[mod] TOTAL REALISM 2.0

Great job on the mod.

Any changes of adding in the Regiments mod?

Your units are not scaled that realisticly., not critical bu twould be a nice touch.
 
I said I had a lot of stuff to report, so here it is, and it's by no means complete.

The late game needs rebalancing badly I think.


Crashes:
Let me know if you need this save.
Finishing researching Computers causes a crash. If you change research to something else it does not crash the game. Gave myself the tech via world builder and played on, so probably something to do with the "you've discovered computers" screen.


Typos:
The religion <religon> has lost it's holy city somewhere is a foreign country



General:
An archer I had had 2/5 exp points with a city defense promotion. Sat fortified in a city for about a hundred turns, randomly got 13 experience points without any combat.

Mouse over of unit icon's Information menu sometimes stays up when it is not supposed to.

What's the point of the Attack Promotions? Or if you want them, then what's the point of the City Raider promotions? They both give +15% when attacking, except the city one's only work when attacking a city. I'd vote to just get rid of attack all together (that's what combat is for anyway). It's really annoying seeing -15% in every terrain type underneath the +15% strength.

You get to keep Military Academy's and their culture bonues when taking over a city?

Domestic Advisor Can't sort hammers. All the other categories are fine. Looks like someone tried to use their own sorting algorithm here, sorts them from largest to smallest like this: (8 7 4 30 29 11 10), so it only uses the first digit. Just need to hook up the proper sorting algorithm here.

Shouldn't the Minuteman/Redcoat replace the musketman instead of the rifleman? They come at the same time as the musketman, and are dreadfully underpowered for riflemen.

Gutenburg's print shop is a national wonder? and yet it provides +3 happy books? What's the point? Make a world wonder. The domestic Advisor say's it's not a national wonder (by the little grey dot not being there), everything else says it is.

Theory of Evolution is way too cheap, compare it to the statue of liberty, it's 2/5's the price, and does everything the statue does plus it gives a free technology.

Minute man does not have a small icon for the city status bar, shows a ! instead.
Roman Calvary too.

The design of the new military Advisor has a major oversight... I can not get a summation of the units the enemy has visible to me.

Manhattan Project has the barracks icon.

Make manhattan project a national wonder, required to build nukes. I think this is the most realistic.

Cold fusion plant has no movie.

Roman Calvary does not have any withdraw chance, yet the cataphract it replaces has a 30% chance. Makes the roman calvary a bit worse than the normal unit.

Roman Calvary should upgrade to knights, not calvary?

Crowded "promotion" should only count military ground units. It should not count enemy spies/informers/assasins as it currently does. Nor should it count workers/slaves and other non military units of your own. I don't know whether counting allied military units would be good or not.

Two Greek leaders, one of them should be russian.

Balance:

Combat generals come too easily, should require units of higher experience.

Give Commando's Amphibious.

What's the point of mech infantry, it's more expensive than IFV's and not as good.

Sub's should be able to carry Commando's, or at least nuclear Subs should.

Sub's should be able to carry Leaders.


Feature requests:
Since you've added supermarket +25% food production, could you add a mouse over in the city screen on food that shows the base food production and the adjusted. Possibly something about how much is stored in a granary too. Similar to how the hammer's mouseover works.

Cham
 
Nice info Cham,

I see most of these are glitches. We will be fixing them in the next release. However the Attack promotion and city raider have indeed a deeper meaning. Attack means attacking everything and not only nits inside the city gives you +15%. This is much more than combat, but because wild attacking units need to have a trade off, the -15% defense makes them stand weaker in defense. City Raider though has no trade off, because the bonus is only limited to cities and not applicable to all situations like attack. I hope this makes now sense. ;)

Houman
 
I would like to install the Patch but using 2.0.1 and 2.0.2 gives the same result. It keeps telling me there is no Total Realism 2.0 installed but I`m pretty sure it is :crazyeye: .

Any Idea what it can be - can I set maybe a directory path somewhere.

Thanks in advance
 
I too support the attack promotion, it clearly has a trade-off, the unit is bad on defence. City raider makes the unit a specialist. Attack goes great with fast moving units that can ensure they are rarely caught on the defensive.
 
Chamrin said:
Typos:
The religion <religon> has lost it's holy city somewhere is a foreign country


Cham

As long as we're picking nits, it should read "The religon <religon> has lost ITS <no apostrophe> holy city..."

The contraction "it's" is only used when shortening "it is." The possessive is simply "its."

And if that's the worst typo in such a complete overhaul of the game, then one more standing ovation to Houman and crew :goodjob:
 
Houman said:
Nice info Cham,

I see most of these are glitches. We will be fixing them in the next release. However the Attack promotion and city raider have indeed a deeper meaning. Attack means attacking everything and not only nits inside the city gives you +15%. This is much more than combat, but because wild attacking units need to have a trade off, the -15% defense makes them stand weaker in defense. City Raider though has no trade off, because the bonus is only limited to cities and not applicable to all situations like attack. I hope this makes now sense. ;)

Houman

They don't have any penalty on the defensive though. The attack adds 15% strength, and -15% defense on the tile they're on. It cancels itself out as far as I can tell. Thus on defense, the city raider and the attack are identical.

Lupito41 said:
As long as we're picking nits, it should read "The religon <religon> has lost ITS <no apostrophe> holy city..."

The contraction "it's" is only used when shortening "it is." The possessive is simply "its."

And if that's the worst typo in such a complete overhaul of the game, then one more standing ovation to Houman and crew :goodjob:

You caught me. Hehe, it's a bad habit of mine to do that. I also have a bad habit of Capitalizing words in the middle of a sentence to make them seem more important.

But yeah, that typo combined with the bug where the holy cities move around too much just pestered me a lot. And besides as a bug report, it would be bad to leave anything out, otherwise little minor things get overlooked because everyone's like "I don't need to report that, it's so obvious they'll catch it." Then no one ever does.

Cham
 
A few things...

There is an ocean square west of Alaska that workboats can cross. Next to some crabs, I think.

This may be related to ocean squares like the above, but I found that I could trade with other civs across the ocean after I got Optics and created carvelles. After that though, I lost all cross-ocean trade networks after I went into (or came out of) Anarchy.

The upgrade path from cavalry should not go to gunships, but should go to early tanks. I would recommend that gunships should be an upgrade from light recon helicoptors and/or light recon aircraft (early air cav) and require some armor technology. Early air cav units should be an upgrade from Balloons and/or zepplins (early air recon). Maybe you could even make an optional upgrade from cavalry to early air cav or early tanks.
 
@Propunk, Can you send me the savegame please?

@Chamrin, The Attackpromotion has a glitch. You are right, we need to give it -30% on defense tiles. Then the problem is solved. ;)

@RealAtaman, I think our Script expert Mexico can help you out. Be patient, since his baby is sick and he is not that much around.

@cdcool We are working on another performance boost for the next version. If it gets fast enough we MIGHT think about an optional regiment.

@Zharahk, we will check the ocean square. (Joe can you have a look please?) Regarding the cavalry - Early tank. Need to do some more analysis. Thanks for pointing it out.

Houman
 
ATTN Houman & the team: I tried the flags.zip file in combination with the latest 2.02 patch and it seems all of my flags are back to normal with their decals on them again.


Also, you might want to know, it takes me about 5 minutes to load up a saved game in the industrial age, but the turns seem to go by reasonably quickly
 
Sovietof17 said:
ATTN Houman & the team: I tried the flags.zip file in combination with the latest 2.02 patch and it seems all of my flags are back to normal with their decals on them again.


Also, you might want to know, it takes me about 5 minutes to load up a saved game in the industrial age, but the turns seem to go by reasonably quickly


Excellent. May you please confirm if the Persian flag is ok too? Golden Eagle on White background?

Regarding the turns; we have found another bottleneck and will be improving the speed again in the next release.

Regards
Houman
 
yes. the persian flag was working.
 
Houman: By the way, I think Zoroastrianism is bugged. When I built a Spiral Minaret, and had Zoroastrianism as state religion, I didnt receive any additional income.
 
Sovietof17 said:
Houman: By the way, I think Zoroastrianism is bugged. When I built a Spiral Minaret, and had Zoroastrianism as state religion, I didnt receive any additional income.


The religions will change in the next release as well. Zoroastrianism, Hinduism, Judaism and Taoism will be local religions. By the time Christianity, Buddhism and Islam come into the place, not the whole world will be Zoroastrian anymore. This will also nerf the holy city income obviously but makes it a bit more challenging and realistic. It will be however possible to keep the faith despite the pressure from the 3 modern religions.

The Spiral Minaret, if I am not wrong has a different bonus than what you are describing. I am not sure though and have to double check it. If you could make a bug report in the source forge (page one, link is below the DOWNLOAD) I won't forget it.

Houman
 
@Sovietof17, Houman

I believe the Spiral Minaret gives a bonus in the cities that have a religious building, and not the city the Minaret was built in. That's what I noticed in my last game.
 
Well, in a normal game, when I build Spiral Minaret, I notice it because suddenly theres a huge surplus in income. This time around I didnt notice any such surplus
 
I keep getting a message that says "civilization 4 has encountered an unknown error and must shut down" and then prompts me to send an error report. I was thinking this may be because i am running the revolution mod?
 
bigmeat said:
I keep getting a message that says "civilization 4 has encountered an unknown error and must shut down" and then prompts me to send an error report. I was thinking this may be because i am running the revolution mod?

Please send me your save game where the crash happens.

Thanks
Houman
 
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