[mod] TOTAL REALISM 2.0

certain civics give free specialists

they may be super specialists from great people

they may not be free at all. perhaps the computer merely assigned two citizens to be specialists

There might be a bug in the mod

Thats all i can think of

WarKirby
 
@warkirby - those ideas with the Barbs are nice but the limitation with the barbs is built into the core of the game and is not something we can adjust without rewriting the entire code which is not going to happen.:) Once the limit to the number of total Civs allowed is broken then we will be able to do more in terms of not having one huge Barb Civ that is interconnected.

As Houman pointed out the game is basically designed to be the most balanced at the noble level IF you are an average player. If you are better than the average player then of course noble will be easy so going up a level is called for. I find the prince level to be where a lot of players can play and still have it not to easy but not really hard either so you can still play around with strategies and different leaders. Monarch level is where it starts to be a challenge and you wont be leading the power score from the getgo but then it also doesn't give the AI such an outrageous advantage like the higher levels in order to make it challenging and fun. This is the level where you wont be getting the majority of the wonders and you had better have a goal and a plan.

As for the barbs taking out Civ's and/or being to strong. Well it's been mentioned if you play at noble or above then that usually isn't the case but when they do occasionally take out a CIV or two I think that is great. This is what gives the mod more realism and makes it such a fun scenario as each game is different even if you play the same Civ.

@AvianAvenger - Both maps are suppose to have the barbarian cities. The original maps has them to limit and slow down the growth of certain Civ's in those area's. The new Cities map is the same as the original but I went ahead and place the first three Cities for each Civ so They all start with pretty much an equal footing because with the original map some Civ's got cut off and never was allowed to get more than one or two cities as the other Civs would beat them to it. Now the Cities maps also has other things adjusted to basically represent that you are starting the game after so many turns. I like and then again don't like this map as I am the type of player who basically tries to eliminate at least one rival Civ ASAP (ie As Soon as Axes aPpear) but with the Cities map makes it allot harder to do so and it produces a more interesting game because of that.
 
WarKirby said:
certain civics give free specialists

I didn't have any of those. And if I did, shouldn't it give me free specialists in ALL cities, not just two?

WarKirby said:
they may be super specialists from great people

They were not. I could assign them to all available types of specialist (citizen, priest, scientist, soldier). And it said "(Free specialist)" in the mouseover :)

WarKirby said:
they may not be free at all. perhaps the computer merely assigned two citizens to be specialists

No, they were free specialists. I verified this by trying to assign them to work tiles. This was not possible.

Those were good guesses though ;)
 
Zoo7 said:
But I wanted to ask about another curious thing I noticed in my current game. I have a free specialist in two of my cities I can't account for. I don't have any wonders that gives free specialists, and it's only in those two cities anyway. Anybody have an idea?

You have a Creative Trait and those two cities have a population of 12. ;) Thats a feature! We really should work on a FAQ. :D
 
Houman said:
You have a Creative Trait and those two cities have a population of 12. ;) Thats a feature! We really should work on a FAQ. :D

Indeed! I was just going to post as another clue that it seemed to affect all cities with population over 12 ;) And I wasn't complaining.... oh no! :p
 
Is it a bug or a feature when some mounted units DOES get defensive bonuses? I nearly choked when my knight was about to attack a conquistador, and only had 10% odds because the bugger was on a hill with a town... Oh and incidentally, he also had the attack 1 & 2 promotions, but did not get -30% defense, probably due to terrain feature (floodplain). Annoying...
 
Zoo7 said:
Is it a bug or a feature when some mounted units DOES get defensive bonuses? I nearly choked when my knight was about to attack a conquistador, and only had 10% odds because the bugger was on a hill with a town... Oh and incidentally, he also had the attack 1 & 2 promotions, but did not get -30% defense, probably due to terrain feature (floodplain). Annoying...

conquistador get terrain bonuses

makes them real hard sometimes
 
This idea comes from a poster by the name of Zaimejs, in another forum. He proposed that great prophets function much like a general, that they provide a strength bonus to any unit in a stack with them. Given the power of faith, and the love people have for great religious leaders and their ability to inspire determination, enthusiasm and perseverence i think this is a good idea.

Perhaps missionary units could provide a 5% strength bonus to a stack (giving them another use) and great prophets a 15% strength bonus to all units. Great crusades will look even more realistic with missionaries and a great prophet in tow.


@Spartan and Zoo7. The Conquistadors did not always fight on horseback, as not all of them had horses when they invaded the Aztec and Inca Empires. At one stage, at the battle of Tlaxcala, the Conquistadors dug into a forested hill (75% defence bonus) and could not be moved or overrun by a force many times their size. Sorry, but history proves that the Conquistadors certainly could defend, and defend well. See the BBC series Conquistadors (2000 tape.1) for more information.
 
great mod, but i think you should do something about biplanes, i mean, they should NOT be able to shoot down strike fighters, no matter what :) i gather a peasant with a shotgun has better chances to do that, yet i had two strike fighters shot down completely during one sortie, two others heavily damaged. very frustrating and unrealistic.

same goes for aegis crs. primitive, dang biplanes bombard aegis crs four times in a row, with 100% success rate. none shot down. it's ridiculous :(

btw, are you guys considering adding cruise missiles? with conventional payload? i do feel the game lacks them sorely (especially with those uber biplanes ;)).
 
Los Tirano said:
This idea comes from a poster by the name of Zaimejs, in another forum. He proposed that great prophets function much like a general, that they provide a strength bonus to any unit in a stack with them. Given the power of faith, and the love people have for great religious leaders and their ability to inspire determination, enthusiasm and perseverence i think this is a good idea.

Perhaps missionary units could provide a 5% strength bonus to a stack (giving them another use) and great prophets a 15% strength bonus to all units. Great crusades will look even more realistic with missionaries and a great prophet in tow.


@Spartan and Zoo7. The Conquistadors did not always fight on horseback, as not all of them had horses when they invaded the Aztec and Inca Empires. At one stage, at the battle of Tlaxcala, the Conquistadors dug into a forested hill (75% defence bonus) and could not be moved or overrun by a force many times their size. Sorry, but history proves that the Conquistadors certainly could defend, and defend well. See the BBC series Conquistadors (2000 tape.1) for more information.

i am not saying they shouldnt get terrain bonuses...

however i am saying it is rather difficult fighting against them:)
 
bigmeat said:
I keep getting a message that says "civilization 4 has encountered an unknown error and must shut down" and then prompts me to send an error report. I was thinking this may be because i am running the revolution mod?

I keep getting this same problem. Mod wont load at all after playing a few times. I emptied my cache file prior to downloading as instructed... but now this problem is preventing it from loading at all...

Any suggestions?
 
@pk4yahweh

I had same problem. In my case simply deleting all "rundll*.pf" and "Civilization4*.pf" from Windows/prefetch helped.
 
Regarding the U.N., I was thinking there could be an "opt out" feature (sort of like what Bush does) where you can refuse to adopt the voted resolutions but it would have diplomatic penalties. These come to mind:

* Less votes on future resolutions (probably by a percentage of what you originally had)
* The other civilizations would be less willing to trade with you
 
The U.N resolutions always troubled me slightly. That the U.N can determine the features of all governments and societies in the world system, i found a bit of a stretch. The opt out feature should be a possibility.

Result: penalty to diplomacy
"-1 You refuse to conform to the standards of the international community"

But the idea that there really is a united international community that obeys the rulings of the U.N is a falacy. If opt out becomes a feature, then many of the AI should also opt out of voted resolutions. Especially when they have had a civic or a very long time. Then we will be approaching realism. :lol:
 
will the next version of this mod be for vanilla Civ, or will their be a new version supporting Warlords? thanks in advance...
 
Hey there, good job guys this mod is awesome.

Someone might have already said this but i'm not gonna read 53 pages of comments to check lol. Anyway at a glance I'm just a bit bummed that the Americans get a Modern M1A1 Tank yet the British Challanger 2 Tank was left out....so if you are gonna bring out another update could you please please please do a challenger 2 tank....but there might be one as i haven't acctually played as the british yet and i might have just missed it so if i have just call me a muppet.

Anyway Nice One :goodjob:
 
Los Tirano said:
The U.N resolutions always troubled me slightly. That the U.N can determine the features of all governments and societies in the world system, i found a bit of a stretch. The opt out feature should be a possibility.

Result: penalty to diplomacy
"-1 You refuse to conform to the standards of the international community"

But the idea that there really is a united international community that obeys the rulings of the U.N is a falacy. If opt out becomes a feature, then many of the AI should also opt out of voted resolutions. Especially when they have had a civic or a very long time. Then we will be approaching realism. :lol:
I agree. Nothing is more frustrating being the dominant power and then having to conform to UN Resolutions from a coalition of much smaller states.
 
kszyhoo said:
@pk4yahweh

I had same problem. In my case simply deleting all "rundll*.pf" and "Civilization4*.pf" from Windows/prefetch helped.

I have tried that as well as deleting all of the cache and am still having problems. Any hope of resolving this issue in a patch?

Btw, I love the mod that is why I am so bummed I am having such trouble playing it. :(
 
Los Tirano said:
The U.N resolutions always troubled me slightly. That the U.N can determine the features of all governments and societies in the world system, i found a bit of a stretch. The opt out feature should be a possibility.

Result: penalty to diplomacy
"-1 You refuse to conform to the standards of the international community"

But the idea that there really is a united international community that obeys the rulings of the U.N is a falacy. If opt out becomes a feature, then many of the AI should also opt out of voted resolutions. Especially when they have had a civic or a very long time. Then we will be approaching realism. :lol:

I would think that if a state opts out, then a resolution could come up in the next round of votes to possibly take police action against that state...
 
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