[mod] TOTAL REALISM 2.0

junter said:
Hello in this mod must be Revolution mod !

:) and many others, such as "3-square city mod", "Sniper mod" and so on...

I`ll wait Total realism 3 ;)
 
I have a save in which chariot produced without experience in a city with barracks.
Where have i to send it? :)
 
Houman and team, congratulations on putting together such a creative and fascinating mod. You've obviously spent a huge amount of time and effort. I have played a few games on the Total Realism world map and thoroughly enjoyed them.

I was pretty shocked when, playing Greece, I lost Sparta to a revolt of slaves, who razed the city--the little b*stards!

One major downside of the mod, which someone else noted, is how slow it is. I understand your explanation that this is caused by the number of barbs at the beginning, and that the game "evens out" as Civs grow and destroy the barbs. Nonetheless, from a game design standpoint, you should rethink this to make the mod more playable. Right now, it takes me about 15 to 20 seconds per turn (1 meg of RAM, fast processor and new video card). It's a real chore to play the first hour, waiting 5 to 6 minutes for a city to make a worker!! As the game develops and you build more cities, the wait between turns isn't a problem, because it gives you time to think through strategies and plan the next turn. However, the first hour or so is just lethal.

I hope you're able to find a fix for this so the mod is more enjoyable to play. I'm not a techie, so can't give any suggestions.

Aside from this, as I said above, you've done a superb job. Keep it up!
 
Nightravn said:
@Walter Hawkwood - We have removed some of the Soldiers from certain buildings that the generic Great General Mod has. You are able to assign soldiers with the Barracks, Castle, Bunker but I am not aware if you can with the drydock or out if that is the case then we will probably remove him from the dry dock. If you want to use up your great people with putting a Military Academy in every city then thats a option for you though most people want a variety of GP so they won't be using soldiers most of the time and will have to use regular citizens.

As far as human players go, that's more or less not a problem (except for soldier citizens auto-assigned in the cities). I, for once, almost never go for those. I'm more concerned with AI, who definitely doesn't prefer variety, and is cranking out more great generals than other GP combined.
 
Something wrong with experience distribution.
After battle units in my stack didnt get any exp, but a unit that did not take a part in a battle and being fortified deep in my territory get exp and promoted..
Waiting bugfix.. :(
Anyway its a best mod for Civ 4 i`v ever seen :)
 
i think dale finished the ranged artillery portion of his mod

this should definitly be added

what other things can be added?...hmm..

new future techs? transport helos flying over coastal tiles? a new mine system..the naval mines could be improved...possible introduction of cruise missles and torpedoes....

any other opinions?
 
Spartan117 said:
i think dale finished the ranged artillery portion of his mod

this should definitly be added

what other things can be added?...hmm..

new future techs? transport helos flying over coastal tiles? a new mine system..the naval mines could be improved...possible introduction of cruise missles and torpedoes....

any other opinions?

3-square city radius or even more !!
 
afgates said:
I am having the same issue. In addition to no interface, the options menu at the main screen will not open when I've loaded the mod. If I switch back to vanilla or to any other mod, no problems.

I have a a Thinkpad x41, not sure if this could be video card related. Its running a Intel Graphics Media Accelerator 900 GM with 128meg on the card so I doubt that is the issue. I got 1.5 gig of RAM, plenty of space. Any thoughts?

Thanks
A to da G


OK, solved it, shows what happens if one ACTUALLY RTF thread. The trick is the customs assest folder. I had the Ancient Med mod installed and that didn't seem to want to play nice with the TR 2.0 interface.
 
Cytadc said:
...
Second. I founded Judaism. It starts to spread in my cities. And then to others cities outside my borders. Then other religions start to spread into my cities and not just the holy one. I guess that part of the mod isn't working yet? I have not yet tried sending out any missionaries beyond my own cities or with anything other than judaism within my own borders.
...

Some questions to this, which ma yhelp us to find the reason for this weird problem :
- can you please double check that your CustomAssets folder is empty.
- what map size and skill level did you choose for that game.

thx

12m
 
Vishaing said:
I THINK I might have figured out the Judaism "bug".

Unfortunately I don't have the save, but here is the thing I noticed:

I founded Judaism, as Germany, and the Holy city was Hamburg (My Second City, in keeping with the core founding paramaters) There was a brief problem with Judaism spreading to Rome (Antium) before I converted and became "Defender of the Faith". So I went into the WB and removed Judaism from Rome before they could convert, and then continued playing.

So its about... Dangit, I forgot there aren't years in this... and suddenly I notice that BOTH Russia and Greece are now Jewish. And I think WTH mate?

Then I notice something else, Hamburg is no longer the Jewish Holy City.

The Holy City is gone. Vamis Vamadoes, Vanished. (Sorry for all the spelling errors)

I think that might be the problem, the script focuses on a civ having Judaism's Holy City to be the "Defender of the Faith" and only let it spread in their borders. For some reason, my city is losing its holy city status, and the Jewish people are now feeling homeless, thinking I'm not their defender, so they try to wander to find someone who is a bit more considerate to them.

...

Usually this couldn't be a problem, because Judaism should only be able to spread if the country is the the owner of the jewish holy city.

But can you please double check that your CustomAssets folder is empty?

thx

12m
 
CivFanCCS said:
People need to be patient with this stuff. These guys are recoding and working with code that others have already done, so yes there are bugs, and it is difficult to debug others code. The slavery civic i think may be a little to powerful.... in my first game, playing as china on the realism world map. I basically just built 4 units per city, think i had 3 cities when i converted to slavery, and let the rebellions come... promoted my units.. almost never lost a unit to the rebellions and soon had a powerfull army that quickly took surrounding cities... mainly the mongols...and barbs to the north.... which killed my economy... but the mercs restored it (merc out warriors for 45 gold and 11 per turn i think)... now i have just learned currency... so i am all set One thing however it that theocracy is not giving promotion bonuses for some reason. BTW if u are experiencing long turns, not sure exactly what mods are in SDK (think relig.) just replace the sdk dll with the orginal, and u save about half the turn time.

:D

1) My friends PLEASE NEVER ever do things you do not understand. NEVER ever overwrite the DLL that comes with our MOD with the Vanilla. You think you have made the game faster? Why do you think we have put the file in there? Just for fun to make your games slower? We have put in essential features compiled inside the DLL. The problem why the DLL is slower is that we have Python hooks from the DLL to outside that we are using for two Mod components. It seems this idea makes it easier to mod, but cost performance. We will revert this idea and put things back into the DLLs to make things faster for the future.

In either case never modify a file, even a text file, if you do not understand what you are doing.

2) Guys, make sure you have NOTHING in your Custom Assets folder. We cannot reproduce the problem and no one here is kind enough sending us a savegame. We strongly assume that those that are having the Judaism spread problem are having files inside their Custom Asset folder.

Mexico, I suppose we are forced to implement a check in the installer to see if our files with the same directory structure are included in the Custom Asset folder. If yes, cancel the Mod installation and tell the user to clean up the Custom Asset folder. Is this doable?

Thanks
Houman
 
Chariot with 3/10 exp has two permanent promotions.
IMHO its a same bug with experience distribution.
Annoying..
 

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Serga said:
Chariot with 3/10 exp has two permanent promotions.
IMHO its a same bug with experience distribution.
Annoying..

as wroted before...can you provide us with save files (before and after battle?) i still can't reproduce this (please post bug in bug report together with saves)
 
toysrus peut etre pourrions nous nous partagé le travail en effet cela ne sert a rien de faire la meme chose chacun de notre coté.
Personnellement j'ai fais les fichiers jusqu'a "CIV4ModSpecDomAdvisorInfo" (qui est quasiment fini) dans le dossier text.
Ce serais sympa et plus rapie si nous le faisions ensemble !
 
Smash15195 said:
toysrus peut etre pourrions nous nous partagé le travail en effet cela ne sert a rien de faire la meme chose chacun de notre coté.
Personnellement j'ai fais les fichiers jusqu'a "CIV4ModSpecDomAdvisorInfo" (qui est quasiment fini) dans le dossier text.
Ce serais sympa et plus rapie si nous le faisions ensemble !

You aguys are welcome doing the translation together. Maybe one of you could do some of the files and the other one the other half. Or just do it all together and improve each others translations.

Regards
Houman
 
Mexico said:
as wroted before...can you provide us with save files (before and after battle?) i still can't reproduce this (please post bug in bug report together with saves)

i had many instances of this but, no one save :( May be later.

I can email a save where city with barracks produce a unit without experience.
But i cant attach it because size too big.
 
Serga said:
i had many instances of this but, no one save :( May be later.

I can email a save where city with barracks produce a unit without experience.
But i cant attach it because size too big.

but i mean to attach this into bug tracker - no email...
 
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