Anaztazioch
Hit in the head too much
512 MB is reccomended for vanilla
576 GB of ram is reccomended for TR 2.0
576 GB of ram is reccomended for TR 2.0


How about a Terabyte?Anaztazioch said:512 MB is reccomended for vanilla
576 GB of ram is reccomended for TR 2.0![]()
Used to be the rule that you doubled or tripled the RAM requirements if you wanted smooth game play. Now I think you have to go up two or three orders of magnitude (512 squared or cubed)



Like a snake waiting for the right time to bite. However I must say some of the picture I see there are too brutal. I haven't seen all that in the papers, or the papers haven’t shown all of them. Or as you said they might be also photoshopt. BTW which Indian swordman? Indian (native American) or Indian Indian?

It is not my fault, these books I read poison my brain and my soul.
No you are right. I keep quite...for now...I really like your idea about Phalanx. You are absolutely right, only the Roman Legions as the only Infantry Unit were capable to defeat the Greek Phalanx. The Parthian Horse archers already could defeat the Phalanx at that time, but ok we were talking about footman... Have you already checked the Phalanx combat rate? We have changed the AI for Phalanx so that it actually is not staying in a city and attack the enemy. Its combat rates are very strong as well. And consider that the Greeks are Militaristic, which means they start with more experience. The problem is, if we set them as Axeman and what shall we set the Kopis warrior then? The Greeks have already the Greek Hyapist as UU for normal Hyapist. (And Hyapist was actually a Greek unit) If I had time I could change the weapon of Hyapist and give it bow so that it would replace the archer. But I have no time, and no unit maker has joined us yet.
But be also aware that Phalanx is so strong, that even Axeman has only a 50:50 chance to kill it (if the Phalanx has not fortified). SO don’t underestimate Phalanx how we made it.


Houman said:Hey I was on a Kiwi & Oz Party last night. Your girls are hot!
Regarding the Warlord conversion. There is lots of new resources coming with warlords. They have implemented Cotton. So I guess we throw our old good cotton from Total Realism away. While doing that it reminded me of someone criticizing Tuna and Book resources since they can be only produced with a Wonder (Fish Market & another one)
After a seconf though we should maybe remove these resources as well. Books can be produced by every nation and it doesn't require a wonder for that. Neither is it the case with Tuna fish. All sort of Fish can be traded in cans and should not be limited to a wonder. (in Game you can actually trade fish)
So what is your opinion, shall we remove these two ressources?
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I think the problem with the book resource is that it comes from a National Wonder, which means that no-one needs to trade with you for books as they have (or can get) their own. I would keep the book resource in but change it to a World Wonder that produced 8 books, so that it functioned like an earlier version of Hollywood / Broadway / Rock'n'Roll.
MindProphetX said:Houman, I was just wondering if there is a way to enhance the scout and expolorer units, I mean beyond building forts etc... Is there a way to allow them to (claim, post a Civ's flag etc..) an area of land to settle in the future. It could be upgrade to a scout unit or whatever. Additionally claiming a peice of land would act as a border and all rules that apply to crossing-borders via war etc would be envoked... A given claimed sect of land would be the size of an intial city and not expand etc... I'm sure you and your creative and talented team could look into this and elaborate if need be. Seriously this would add more depth and be more realistic...
??? Will the new ability to scouts allow them to build forts outside of borders?
Spartan117 said:how about something like this for gunpowder resource
http://forums.civfanatics.com/showthread.php?t=179993
Mexico said:yes, this is good idea, but i don't know, if it will be possible add this in next patch. but i will be thinking about this
anyway, just for info from my work:
successfully added flying mod (roger bacon), ranged bombardment, ranged missile, MAD nuke (dale) with small modifications, now i am working on some improvements on this
also i have some idea about next performance improvement for stack aid and other plot-based components
all is now depend, how quickly i will be able to restore my comp from hdd crash (again, but now i've got new disk, so i hope that this was last crash)
m5000 said:i'm not sure if it has something to do with Total Realism mod, but it's never happened before when i was playing without the mod, so i'm posting it here
i attack a barbarian city and kill the defending units, and i automatically capture the city (which i don't want to do) i have no usual option 'install governor blah, blah'
is it normal with this mod, you can't destroy cities, only capture them? this is really annoying
what shall i do to destroy a barbarian city?


Damn more work. 
Regarding the cultural border and forts; We have to play warlords to see first what has changed for scouts and what it means for them to build fort if outside border. I think building forts outside border is not very realistic. You need tons of stones, wood and materials in order to build such a castle or fort. These things cannot be built and transported hiddenly in enemy territory. Even in neutral territories were the forts, if we can call them so, very weak. Remind the forts that were build by Christopher Columbus, when his men stayed in America while he sailed back. When he came back from Spain the fort was gone. 
