[mod] TOTAL REALISM 2.0

Well I've been able to get it up and running. The performance is better; still more of a delay than a regular game, but between turn time has certainly improved. Good job guys. Trying Rome for the first time in this mod. We'll see how it goes.
 
Hey everybody..... hope you like the patch and I have a updated map for yall too. Let me know what you think. :)
 
Downloaded the patch and installed it. Had a few white flags before, but now just about all the civs are white and in a few cases black flags. What do I need to fix this?:confused:
 
err, sorry if this was mentioned before, but how come when I select around more than 8 (err I think it was 8) units on the same tile, I have this annoying feature where I can only select a single unit and can't do anything else with that stack until I move that unit. The game also lags up when that occurs too. Its kinda frusterating to manage my armies like that when apparently I can't have a certain amount of units on a single tile.

Is there a fix for this, something obvious that I'm missing. :(

Other than that, love the mod and great job. :)
 
hmm, I just figured out a temporary solution to my problem. The right-click menu does seem to work still, but it does still lag. It doesn't do it all the time though...hmm..strange.
 
Started my first game on Noble, just to try it out. Noticed after 160 turns into the game and only one religion has been founded (mine). Was surprised Issy didn't find one or two by now.

Took Paris and Orleans out early (though Nap is still around - he conquored Babylon and it's now his only city). All in all, a little too easy of a beginning, so just started a new one on Prince. We'll see if the AI is a little tougher this time.
 
Okay, a day spent with the new patch and the newest map in the evening.

Once everything was up and running I had no issues at all with gameplay that weren't there before. Judaism seems to be staying put in it's founded home and mercinaries are rarely hired and when they are, it's for a much more manageable sum than the thousands one would rake in before :)

The map has always been my focal point so my questions are more towards Nightravn.

I noticed the "goodie" huts are in the place of very populated cities on the modern day map. However not all of the resources around those huts are designed to be used well in those places so I'm not sure if your intent is to have people and the AI try and build in those spots or not. Dehli was moved too far north and the mountains effect it's growth. Remember, it has always been one of the most populated places on the planet. It also removes any decent place for Lahore and creates a beeline target for barbarians. I'd advice moving it back south even if it does cram up Bombay and Karachi. I see the Romans got their gold and some was even tossed into the Balkans. How did that test out?

Siberia annoys me and has since this mod was released. Way, way too much food there. Half those caribou, reindeer and elk need to be erm.... culled. The fish get iced over but even they are too plentiful. Siberia should be populated lightly and only meager cities should reside there for the raw materials (iron, gems, oil) not for substancial population growth. Anything north of Irkutsk (Karakoram) should have very little available food, especially since tundra can be farmed. The same goes for the Canadian arctic.

I've created a spin-off of your map with fewer northern food options, slight replacement of certain resources (never moved more than a tile or two) and gave each civ 3-4 starting cities and took away their settler. I simply missed the Tet starting points since the boring beginning of the game in trying to race out settlers to maybe get a crutial land piece is almost impossible in the higher diffaculty levels. I tend to be a warmonger so I want to get right into that aspect of the game, not hit enter for an hour before I get three cities and a worker only to have Napolean come at me with 20 chariots. If you wish to give it a try and see how it plays out, let me know. Some say it's unfair that a few civs get 4 cities while others would get 3 but... the civs are already unfair as it is. If anything, it balances things more by making sure Izzy and Caeser get their 3 cities.
 
Yes Pieces, I noticed the same thing and was playing with tundra and its bonuses. Please post your map so we can try out!

Thanks
 
If your quick and want to risk it, as Isabella you can plant a city in France before it is closed off, thus putting you up to four and weakening France from the start. Just because the mountains are there, doesnt mean you have to stay behind them. ;)
 
flags dont work for me, they are either black, white, or grey after the patch
 
I wonder whether it would still be fun playing another Total Realism earth game with the new patch....

I'm still playing my first one (though abominably slow) and it's the Industrial age. I've conquered everything barring the Mali in West Africa, and the three civs in the Americas (Though I have more than half of South America and a sizeable chunk out of the West coast).

All there is left to do is overrun the Mali (easy), and ship my armies across the sea. I'm already at war with America anyway, they're the last piece of the combined Americo-Anglo-Russo-Egypt Alliance I recently smushed.
 
I am glad to hear about noticeable performance after the new patch. :D

@Pisces please share your map with Nightravn. It would be good if Rome could have 3 cities. Slowing down the Siberia and Arctic Canada makes sense. We will upload the most recent map seperately with an installer.

One question to everyone, is the Desktop shortcut now working after the new patch?

Thanks
Houman
 
Hi, first, i'd like to thank you all for this great mod.

I haven't tried the last patch yet, but on my last game with the 2.0 i noticed something "weird". It's about the holy city migration. I have a state religion, my holy city and a shrine. Then i conquered another religion's holy city with it's shrine and after a few turn (as i didn't change my state religion) the holy city of that religion disapeared... but the shrine remained in my city (that's good for me !).
The problem is that the next owner of the holy city won't be able to built it's shrine (at least i guess since i wasn't able to test it). It's interesting as a source of increasing war level ("you wrongly own the shrine of our religion"), but i think that adopting a "shrineless" religion might not be that tempting.

What do you think ?

Thank you all for this mod
 
Talamazz said:
Hi, first, i'd like to thank you all for this great mod.

I haven't tried the last patch yet, but on my last game with the 2.0 i noticed something "weird". It's about the holy city migration. I have a state religion, my holy city and a shrine. Then i conquered another religion's holy city with it's shrine and after a few turn (as i didn't change my state religion) the holy city of that religion disapeared... but the shrine remained in my city (that's good for me !).
The problem is that the next owner of the holy city won't be able to built it's shrine (at least i guess since i wasn't able to test it). It's interesting as a source of increasing war level ("you wrongly own the shrine of our religion"), but i think that adopting a "shrineless" religion might not be that tempting.

What do you think ?

Thank you all for this mod

Well Talamazz,

What we think is that you should install the patch. Thats what patches are for - to fix the issues. And all the issues you are posting here ahve been solved in the patch.

Thanks
Houman
 
Hi - thank you for this great mod !

I just downloaded the patch 2.0.1 and wanted to install it. Bbut it keeps telling me that I do not have version 2.0 installed - But I have.

I also have some minor problems with 2.0 -

the rankings of civ score are disappearing later in the game or at least incomplete. This was already the case in the first versions in February or so but that is a minor problem.

A bigger one is, that at a certain point in the game, I cant watch at unit stacks anymore. If I want to remove/select a certain unit in a city I have to move out all units which are in front of it in the stack - I think somebody mentioned that already.

Anyway, can`t wait till tonight to play.

Have a nice day
 
Hi all,

I've just started to appreciate the merits of this great mod, then suddenly it crashed ("Civ4 has to be closed" etc. standard popup during the [Total Realism] XML (uncached) phase) when I launched it for the second time the next day.
The first launch was without problems, the game ran smoothly, etc. Why would the second (and all following) launches not work? Something with the registry?

I uninstalled the mod, installed it again, launched, OK. Quit, restarted the system, launched, crash...:mad: Any ideas?
 
Thanks for the quick answer Houman,

i intended to DL the patch on release, but since i noticed others had trouble with it i just choosed to wait a few hours and finish my current game.

For the correction of this "bug", i did not see it mentionned in the bug tracker nor did i remember reading about it in this thread, so i just thought i might ask. Is it explained in the readme how it works now (i'm at work, so i can't check it) ? Does the shrine "travel" with the holy city or is the ability to built just reset (and the first GP used tu built it became another martyr to the pagans ?)

I can't wait to be tonight to try the new version. Once again thanks to the team for this great work.
 
Pisces: Could you please upload your version of the world map somewhere? I also think Siberia shouldn't have this much food resources, because this is a bit against Total Realism lol.
 
so am i just screwed, or are the flags borked for others and no one cares? i tried applying the white flag patch after i noticed they were hosed.
 
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