[mod] TOTAL REALISM 2.0

when the ranged bombarment is added, will the balance have to be rethought?

will artillery cause collateral damage, or just damage to strongest unit... what about radius of bombardment?

just wondering:)
 
Bray said:
Yeah the Challenger 2 is a modern Battle tank probably the best in the world if i do say so myself :), i think that i spyed a model already made for it i'll try and find it and give you the link.
Let us not get ahead of ourselves now; it may be good, but I would take an Abrahms or Leopard II as first and second choices. ;) The Challenger would come in third. But no hard feelings, it is a good tank.
 
Prolly just repeating the thoughts of others, but what the hell...

First of all... GREAT WORK :)

Awesome mod, and it's reignited my interest in the game... :)

Having said that, one or two tweaks that I think would make the mod better balanced...

1) Nerf the Barbarians a little. I like the idea that expansion should be at the expense of the "natives", after all, that's the way it really works. But the barbarians shouldn't be able to cumulatively pool their resources to pwn every AI Civ to the detriment of the original game. The AI Civs should be the main antagonists, not the Barbs... they just add flavour/fodder...

2) The Mercenary system needs a tweak. It's a great idea. Actually, it's an AWESOME idea. Earn money and get your units experience without committing yourself to a costly war. However, does it make sense for an AI civ to be able to hire a unit deploying A7V tanks, when they only recently developed the technology to spell the word "tank", let alone help that unit maintain it's equipment etc. It just doesn't make sense. Maybe put in some kind of script wherein a given civ can't hire a merc unit that has a requisite tech that the civ itself doesn't have?

3) Air Transport. I've seen the various unit requests here, and I've read the equally reasonable response "If it's been developed graphically, we'll consider it). Having a Helicopter transport looks as if it's something you're working on, as I think I saw a question about the lift capabilities for a transport chopper around this forum somewhere. I think it'd make a great addition to the mod, and there are plenty of developed graphic models around for the different helicopters.

General Comments...
4) Someone earlier mentioned the amphib promo for the Commando. Not sure I'd agree with this. A commando may be colloquially if not definitively a highly trained soldier, but choosing HOW to train your soldiers is why the promotion system exists in the first place. How many promo points a given civ can give it's commandos, and thus promo that unit to make it more powerful should be individualised - certain "Special Forces" units between countries and even branches of service within a country have training which is better than other units of it's ilk. Maybe give Commandos Sentry I and/or the Commando promo, but other than that, I'd leave it up to the individual player to give the right promos to the right effect.

5) Thanks for the flag fix. The lil zip file worked a treat.

<homer>
4) Where's the Fife? And

5) Gimme da Fife.
</homer>
 
listen, this is the best mod around in my opinion , thing is , WHY THE CRAP IT DOESN'T WORK WITH SCENARIOS ? ? ? ? :mad:

i have tried several other scenarios (built in scenario earth 1000ad and some toher like 500bc the persian age ) and after like 2 turn i get error , the game jamps out and i get an error when treing to open the game !

is it a mod problem or something i did wrong ?

i deleted the cached files and the coustom assests , but still !

ANYONE who can help with this , respond

thanx
 
challenger II: there is no model for CIV4 and snafusmith has too much unfinished models for now, so i don't know, if he will be able to m ake this soon - but if thre will be model in future, i don't see a problem to add this

ranged attack: range of attack will depended on type of unit (early units will have 1, modern (artilery) 2, battleship 3 (or 4) - this is under testing and adjusting

mercenary: yes, this part need to be improved, but this mean rewrite too much of code. i am working on this, but cant promise if this wil be avaliable for next patch

air transport:yes, next patch will include transport helicopters

scenarios problem:this was answered before (why the crap you don't use search? - if i use your words :)) - scenarios are depend on VANILLA civ and do not include units/resources and other modifications made by this mod...this is not problem only for this mod, but to all mods, which add more component and change gameplay. onlu mods which have graphical improvements (as advisors, civpedia atc..) can be used with pre-made scenarios
 
your are wrong dude

i just played earth1000ad with sevomode , and it works

just wonders why the crushes occur , hope you could fix it or maybe one of the great mappers here will make a good map for this mod

thanx
 
carnivore said:
your are wrong dude

i just played earth1000ad with sevomode , and it works

just wonders why the crushes occur , hope you could fix it or maybe one of the great mappers here will make a good map for this mod

thanx
hmm...i will try this map today, i hope i found something in logs
 
thank you for looking into it

i also thinks that adding some scripted map (like earth1000ad or modern world or things like that , cous it's boring starting from 4000bc ) would be great for your next patch

and adding the artillary terrain attack would be awosome !!
 
hey folks! your mod sounds pretty interesting, although i prefer to play vanilla warlords at the moment.
well, not really "vanilla" because i tried to install 12monkey's "razecitymod", which changes one of the most annoying aspects of the game to the better.

the problem is, i dont get the mod running because of the missing CvGameCoreDLL.dll which 12monkey forgot to upload in a proper place. so, finally, i wanted to ask you fellas of the "total realism mod" if theres a possibility to get the missing file. 12monkey hasnt been online for a while and i dont know who to ask instead of you.

woudl be great it you could help me
greets
 
still having whiteflags problems !!

i have extracted the files inthe the art folder but still doesn't work !

is it the art in the mod directoy or in the vanilla directory ?

please help on this

thanx
 
will it work on warlord expansion? or vanilla civ 4 only?
 
Ankenaton said:
Let us not get ahead of ourselves now; it may be good, but I would take an Abrahms or Leopard II as first and second choices. ;) The Challenger would come in third. But no hard feelings, it is a good tank.

It was (is) the best tank in recent (Gulf) warfare. It also has the world record for hitting a target (FOR REAL - NOT PRACTICE) over the longest distance (also while moving). :king: :goodjob: :)
 
Harrier said:
It was (is) the best tank in recent (Gulf) warfare. It also has the world record for hitting a target (FOR REAL - NOT PRACTICE) over the longest distance (also while moving). :king: :goodjob: :)
Too bad there are no accurate tank simulators available; otherwise we could test out which one is the best. As there are no combatants fielding armored divisions against one another ( with more or less equal skill levels) there is no way to objectively test it out. Anyway there are no models in Civ4 as indicated in an earlier post. :cry: :cry: :cry: But if they come up with a good aforementioned commercially available simulator (game), then I would welcome a little joust. I will pick an Abrahms (or Leopard II) and you can pick a Challenger II and let the best tank win.:D
 
rababa said:
hey folks! your mod sounds pretty interesting, although i prefer to play vanilla warlords at the moment.
well, not really "vanilla" because i tried to install 12monkey's "razecitymod", which changes one of the most annoying aspects of the game to the better.

the problem is, i dont get the mod running because of the missing CvGameCoreDLL.dll which 12monkey forgot to upload in a proper place. so, finally, i wanted to ask you fellas of the "total realism mod" if theres a possibility to get the missing file. 12monkey hasnt been online for a while and i dont know who to ask instead of you.

woudl be great it you could help me
greets
i am sorry, but in our mod we have only DLL for combined razecity+religion mod
but i will try to make razecity DLL ass soon i return home from bussines trip
 
what is Modern grenadier ?

in which army you have soldiers who only has grenades ?
it's kind of not realistic i think , it is maybe ok for the early grenadier but for a modern unit ?

i think that adding modern machine gun is much better

thanx
 
hi guys

first of all thx for this wonderful mod ,i just love it :)

carnivore said:
what is Modern grenadier ?

in which army you have soldiers who only has grenades ?
it's kind of not realistic i think , it is maybe ok for the early grenadier but for a modern unit ?

i think that adding modern machine gun is much better

thanx

the grenadier has its origin in the first infantry groups who were trained with grenades but even them were not just equipped with grenades.sabre,musket and bajonett were also part of their equipment.
today grenadier is kind of a double binded term. in some armies this term is used to push the moral of normal infantry units just by calling them grenadiers.in some other armies like the german army for example ,this term is used for those infantry units supporting the tank batallions(called 'Panzergrenadier' in the german army). so i think you should see the modern grenadier as some kind of mobile infantry.
 
Hi, guys.

Houman said:
Kszyhoo said:
I'm quite sure I saw somewhere similar suggestion, but i will ask once again
Is it possible to make number of units builded in the same time depended on amount of required resources. Building 10 battleships with only one source of iron isn't really realistic.


This would be very realistic. Indeed I wished that would be possible with Oil, to make Oil more important as it is in real. However due the Game limitations this won't be possible.

I'm trying to do something like this. I even have some progress (not to much, yesteday was my first contact with SDK :crazyeye: ), but i don't wont to start fight wchich cannot be won.;) So i would be pleased if someone could explain me what are those Game limitations.
 
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