[mod] TOTAL REALISM 2.0

Can I play this last version of Total Realism with CIV Warlords?
If not, when will be lauched a new version?

I just love this mod and can't play without it!
 
Bebum said:
Can I play this last version of Total Realism with CIV Warlords?
If not, when will be lauched a new version?

I just love this mod and can't play without it!

It seems that you can't. Wait for nearly a month and it will be (i hope) compatible..

The Frog.
 
Houman said:
Greetings from Italy,

hey guys, I see you are still quite active in my absence and asking the same old questions without using the search button. nothing has changed. :D

Italy is great, since my arrival it kepts pouring water from the skies, day and night until today. I was staying at home all that time and did lots of work on the conversion to the Warlords expansion. :D

About 50% of all XML files are already Warlord compatible. The rest of them like the Python stuff and SDK will be done once I am back to UK. I havent played the vanilla Warlords yet, but from what i see inside the XMl files; the work what firaxis has put into this expansion is only about 1/5th of what our Mod can do. It is amazing....

At the same time a last patch is almost finsihed for the Total Realism 2.0.2. It will add lots of new units as described earlier and probably Dales Combat mod. From then Total Realism requires the Warlord Expansion. I dont think the Total Realism for Warlords would take that long. I assume max 4 weeks from now, since tomorrow I am off to the beach for 4 days and wont take the laptop with me. haha


Cheers
Houman

Do you mean there is only going to be one last patch and then no more updates for the realism mod by the the realism team:( ????

you should add the eagle warrior as UU to replace spearmen or something, somebpdy already made the unit:D
 
- Delete all the files under C:\Documents and Settings\username\Application Data\My Games\Civilization 4\cache
- If you have anything in the Custom Asset folder, delete them NOW!
- Restart your computer
- Start the Icon that was created by the installer. If its your first time DO NOT start the icon with Earth MAP straight away.
- Once the game is started generate your map or select the ToTalRealismMap in Game under Play Scenario.

This doesn't work for me as I cant find the cache folder. Plus do I delete the stuff in the folder before or after installing? Ok I figured out how to do the cache thing but the thing doesn't start for me, plus now civ4 vanilla doesn't even start!!!
 
My first post. But I couldn't let this go.


Gangsta said.

"yeah, well therapist, i live in the midwest, i know it can get pretty bad in california, people dont see how well blacks, whites, hispanics, asians, arabs, persians, rich, poor, can get along in america, especially where i live, even in St. Louis, which is a pretty big city."

------


Don't fool yourself. St. Louisans are some of the most segregated, self righteous people who will shake your hand and be your friend, but won't say the N-word you will ever find. They all have "one black friend". This article really explains it, but it is the tip of the iceberg. Racism generally decreases with education and degree of liberalness, and Missouri is HIGHLY uneducated by most standards and generally conservative (see ban on gay marriage). Of course, this doesn't speak for you Gangsta, nor your family or friends, or anyone you know. But you live in a diverse neighborhood that's 60% white, 20% black, and 20% other nationalities (nonexistent in St.Louis) and work at the UN.

http://en.wikipedia.org/wiki/Crime_and_social_issues_of_St._Louis,_Missouri

Here's something from a moderate black columnist that may explain it from the inside...

http://www.stltoday.com/stltoday/news/columnists.nsf/sylvesterbrownjr/story/CAB8A3F435CEDA52862571930032670F?OpenDocument

oh. I live in STL to. AND I've lived in neighborhoods that are 95% black, others that could be called culturally diverse for Saint Louis, and still others that are all white. But, again, THAT IS BESIDE THE POINT AND CAN BE TAKEN TO THE "LET'S WHINE ABOUT SOMEONE'S SIGNATURE BOARD".

Now that you've bagged on Houman while he's gone to the beach. You feel better?? Can we get back to talking about the friggin mod? PLEASE???

1). If your game crashes, delete the cache folder. If you can't see it, go to tools-folder options-view - check show hidden files and folders. You should see it now.

2) 2.0.1 and 2.0.2 are NOT warlords compatible

3) They are also NOT multiplayer compatible.

4) The next release will NOT be warlords compatible

5) The 2nd release sometime around late September (Let's call it 3.0 for lack of anything better) MUST be played with Warlords, so pony up the extra $30 bucks. I will be...

6) THIS MOD ROCKS.

7) There was something else, but I forgot... so I'll post it later.


Thanks!

Reb.

<insert pithy signature of your choice here>
 
I concur with Spartan....

Long live freedom, justice, democracy, America and the EU.....we are like one big family who has differences.

BACK TO THE MOD, go to a politcal/religious forum to discuss anything else. Freedom of speech means ANYONE can have ANYTHING they want in their sig.

:eek:
 
Hi,

pff...what boring guys....
I have a technical question about the mod. Is there any solution to export the big earth map made for this mod to warlords ? If yes, how to do....
Furthemore, does anybody know if the French modern tank "Leclerc" was already created ? If yes, where can i found it ?

Thx. And peace brothers ! (as more as possible) Stay cool (war is an ugly thing, i know about it...)

The Frog.
 
Moderator Action: Let's keep this on topic. I just split the off topic posts, and I'm about to move them to the OT forum.
 
From what i have read the 120mm L30 gun of the Challenger is far superior to the Rheinmettal 120mm gun of the M1A1 and the diesel engine is less troublesome that the M1a1's gas turbine. I have heard that the gas turbine engine was prone to overheating in hotter/dustier climes.
As you can see the range of the Challenger is also 150 miles greater than that of the M1A1.
Not sure what the changes are on the M1A2

Range of the Challenger is only 30 Km less than that of the M1A1 no great differance

;)
 
A few thoughts. Ideas for the sake of realism and fun.

1. Could archers (and longbowmen, but not crossbowmen) be given the ability to bombard cities? Some medieval armies used to do this, simply firing hudreds of arrows in an arc over city walls. It should be the type of bombardment that causes collateral damage to all units in the city, not the kind that damages fortifications. To prevent overpowering, a cost could be attached to the action like 20-50 gold representing the cost of replacing so many arrows.

2. It should be possible to reduce the population of a city through bombardment, and eventually reduce it to dust without having to send in troops. This would be useful in counteracting impossibly entrenched enemy troops, rather than having to outnumber them 10 to 1 to take a city.

3. It should be possible to kill enemies with bombardment, rather than just reducing them to half health.

4. Bombarding cities should actually destroy buildings (like barracks, libraries etc.)

5. I cannot think of a logical reason why gunpowder units should be able to ignore walls/castles. A solid wall will stop a rifle bullet as surely as it will stop an arrow. Walls should only be ignored by siege weapons, tanks and aircraft, but not infantry.

6. Helicopters carrying infantry (this will be added in the next patch, yes?) should be able to invade cities, and would negate enemy defensive bonuses due to landing behind the fortified position. This could be offset by the chance of the transport being shot down (increasing masively if SAM units are in cities)

7. Paratroopers should be added. They could land directly in the enemy city and negate some or all defensive bonuses by again, landing behind fortified positions

8. Declaring war should not stop assasins, but the increased security should cause a sharp drop in their success rate.

9. There should be a 'secret police centre' building which would drastlcally reduce the success rate of spies and assasins.

10. A little political, but how about adding the 'Terrorist' unit. They could be used like assasins are, causing massive casualties and civil panic.

WarKirby
 
Can You make a Commando have a ability or chance to select unit he want to attack?

What i mean is when u attack a stack of units, then You allwyays attack the "strongest one". For instance, a stack of longbowman, axeman and pikeman, and u attack as mounted unit, u allways attack pikeman and mostly loose. When attacking as melee whing high vs melee u attack longbowman, and archers attack axeman.

What i want to do is to make Commando choose the enemy he wants to attack. Attacking stack of Tank, Rifleman, Rifleman, Infantry. Normally ur Commando shall attack Tank, and loose. Whith choosing u may choose the best way to attack, and order ur Commando to attack weakest defending unit like rifleman in this stack. And Than the chance of succses will depend on Coammandos promotions (new oneses) and his "born" skill. Same way Assassins should be able to attack. Pickup a targer and sent him to Davy Johnes lock.

Hope i made my self clear and made a point for future second release :)
 
WarKirby said:
A few thoughts. Ideas for the sake of realism and fun.

5. I cannot think of a logical reason why gunpowder units should be able to ignore walls/castles. A solid wall will stop a rifle bullet as surely as it will stop an arrow. Walls should only be ignored by siege weapons, tanks and aircraft, but not infantry.

6. Helicopters carrying infantry (this will be added in the next patch, yes?) should be able to invade cities, and would negate enemy defensive bonuses due to landing behind the fortified position. This could be offset by the chance of the transport being shot down (increasing masively if SAM units are in cities)

7. Paratroopers should be added. They could land directly in the enemy city and negate some or all defensive bonuses by again, landing behind fortified positions
....

10. A little political, but how about adding the 'Terrorist' unit. They could be used like assasins are, causing massive casualties and civil panic.

WarKirby

I can think of a logical reason: FGM-148 Javelin. If an infantryman can take out 40 tons of MBT, I think a couple of tons of stone will go kaput pretty easy... :p

Ok, I jest. :)

But seriously, Gunpowder units as a category in Civ paint a pretty broad picture for a reason. Sure, your early Musketman might not be able to do much damage to a big hulking wall with a brown bess, but modern infantry don't just pack assault rifles.

Walls stop a bullet? Yes.

But Infantrymen haven't just used bullets in over 300 years. They pack all sorts of bunker busting goodies. Even your earliest Sappers were often organic to, you guessed it, Infantry units. I mean, we're used to seeing modern day armies with independent Engineering units, but not all modern armies are like this. The Wehrmacht in WW2 actually operated with organic units a lot of the time for ease of C2.

And your standard Infantryman carries anti-armour weapons and explosives that would make short work of "city walls" as the ancients knew them. Remember guys, just as "Infantry" are a broadly brushed concept, so are city walls. In the game, they're on the smallest towns (If you've got Great Wall) to the largest ancient cities. They represent everything from immense towering battlements to the wooden barricades you'd find around a North American colonial settlement of the 1700s.

A bullet might not make an impression against the walls of Jericho, but Mr Carl Gustav would win pretty convincingly against the wooden walls of a Roman Barricade, and I don't think it'd be a decision on points either...

Let's not forget that ye olde IFV, representing everything from your BMP1 to your M2A3, therefore packing anything from a 70mm gun, to a 20mm-cannon-with-twin-TOW-launcher-and-a-large-coke-value-meal, is a Gunpowder unit. Still don't think a Gunpowder unit can go toe to toe with city walls?

If I can be allowed to mix my movie metaphors here - Had I been Orlando Bloom and Saladin was facing me down with a Squadron of IFVs, I'd be donning a platinum wing and some pointy ears, and running for the nearest british actor dressed in a white robe with a staff. Where's the Ring of Doom when you need it? :D

Without flooding the mod-devs for requests for superfluous units, I think leaving the brush with that broad stroke and killing the city wall penalty for gunpowder units is fair enough. Especially when you consider that a tough fortified medieval unit, dug in with a good defensive bonus will more or less hold it's own against an early gunpowder unit anyway, especially if the defender's got better XP.

Having said that Kirby's ideas are, as always, thoroughly worth consideration, regardless of whether I agree with them or not. :)

I think the inclusion of Dale's combat mod will go a long way to bringing back that well loved bombardment stuff everyone likes. For my part, I'd love lethal bombardment back again. :)

Good to hear that transport choppers will be back, as they really do form the only effective airborne game element, and I think the game really lacks without it. Currently, as awesome as some of the elements in TR are, I think Sevo's mod is still getting my vote simply because his mod has a chopper, this one doesn't.... Yet..

I'd like Paras too, but considering the amount of work that no doubt gets put into mods like this, I'd say other priorities are probably better for now... I've said my piece before in relation to those things, I won't say it again and bore everyone. :) Needless to say I'd guess the actual coding and mechanics of implementing the Para would be kinda tough... maybe one of the resident devs can comment on this...

As big a project as it is from the feedback I've seen in this thread, I'd say the main priorities for later should remain the rebalancing of Barbs and Mercs, and the rebalancing of certain units. If this mod has an achilles heel at the moment, it's balance. And like the BF2 community like saying (and rightly so), it's more important to fix what you've got before you worry too much about adding new content.

If there is going to be some kind of Terrorist unit, I reckon make it like a ground privateer. Sure they're less likely to survive, but then regardless if you're a "terrorist" or a "freedom fighter", get stuck in the wrong neighbourhood, and you're the sh1t regardless aren't you?? :)
 
Uncle Anton said:
I can think of a logical reason: FGM-148 Javelin. If an infantryman can take out 40 tons of MBT, I think a couple of tons of stone will go kaput pretty easy... :p

Ok, I jest. :)

But seriously, Gunpowder units as a category in Civ paint a pretty broad picture for a reason. Sure, your early Musketman might not be able to do much damage to a big hulking wall with a brown bess, but modern infantry don't just pack assault rifles.

Walls stop a bullet? Yes.

But Infantrymen haven't just used bullets in over 300 years. They pack all sorts of bunker busting goodies. Even your earliest Sappers were often organic to, you guessed it, Infantry units. I mean, we're used to seeing modern day armies with independent Engineering units, but not all modern armies are like this. The Wehrmacht in WW2 actually operated with organic units a lot of the time for ease of C2.

And your standard Infantryman carries anti-armour weapons and explosives that would make short work of "city walls" as the ancients knew them. Remember guys, just as "Infantry" are a broadly brushed concept, so are city walls. In the game, they're on the smallest towns (If you've got Great Wall) to the largest ancient cities. They represent everything from immense towering battlements to the wooden barricades you'd find around a North American colonial settlement of the 1700s.

A bullet might not make an impression against the walls of Jericho, but Mr Carl Gustav would win pretty convincingly against the wooden walls of a Roman Barricade, and I don't think it'd be a decision on points either...

Let's not forget that ye olde IFV, representing everything from your BMP1 to your M2A3, therefore packing anything from a 70mm gun, to a 20mm-cannon-with-twin-TOW-launcher-and-a-large-coke-value-meal, is a Gunpowder unit. Still don't think a Gunpowder unit can go toe to toe with city walls?

If I can be allowed to mix my movie metaphors here - Had I been Orlando Bloom and Saladin was facing me down with a Squadron of IFVs, I'd be donning a platinum wing and some pointy ears, and running for the nearest british actor dressed in a white robe with a staff. Where's the Ring of Doom when you need it? :D

Without flooding the mod-devs for requests for superfluous units, I think leaving the brush with that broad stroke and killing the city wall penalty for gunpowder units is fair enough. Especially when you consider that a tough fortified medieval unit, dug in with a good defensive bonus will more or less hold it's own against an early gunpowder unit anyway, especially if the defender's got better XP.

Having said that Kirby's ideas are, as always, thoroughly worth consideration, regardless of whether I agree with them or not. :)

I think the inclusion of Dale's combat mod will go a long way to bringing back that well loved bombardment stuff everyone likes. For my part, I'd love lethal bombardment back again. :)

Good to hear that transport choppers will be back, as they really do form the only effective airborne game element, and I think the game really lacks without it. Currently, as awesome as some of the elements in TR are, I think Sevo's mod is still getting my vote simply because his mod has a chopper, this one doesn't.... Yet..

I'd like Paras too, but considering the amount of work that no doubt gets put into mods like this, I'd say other priorities are probably better for now... I've said my piece before in relation to those things, I won't say it again and bore everyone. :) Needless to say I'd guess the actual coding and mechanics of implementing the Para would be kinda tough... maybe one of the resident devs can comment on this...

As big a project as it is from the feedback I've seen in this thread, I'd say the main priorities for later should remain the rebalancing of Barbs and Mercs, and the rebalancing of certain units. If this mod has an achilles heel at the moment, it's balance. And like the BF2 community like saying (and rightly so), it's more important to fix what you've got before you worry too much about adding new content.

If there is going to be some kind of Terrorist unit, I reckon make it like a ground privateer. Sure they're less likely to survive, but then regardless if you're a "terrorist" or a "freedom fighter", get stuck in the wrong neighbourhood, and you're the sh1t regardless aren't you?? :)

which units are you referring to that need rebalancing?
 
QUESTION:

I&#180;ve looked through the posts in the beginning and the end, but I cant find a link or text about what the TR mod changes in vanilla CivIV. Have I missed it or could someone direct me to the info, please.

//with regards, M
 
Bjarka said:
QUESTION:

I´ve looked through the posts in the beginning and the end, but I cant find a link or text about what the TR mod changes in vanilla CivIV. Have I missed it or could someone direct me to the info, please.

//with regards, M

the changes are in the OP by houman:goodjob:
 
Spartan117 said:
which units are you referring to that need rebalancing?
Did you really have to quote that entire post to write that? Considering your post was the very next one? Hmmmm... I think not.:rolleyes:
 
There's nothing wrong with someone who wants to be thorough. To make clear what he is replying to. :king:
Rabbit has also made some more ethnic units, this time focusing on horsemen. Finally another UU for egypt. He made an egyptian horse archer, and a roman horse archer for those interested.
 
Spartan117 said:
which units are you referring to that need rebalancing?

Hi Spartan. I was referring to posts earlier reported in this thread about Uber-Biplanes and there being no unit between Minutemen and Infantry for the US (Dunno if this is the case for all civs, as only played one game). If that's been fixed, or analysed and deemed "no fix necessary", then fine - so long as it's been looked at. :)

The main balance issues I referred to aren't even to do with individual units, it's to do more with game elements such as a) Barbarian strength, b) Mercenary system. Both of these issues I've already raised, and they've been acknowledged, so I'm happy with that. :) I also know and appreciate in terms of getting those issues resolved, it's going to take a while. It's a labour of love, and a lot of hard work has doubtlessly gone into it so far, and a lot probably still to do. :)

I was simply putting out there the counter view that as much as we're all going to want additional units in there be it either for flavour or function, that none of us should lose sight of the need to prioritise getting some of the other game elements fixed that need fixing. ;)
 
lol 2 days whith no reply.

btw. have u checked the moving barbarian forces early ingame witch i have reported ? They are really annoying for Egyptians. Each turn u have archer, mongolian arhcer, chinese archer, warrior, skirmisher running near my Thebes, and they conquer that city only if not defended, dont attack my units unless they block their passage, kill my workers only when have them on their way and undefended, dont pillage improvements... Dont try to check this behavior by Germany, Rome, Greece, France, Spain, Japan, Mali. And England of course.

Also i need to report premade 1000ad map. Crashes after my end turn regardless of difficulaty or civ i'm playing.
 
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