what has been happening in all my games). In a nutshell - there is nothing to build but warrior units, warrior units, cost upkeep, the cost slows down the research. The army needs to utilized, which forces me to wage an early war. I think there is a need for either some way to use the early game hammers in some alternative way, to modify the research speed or to reduce the early game unit maintenance costs. Has anbody had similar observations? I've been playing American civs on the Pisces world map. Or perhaps the situation in Europe is different? :P

The start of a game on a world map with pre-made cities is different than a game with a blank map. The hammers you are using for warriors would instead be locked up for settlers. Options include putting them into the mercenary pile, using huge stacks of them to take out walled barbarian settlements for their cash knowing over half will die and of course if things get really desperate, abandone one of your cities. It's a new kind of challenge, not necessarily better or worse than any other; just different.
 
To address the Guarded hut issue.....

The are several reason why I did this, first let me state that I had a problem with this in the beginning as it basically makes scout unable to pop them and I didn't like that fact, but after playing and testing I found that even if I didn't included them from the beginning the Barbs that spawned would move to cover most of them anyways instead of going after you like they are suppose to do. The ones that weren't covered usually got pop'd by the AI so it really didn't matter much. This is especially true if you play at higher than noble levels were the AI gets a starting scout and they seem to know where all the huts are plus I think they cheat as they avoid animals and barbs like they are physic or something.

The second reason is I find that getting something for nothing takes away from the game. There was a time I had taken all the huts out when they could give a Tech as that was way to random and it gave whomever a huge advantage. After we took the techs away from the huts I put them back in but tried to make it so that most could get a couple for free that so it wouldn't upset the balance of the game in the beginning where it is most critical. Now with most of the hut being guarded you the player have a very good chance a getting more than one or two but it wont be until you have Tech'd up a little or produces a bunch of warriors to take them out which mean now it has cost you something so the reward of it is not something for nothing.

As for the issue of not having anything to produce except warriors... well I honesty can say that I don't have this problem. I would suggest that if you start on the coast to get fishing first as that helps alot and I tend not to go for any of the other food improvement techs cept maybe hunting if I am playing Alexander until I already have open borders with someone as that helps immensely with their cost. Also a religion will help some and we have moved cottages to masonry so there really shouldn't be a much of a problem except maybe right before you get to writing and then the Alphabet for library's and the research options. If you do find yourself with to many troops you can always Merc them out or use them up to give yourself more land/cities but be careful to much can be a bad thing.

Ahh I just noticed that it is on the map with the cities already in place.... well do as Pieces suggested or just delete them :)
 
With regards to the nothing but warriors to build issue

Yes, I have the problem in the several games I have tried. Tech research is so slow that I expand to 4 or 5 cities and then have nothing to do but build warriors or spearmen for dozens of turns. I end up with dozens and dozens of units as mercenaries. It is very frustrating. I am currently not playing this mod anymore because of that and the really anoying Holy city moving bug. When 2.02 comes out I will give it one more try since I think it could be a very fun mod but something really needs to be done about the early game where there is nothing to do with the hammers but build mercenaries.
 
Come on guys, there are too many things to build to say that all you can do is build warriors. How about barracks, walls, granaries, lighthouses, temples, not to mention the Wonders like Stonehenge, the Pyramids, the Oracle and the Great Lighthouse then there are Settlers and Workers. Learn to refine your tech advance to accommodate your goals. I have tested several Civ's that have different traits countless times at both the noble and monarch levels and fail to see a problem. Especially since we moved Cottages up a little earlier to Masonry from Monarchy.

Besides you had better make sure you have a decent army or you will find your neighbor coming to show you what the pointy end of the stick looks like.
 
I've had the same boring limited build issue before on this mod also. Its attributable to not having the right balance and what you research. If you research the "wrong" things at first you don't have temples, lighthouses, etc.. avail yet to build. AND you end up running your research down so low that it takes forever to research anything to start building again. AND each warrior, etc. you build causes further financial strain and less research.

I got to the point where I would just build and then delete the warrier every turn. I didn't need them, couldn't afford to keep them, etc..

I finally gave up and restarted with much slower growth of cities.

I don't blame the mod, I blame myself for not adjusting and doing the usual mass land grab early.

Just my thoughts on what is going on here.....


Nightravn said:
Come on guys, there are too many things to build to say that all you can do is build warriors. How about barracks, walls, granaries, lighthouses, temples, not to mention the Wonders like Stonehenge, the Pyramids, the Oracle and the Great Lighthouse then there are Settlers and Workers. Learn to refine your tech advance to accommodate your goals. I have tested several Civ's that have different traits countless times at both the noble and monarch levels and fail to see a problem. Especially since we moved Cottages up a little earlier to Masonry from Monarchy.

Besides you had better make sure you have a decent army or you will find your neighbor coming to show you what the pointy end of the stick looks like.
 
@rumbold and Los Tirano - Having multiple holy cites is something we are trying to actively curb with this mod. Not saying that it can't be done but so that is isn't what usually happens unlike in Vanilla where you have Issy founding 2 or 3 of the first few religions. It just isn't very realistic.... That being said I am in agreement with you that holy cities shouldn't be bouncing around like pingpong balls. It is an ongoing debate that we the mod team are having.

One of the solutions is we are seriously thinking of having is the first four religions ie Judaism, Dualism, Hinduism and Taoism be Local Religions in that they do not spread outside of the founders borders. While the last 3 ie Buddhism, Christianity and Islam be the ones that can be spread in mass. We will also be adding in other religion when it is possible to do so to give it a more realistic feel.

Doing this will help with several issues most noticeably that the first religion spreads to almost everyone and It is all Kumbaya with each other. This will help in spreading the religions around better and actually make founding one a pretty important decision as while you will get happiness and money from it it could very well lead to some very annoyed neighbors and conflict which is very realistic.

Lastly if you don't like the moving of the Holy Cities that can always be turned off in the Religious Mod ini file located in the Total Realism folder.
 
Actually the sound of the first 4 religieons being local sounds good however there's one issue I'm sure you've already forseen: someone founding more than one religion leaving fewer and fewer for the rest. A player might go for 3 religions on noble setting leaving only a 4th option open. Making the religions cost more tech-wise might slow a player down from doing thing but would make the AI less likely to go for those techs. Making them cheaper might make a player go for a grand slam and get them all hoping the AI doesn't kill him off while he's researching (think Britain's safety).
 
Perhaps the best solution would be to increase the hammer cost of early units/buildings - or just lower the upkeep cost as I mentioned in my previous post. I think there are many ways of dealing with the issue. It's very annoying because it really forces you to wage an early, primitive war unless you follow one certain tech path. This curbs liberty, the freedom of choice and other civil rights of the gamer! ;) Or let's just add an additional very-early building (or two)? There was some ancient era mod here that could provide some inspiration :D.
 
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