[mod] TOTAL REALISM 2.0

Good news guys, Patch is almost finished. Do you like you know what will be changed and fixed? :D

Read Page 1. Have fun! And don't ask when it will be released. Who knows! ;)

We worked hard despite the World Cup!!! :D
 
Errr... I'm in the middle in the game and the "if stack size is over 15 unit" bug is starting to make it hard for me. I cant bomb a city if that city have 15+ units, nor can i spread religion. And worst of all: i cant move my troops safetly over water.

How do i turn that mod thing off?
Plz help ASAP, I have to invade an island today :)
 
saint1979 said:
Errr... I'm in the middle in the game and the "if stack size is over 15 unit" bug is starting to make it hard for me. I cant bomb a city if that city have 15+ units, nor can i spread religion. And worst of all: i cant move my troops safetly over water.

How do i turn that mod thing off?
Plz help ASAP, I have to invade an island today :)
this will be corrected in next patch (and this bug is solved in PLE python code, you can find some advice in my post in PLE forum)
 
rumbold said:
Could this be because of the rotating Holy City? Was there another city that was the Christian Holy City before your city was? If so, the one of the previous cities could have built it and thus make it so you can't build it.

But I'm not sure how all of that works - haven't tested it. If you have a holy city, build a shrine, but never convert to that religion, the holy city would still move, right? Would the shrine or its affects leave as well? Or do they stay, even though you don't have the holy city anymore?

I founded the religion and i converted to it from the first turn. It never had a chance to disappear.
 
What is helpful to know/consider when selecting game setup to play under the Realism 2.0 mods?

Is the Total Realism earth map the clear "best" or even "only recommended" map on which to play?

What map configurations/parameters ought to give satisfying game play with 2.0?

What map configurations/parameters ought to be avoid with 2.0?

Thank you.
 
kflorian said:
What is helpful to know/consider when selecting game setup to play under the Realism 2.0 mods?

Disable tech trading. You can play with tech trading, but I believe everything is balanced with the idea that it is disabled.

kflorian said:
Is the Total Realism earth map the clear "best" or even "only recommended" map on which to play?

What map configurations/parameters ought to give satisfying game play with 2.0?

What map configurations/parameters ought to be avoid with 2.0?

Thank you.

I haven't played the earth map due to performance issues. I've played a number of other (generated) maps, including custom scripts (SmartMap). Can't say I've had any serious problems. Although... I often use random for settings like climate and sea level. Last game I think I ended up with high sea level and arid climate. Lots of sea, lots of desert = not much room for cottages = tough game, and tougher with total realism than in the vanilla, I guess. But I haven't come across anything that will make the game unplayable as such :)

Forgot to say, although it should be mentioned elsewhere: You will have problems with other pre-made maps, because the mods depend on new resources that will be missing on those maps. Generated maps should be fine though.
 
Suggestion to increase realism:

Defence bonus for units, located on owned tile improvements cottage, hamlet, village, town for example 2%, 5%, 10%, 20%.
Similar penalties on enemys territory.

I think it may be like "Fort"-promotion...

I hope it not too difficult to implement ;)
 
Serga said:
Suggestion to increase realism:

Defence bonus for units, located on owned tile improvements cottage, hamlet, village, town for example 2%, 5%, 10%, 20%.
Similar penalties on enemys territory.

I think it may be like "Fort"-promotion...

I hope it not too difficult to implement ;)

if you have nationhood civic, unit in your territory gain +10% combat bonus
 
This mod makes the game go slower than other mods is this going to be improved in the next fix?

Just a suggestion...why not make it possible to name the cottages, villages....a bit smaller name size than city names?
 
Civ.exe Error said:
This mod makes the game go slower than other mods is this going to be improved in the next fix?

Just a suggestion...why not make it possible to name the cottages, villages....a bit smaller name size than city names?
if you read first page about incoming patch, there is already note abou improved performance
 
what about being able to launch bombers from carriers?...

interception rates are high and i think bombers launching from carriers would be realistic
 
Mexico said:
if you have nationhood civic, unit in your territory gain +10% combat bonus
i know, but that is not the same thing. I propose civic independent, but depend ob improvement system.
While unit stationed in the city it get a defence bonus. So why it not get even if less bonus while in town improvement. It will be more realistic. IMHO.
 
Civ.exe Error said:
This mod makes the game go slower than other mods is this going to be improved in the next fix?

Just a suggestion...why not make it possible to name the cottages, villages....a bit smaller name size than city names?

I am not sure if people actually reading posts before making suggestions. ;)

http://forums.civfanatics.com/showpost.php?p=4175620&postcount=481

Almost no comment sofar about the patch. Surprising....
 
Great Mod!!! The only thing that gives me pause is the scarcity of salpeter.
It's is rarer than oil and gold which just ani't so in real life. If push comes to shove you can even get nitrates from your urine. Loosen up on the potasium nitrate. Keep up the great work.
 
First time on this forum, despite it being my homepage.

Sid Meier: Ur da best !- TOTAL REALISM team: Ur da reason I have joined this forum and continue to test da patience of my wife and kids, while playing- HANDS DOWN- the best mod out there. I have tried them all and can attest that the game balance is perfectly sothing. It's just amazing to be in the position of pouring out seige weopons while sitting back and planning the next knight raid.

Your AMAZING mod would be GREATLY ENHANCED in my humble and selfish estimation with the addition of some of those amazing civ's from "AMRA's mod" compilation (ie my fav being the HYBORIAN civ) as well as some of the EXTREMELY APPEALING variations of knights from "EE3 MOD".

Anyways, your (TOTAL REALISM MOD) is sooooo hot, I can't see myself looking at another Domestic Advisor Screen; and I love the extra movement of the knights.

In short, the work you have done is so IMPRESSIVE !!!!!!!!!!!!

Just smile at the nay sayers... Keep up da fantastic work !
 
Houman said:
I am not sure if people actually reading posts before making suggestions. ;)

http://forums.civfanatics.com/showpost.php?p=4175620&postcount=481

Almost no comment sofar about the patch. Surprising....

I'll speak for myself and say that the reason for no comment so far is that I can't get away from your AWESOME MOD- it is simply INCREDIBLE !!!

But as I said in my first ever post, your awesome mod is the reason I have joined... anyways here goes...

Needed Mercenary changes addressed...Upscaled Promotions will be most welcomed- just one comment here on this subject: Should U increase City Raider Promotion at level three forward ????...Curious to feel the Increased turns from Cottages to Village/ Town.....Value for nonattendance of holy cities is also very "REALISTIC"...

Just one sad point, as one who loves the Crusaders, da change to ensure that "Crusaders need now also a Christian Cathedral" will likely dampen my early conquests- I'll just have to see if this is the case.

TOTAL REALISM TEAM: you guys know what ur doing... keep up da fantastic work... Now if you will excuse me, I am going back to hopefully another three straight hours of your mod...can't wait for the release of the expectant patch and its promised performance improvement...
Take care guys...Keep up the great work !!!
 
Can we get a religious victory condition with this mod?
 
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