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[mod] TOTAL REALISM 2.0

Discussion in 'Civ4 - Modpacks' started by Houman, Jun 6, 2006.

  1. Spartan117

    Spartan117 Immortal

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  2. Houman

    Houman TR Team Leader

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    @crismac

    What have you done? :D Downloaded porn at work again? ;) No worries they give forgive you. Relax...

    @Frog
    Have sent you 2 emails. Mirage is now implemented with the light blue skin. I also have sent you the names of warlords that are already implemented. (ok not the picture yet, that would take some time to finish it). Its going very good. But still so much to do...Now I need go to bed, the new job is so challenging, I am so afraid of not being good enough. Everyone else seems to be more experienced than I am in C#. :sad:

    Good night
    Houman
     
  3. WarKirby

    WarKirby Arty person

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    Houman. Are you sending me the info for the FAQ soon? I'm waiting....

    WarKirby

    PS: Could you change english empire to british empire. All you really need to do is change the name and the flag. Surely that could be done in a matter of minutes?
     
  4. Los Tirano

    Los Tirano God-King

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    Hmmm. You can always rename it the 'British Empire' yourself before every game.

    @Houman, since we have been talking about english longbowmen, id like to put forward the idea that they deserve a 10% bonus vs knights because of their historical victories.

    Three reasons for this
    1) The victory of longbowmen over mounted knights at the battle of Crécy http://en.wikipedia.org/wiki/Battle_of_Crécy, and the battle of Agincourt http://en.wikipedia.org/wiki/Battle_of_Agincourt. History proves they were a force to be reckoned with for knights.
    2) It is only a minor addition, that will add flavour and not upset the game mechanics.
    3) Those legions of players that complain about knight rushes will be able to play a side that has an extra little advantage. Especially if they want to fight a defensive war.

    Hope you think its a good idea. Bye.
     
  5. keldath

    keldath LivE LonG AnD PrOsPeR

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    hi all,

    few quastions -
    does this mod is multiplayer compatible?

    and is there gonna be an warlord version?
     
  6. Hian the Frog

    Hian the Frog TR Designer and XML

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    Hi Los Tirano,

    Yeap you are right. I think it's a really good idea. French Knights were killed by dozen before reaching the english lines. Don't forget that a longbow range is around 180 yards or 160 meters (direct shoot) if well used...and that its steel head arrow can pierce armors and shields even at this range... Awesome weapon if well used !!!
    So, a 10% bonus vs Knights is a good idea.

    The Frog.
     
  7. Ankenaton

    Ankenaton "The Heretic"

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    It should have already been in the game; as anyone who has even a passing knowledge of military history knows that well trained longbowmen can and did fertilize the fields of battle with noble bodies. I would appreciate an added defensive bonus against knights.
     
  8. Los Tirano

    Los Tirano God-King

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    Yes, a superb medieval weapon, used to its fullest potential after years of practice. I remember reading a story of one mounted french knight that was shot by a longbow. It pierced his grieves (the armour covering his legs), going through the metal plate, it went through his leg, out the other side, through the other side of his grieves, through the saddle and into the horse, which killed it. He was pinned to his own dead horse!

    Not only could they shoot straight at an enemy and have a good chance of killing or maiming, but units of longbowmen could also rain death down upon distant foes with concentrated fire on masses of enemies. Flaming arrows could set whole villages alight with their vulnerable thatched straw roofs. Light pitch traps, etc. Ahh the possibilities...

    @Ankenaton
    "trained longbowmen can and did fertilize the fields of battle with noble bodies". I like the way you put that. Somewhat poetic, very descriptive. :lol:
     
  9. Hian the Frog

    Hian the Frog TR Designer and XML

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    Los Tirano, Ankenaton,

    A question: is it technically possible in vanilla or warlords to include a def bonus only versus one type of unit, such as suggested: +10% def bonus vs knights for longbowmen ?

    I had an other idea which comes from an other great mod (FfH2). Why not a new building to improve only archer like troops ? an archery range or something like that ? The barrack would stay a common building for all troops, the stables (of warlords) for mounted units and the archery range for archers units.... I think it could be a good idea, many civs build their armies and power around this kind of units (Babylon, most of the nomadic people, medieval england,...) What do you think of this idea ?

    The Frog.
     
  10. Ankenaton

    Ankenaton "The Heretic"

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    Thanks Los Tirano, I appreciate the compliment. I guess I find time to feed my muse in between patients (I am a clinical social worker). Maybe one day I will get off of the dime and go full-time into writing; probably science fiction and/or fantasy. :clap: :clap: :clap:
     
  11. Ankenaton

    Ankenaton "The Heretic"

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    Sounds similar to what they do in Rome: Total War, in that each unit type has special buildings/technologies that benefit that unit type with experience points and/or better equipment (steel weapons; heavier armor, etc.). That is an excellent idea. Also in Civ 4 TAM we use the concept of smithies where copper weaponry can be upgraded to bronze - then iron - then steel. So either concept would work well with this mod IMO.:goodjob:
     
  12. Arlborn

    Arlborn Legendary Noob

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    That's a really nice mod, 1 of the tops(togheter with some others awesome mods) around here :goodjob:
     
  13. Vertico

    Vertico Prince

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    Hey Guys.

    As You know hiring mercenaries cost a lump sum at the begining and some gold per turn - (usually too much!) I know how to cheat here a little and this is probably a bug. As you know mercenaries are paid more, because they have a special atribute "mercenary" which costs. To delete this you can do the following:
    1. Hire mercenary
    2. Change its name (or delete)
    3. Dismiss
    4. Hire again
    and voila! Mercenary cost as you own mercanaries - 1 gold/per turn! :D

    Sorry, but I always find things like that :p
     
  14. Arlborn

    Arlborn Legendary Noob

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    LOL!!! <going to try it> :eek:
     
  15. CynicalMagician

    CynicalMagician Chieftain

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    My roommate and I have both gotten into this mod in a big way, and one of our favourite units is the assassin. These guys are the ultimate weapon. We've been using them very aggressively to soften up cities before assaults by sending them into revolt, sometimes for 10+ turns.

    If you don't know, assassins can by built by the capital after monarchy. They can run through enemy territory and enter enemy cities. Once one is in a city you can examine it like you would your own - see what the civ is researching, check production, etc. If you leave an assassin in a city for a turn or two without moving, it'll try and cause unrest and kill the city's leader, which sends the city into revolt.

    This has two major benefits - the cultural defense of the city drops to zero, and borders get pushed back allowing the expansion of your own borders and/or increased neutral territory. The basic strategy I've been using is a 8-10 turn assassin blitz that immediately precedes a typical invasion.

    1) Build as many assassins as you can and start sending them 2 at a time into the cities closest to your borders/capital. In my experience, 2 successful missions on the same turn will send any city into revolt for at least 5 turns, possibly considerably more.
    2) Amass an army, and keep your capital building assassins to replace the ones that inevitably fail and die.
    3) As your assassins send cities into revolt, advance your armies right outside their door. Note that because you're advancing through friendly or neutral territory you'll be able to use rails/roads. If you can, pillage strategic resources.
    4) Wait until your last assassin has done his job, and then declare war.
    5) By now you should have advanced armies to one square away from the cities in question, and after declaring war you should be able to take several places in a single turn. Their cultural defences will be down to 0, so use seige units for collateral damage shock attacks.
    6) As soon as you can, sign a peace treaty so you can continue sending assassins into their other cities, or alternatively, push the advantage and destroy the civ.

    The beauty of this is tactic is that it exists in a separate world from diplomacy - it won't cause the AI to hate you and you can do it to friend or foe alike. However, you can't get assassins into cities you're at war with, so you must get their job done before you declare. Also, even if you fail to take a city, after 10+ turns of revolt it will have starved to a tiny size, rendering it useless for the enemy and far more likely to die in the next war.
     
  16. Flasch186

    Flasch186 Chieftain

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    ...oh and did i mention exploits said AI....good fun. Carry on.
     
  17. Los Tirano

    Los Tirano God-King

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    Shhhh Vertico. We dont want everyone knowing about this! :lol:

    Cynical Magician, you have the right idea. Your six steps are the 'how to' guide for bringing down a civilisation, a strategy i like to use a lot.
     
  18. Anaztazioch

    Anaztazioch Hit in the head too much

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    English Longowman arrow has 137 J if i remember correctly. And they were made of iron. At the end its efect against 3mm steel plate is nothing(at elast Polish Hussars had that armor thickness, avarage is 2mm or 2.5mm). The iron arrow "pike" was breking when meeting steal. Still unarmored horses were killed uber fast whith their rain of arrows makin heavy armored troops run all that distance - suicide.
    Im In a brotherhood - we do scrims whith wooden weapons, or shows whith real sharpened weapons and thus we got paid. Some of us, the most skillfull and best equiped take place in recreation of historican battles, like we had battle under Grunevald in July. Some guys end whith small injuries as weapons do damage, even not sharpened swords. I some shows we also use ranged weapons - we used crossbow whith iron bolt vs steal brest plate, the belt will do no damage as its iron is too weak, and brest plate round shape makes it difficult to pirce. We also showed longbow whith steal "pike" (god hate forgetting words) vs steal Flat plate shooting from range of 40 meters(60 feet or something, not sure). Only pike pirced, the leather clothing knight have under plate is made to protect from that kind of thing. But remember it was FLAT plate, armor is not Flat. In other words, steel plate was perfect armor vs ranged combat. Only heavy crossbow whith steel bolt was able to pirce and wound/kill knight at range of 120 metres whitch like 26 seconds of charge whith Steel armor on foot and 4 seconds of mounted charge.

    Must say we havent tried English longbow - but i dubt its any better. And as for full plate armor - its REALLY HEAVY. Im 170cm height and my armor(3mm breast plate, 2,5mm pauldrons, 2mm greaves and arm plates, 1,5mm gauntlets, 2mm boots) made of steel has 30+kg weight. Helmet it self(4mm skull, 3mm face) has weight of 6kg. So its really tireing to run whith it on, making me think that fullplate was used only for turnaments and mopunted cavallary, as hour of wearing this can makes me tired, not to mention hour of fighting and running.

    Really, to know how weapons and armor works - use it not read about it. U will know that longsword will never cut or chop chain mail, will ony break ur ribs and other bones, but Thurst shall pirce and kill you, even daggers thurst. Plate was made to protect from bludging weapons such as clubs, quaterstaff, butthead attacks(Zidane's vs Materazzi), hammer, flail - flails are really hard to use in battle, they are not meant to hit, but to cain around enemy wirst and disarm, but if the iron ball hits - goodnight :)

    And as for Gunevald battle in 1410ad - why non armored Poland, Litvians and Tatars defeated Teutonic order whith German heavy armor troops ? We camped for like 3 hours in forest in shadow. They camped on open field under sun for 5 hours in heavy armor to be prepared for our charge. This way they got weakaned by heat and by wearing armor. And we had qantity advantage like 7:2 :p

    Enought allready - too long post so much to say.
     
  19. Mexico

    Mexico TR senior programmer

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    @Hian the Frog
    yes, it is possible to have attack bonus vs. unit class (unit class is group of unique units on same type: ie archer, african archer, barbarian archer is 3 different units, but same unit class)

    @Ankenaton
    i have same idea, but this will not be included in next release (lack of time, non-existing 3d models,...)

    @vertico
    wow, I must check this

    @all
    must questions is about multiplayer - will be enabled for next relkease, but i can't promise, if this will be rworking correctly (hot seat and PBEM has no problem, but on-line MP is problematic - i was searched code and now i am replacing functions, which are non-compatible with MP, but i can't promise anything)

    and just for info : in next release is already implemented:
    RogerBacon's Flying mod (so heli can fly ower ocean)
    Dale's missile mod (new unit - tomahawk missile)
    Dale's MAD mod (mutual agreed destruction - you can pre-set enemy city as targets for your ICBM and when enemy will attack you with nuclear weapon, you automaticaly answer with you ICBM - but other side can also answer :))
    Dale's Ranged bombardment - for all siege units and warships (begin with frigate) with some modification - now this part is under havy testing and rebalancing
     
  20. Spartan117

    Spartan117 Immortal

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    cant begin to imagine. i think obviously seige units strengths should be lowered. :D, they would be overpowered if there strength if lowered.

    but seriously what would be difference between trebuchet and catapult, will seige weapons retain ability to attack? or will they be like machine gunner, and only be able to defend and of course bombard? in warlords the trebuchet is meant to be city raider where catapult is momeant to be field artillery.

    good luck with the rest of mod.:goodjob:
     

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