[mod] TOTAL REALISM 2.0

excelent mod, I really enjoy th concept of mercenaries, though they do cost me some. I have one complaint about the modern armor. I think that the modern armor and the civs UU version of the modern armor should remain at 40. This should be because this is the last unit being built and that means that the civ get a better unit for the rest of the game. It doesnt matter about a samurai or something, because you can work hard and beat it with cavalry!
 
May you please elaborate what exactly is not working for these units and buildings?

Thanks
Houman


Quote:
Originally Posted by Toys®Us

Now, the Civilopedia ---> the only thing I'm able to do to help! Enjoy!
I found some text problems... it will be nice to fix it in the next version.
***
(Scanning)

Technologies
------------
Scientific Method

Units
-----
Bomber
Nuclear Carrier
Persian Horse Archer
Stealth Bomber
Strike Fighter
Zeppelin

Buildings
--------
*Free Specialist Listed ??
Zoroastrian Fire Temple
Zoroastrian Monastery
Zoroastrian Temple

Wonders
--------
Adur Burzen-Mihr
The Three Gorges Dam

***

You did a splendid work!
A piece of art!
THANK YOU!

I'm talking about the Cvilopedia here, not when you're playing the game for real! :)
Answer: Some texts are missing. Instead, you see something like : TXT-KEY-MOD-NO-LINK, etc...
 
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 !

If you want to translate the MOD from English to French, do it.
I'll find a similar job elsewhere.
If you need help, just send me a private message, ok ?
:)
 
This forum is starting to get chaotic! Anyway in regards to using slavery i never insitute it until my cities are quite safe with at least two units and no war close to them. This needs to be the fact for all cities because you never know when and where the uprising will take place. Obviously many people rush bronze working and get slavery, be very careful about this. Can your cities resist axemen?

Also if people dont like the sounds of Zoroastrianism then mount a crusade and wipe it from the face of the earth! Houman may fix it, but until then annihilating a religion because you dont like their prayers is a very valid reason for a crusade. :lol: The Pope does not like your music! :lol:
 
been playin 2.0 good stuff, whats the difference between 2.0 and 2.0a?...
 
According to SourceForge 2.0a is simply 2.0 with a better installer that recognizes which version of CivIV you're running. There aren't any actual gameplay differences.
 
12monkeys said:
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
My Custom assets folder is totally empty. Even of the folders it comes with.

Noble difficulty average size map standard continents. I do have the Jewish Holy city, but other religions spread in my borders and Judaism spreads in theirs and the conversion units all work within my borders, as all of my cities now have Taoism.

Would attach the save game but it exceeds the 500k allowed here. Anywhere else I can send it?

And the problem I forgot was units not getting experience when the should. Reading through the other posts joggled the memory.
 
My Custom Assets folder was completely rebuilt from scratch by the game when I renamed my normal CA. The size is 0, so there is nothing in it, and I'm playing on the Total Realism Earth Map.

I have some saved games for you though, so have at;

1; is a Generic save game showing that despite Egypt having founded Judaism (Ironi isn't it?) Saladin's Medina has a Jewish presence

2; is the turn before Judaism spreads into London

3; is the turn After Judaism spreads into London but before Liz converts.

I hope this helps, as I tried to upload it to the bug tracker but it said the file was too large. so I'm trying here....

View attachment 129469

View attachment 129470

View attachment 129471
 
Another proposal, this time from later on in the game. Christianity and Islam are the only religions to get real combat UU's - and are (IIRC) the only ones to build those without respective cathedrals. This, along with the quality of those units, results in the fact that AIs build tons of them. All christian nations garrison their cities with crusaders, which looks quite weird. Maybe production of those can also be restricted to cities with cathedrals (after all, you need a church figure of high authority to assemble a crusading force!), or even to Holy City (though it seems too radical - but one might consider that option if these units are also given a slight powerup), or, just as with all the other religious UUs put a national limit on those - after all, you can have only that many crusading orders...
 
I posted my Judaism bug along with savegame on to the bugtracker. Except I get an error message antime I try to upload the file over there. I think I will try and compress it and post it here. :P
Error at sourceforge is.
Uploaded file must be >20 and <256000 bytes.

Never really saw anywhere in the installation where it mentioned that and just found it in the start menu. Reading through all the pages here is quite an acomplishment if just coming into it, as my time is limited (isn't everyones though?) and I would rather play the mod than read about it. :P

Though having developed a few mods in the past for other games I can understand the frustration at people like me not reading through the posts. (One of the reasons I just dl mods now instead of making them).

Edit: Compression doesn't make it small enough. Only saves a tiny amount of space even on best compression ratio for this file. So no go there. Any Email?
 
Resource Mod

The current resource system in CIV is flawed. It works
based on the premise that as long as you have some of a
resource you can do anything with it in any amount or
anyway you desire.

I would suggest a resource system in which units do not
require resources but become cheaper with each one of a
resource you possess upto a set limit of 3 or so.

For example, if you have no iron you can still
construct swordsmen but they are very expensive to show
the lack of any large iron supply.

If you have Iron the cost of the swordmen drops 50% or
so to show that now you do have a large supply of iron
to speed the process of making the swords/armor for them.

If you have 2 sources of iron then the cost can reduce
an additional 5-10% and so on for each additional
instance of the resource perhaps with a total cap on
the cost at 3 or 4 or 5 of the resource. Perhaps a
diminishing returns for each extra reduction?

1 Iron-> 50% total cost reduction
2 Iron-> 60% total cost reduction
3 Iron-> 65% total cost reduction
4 Iron-> 68% total cost reduction
5 Iron-> 70% total cost reduction
6 Iron-> 70% total cost reduction

This also puts an additional consideration into trading
of resources. Do you trade that extra resource for
another you need that you don't have any of or keep it
for reduced pricing of what you are building?

This would no doubt be a difficult undertaking to code
into the Realism mod as I am not aware of any
pre-existing mod that does this, but would both enhance
the realism of the mod and, I believe, greatly enhance
gameplay and the choices the player must make.

Probably the largest possible pitfall to consider would
be how the AI might respond to this.

Another potential problem might be how to set reduced
costs for multiple resource requirement items. It
could get complicated.

I am willing to work on this as much as my abilities
permit but my coding knowledge is next to non-existant.
Anything within XML I can handle, however
this is not an XML based mod that I am proposing.
 
Maybe I'm missing something here.
I'm supposed to get 7 golds from an "Ancient Temple".
How ?
Usually, when I'm thinking about my previous experiences, it was possible to use a Worker or a Scout to explore the old building.
:confused:
 
Toys®Us said:
Maybe I'm missing something here.
I'm supposed to get 7 golds from an "Ancient Temple".
How ?
Usually, when I'm thinking about my previous experiences, it was possible to use a Worker or a Scout to explore the old building.
:confused:

That is something we missed for random maps. I took them out of the World Map and they will be removed in the patch for random maps as well.
 
Vishaing said:
My Custom Assets folder was completely rebuilt from scratch by the game when I renamed my normal CA. The size is 0, so there is nothing in it, and I'm playing on the Total Realism Earth Map.

I have some saved games for you though, so have at;

1; is a Generic save game showing that despite Egypt having founded Judaism (Ironi isn't it?) Saladin's Medina has a Jewish presence

2; is the turn before Judaism spreads into London

3; is the turn After Judaism spreads into London but before Liz converts.

I hope this helps, as I tried to upload it to the bug tracker but it said the file was too large. so I'm trying here....

View attachment 129469

View attachment 129470

View attachment 129471


:worship: Thank you very much Vishaing. :worship:

With your save games I can reproduce the problem. Now I can work on a solution.
 
I think clearing my cache wiped out my hall-of-fame. Anyhow, after installing your mod, and getting it to work, I can't see my victories anymore.

Doesn't really matter, but if its the case, wiping out all the cached files may not be the best. And of course, there could be an alternate cause than deleting those files.
 
I was wondering if these barbarians, who appear within my boarders and not from outside will ever just stop spawning right next to my numerous slaves, unprotected units, cities, and leaders. Now if this is part of the "realism" aspect, which I doubt given your extreamly well done job on the mod :D, but barbarians usually spawn outside of boarders no?

Thanks any way, really good work
btw, did they ever ask you to join the CIV crew? You'd make a great addition.... Just a thought
 
Does the lag go down after the first few turns? I have 1 gigabyte RAM and it is almost unplayable.

Great job so far with the mod.
 
What does the baton button do? When I click on it, my unit disappears. This is an interesting feature, if of curious utility. I've tried checking the documentation, but I couldn't find anything anywhere.

On the whole, I've enjoyed the mod thus far. I wish it included additional civs, and I think a screenshot + guide to the new interface icons would be helpful, but all in all this was well done.
 
LeperColony said:
What does the baton button do? When I click on it, my unit disappears. This is an interesting feature, if of curious utility. I've tried checking the documentation, but I couldn't find anything anywhere.

On the whole, I've enjoyed the mod thus far. I wish it included additional civs, and I think a screenshot + guide to the new interface icons would be helpful, but all in all this was well done.


Hit Alt-M. It is the mercenary feature. You just hired out that unit as a mercenary for other civs to hire and use, in exchange you get extra income.

Took me a while to figure this one out as well until I hit ALT-M to check the merc feature that is documented, briefly, with no mention of the baton button. ;)
 
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