[mod] TOTAL REALISM 2.0

Hi,

Does anybody have problems with religion spreading ? In one of my game, there was no spread of religions at all ! No very fun...

The Frog
 
@philip98188: What a wordsoup. You need to put in a bit more spacing and punctuation.

Some helicopters can carry vehicles.

ICBM's are InterContinental Ballistic Missiles. Correct me if i'm wrong but aren't they far too big to launch from a sub?

Make air vehicles move like infantry? Why the hell would you want to do that?

Stealth bombers should be able to drop a nuclear payload though. Maybe there could be a huge cost to use it, like 5000 gold. Maybe more. Nukes cost money!
 
:) Not to jump ahead but what about adding the bottom canon as ottoman replacement for the warlords edition

http://forums.civfanatics.com/showthread.php?t=182956

I was referring to the bottom image.


I think macemen should get 10-15%against melee; the macemen are equipped with the armor and have superior weapons compared to classical age.

I figured they(macemen) should have a greater strength against melee
(more thinking against swordsman) swordsman str 6 +25% melee vs. 8 that comes out to 7.5 vs. 8, at least having a 10-15% melee(or have bonuses against swordsman and axemen not pikemen and other melee units) would be a good choice.

I still think catapults are have too much strength, they should have to be protected by other units. presently is is difficult to kill them with an axemen, I think the catapult defense is better represented by having other units on same tile. Vanilla catapults have a str of 5 originally because if it was weaker it would be even more of a sacrifiical unit, but since this new ability from dales combat mod they are stronger and should no longer be a stand alone units and they are no longer meant for physicallly attacking which was there reason for their 5 strength in the first place.

a question of mine.. what is the difference between having 15% str-15% str defense and having 15% city raider? except the first one the 15% added for attack ability is for anywhere where as the city raider is only added for cities. and of course on defense they are the same..:confused:

i htink the specilized bonuses are not quite as effective. adding 10% strength is better then ahving 15% specialized strentgh, there should be more reason to specialize, the 5% is not a big enough difference in my opinion when it could only be used against a certain type of unit where as the 10% is universal

a suggestion, i think you guys should reintroduce 25% city defense or 20% from the start. with all these new additions, it should be more necessary to bring seige weapons. i think.

Just my thoughts i would like to hear a response from anybody. Thanks for any response.
 
WarKirby said:
@philip98188: What a wordsoup. You need to put in a bit more spacing and punctuation.

Some helicopters can carry vehicles.

ICBM's are InterContinental Ballistic Missiles. Correct me if i'm wrong but aren't they far too big to launch from a sub?

Make air vehicles move like infantry? Why the hell would you want to do that?

Stealth bombers should be able to drop a nuclear payload though. Maybe there could be a huge cost to use it, like 5000 gold. Maybe more. Nukes cost money!

You are right about the ICBM's but i just mean to get a nuke avalible in the game that can be lunched from a nuclear sub...

i just have taken a look at the mod and i think its nice to have so more new unites but ehhh the new subs can go under water ??!!

also something that is realy breaking my heart is that i had an Kraken unit avalible in the ''normal'' game but i have to load an mod from the ''mod'' list so i don't have that unit if i want to play the total realism mod :shake: :wallbash: :shake: :(

so i'm asking can somebody PLEASE explain to me how to ''mod'' this mod so i can have my dear Kraken back ??!!!
 
one more thing i found a unit maker that could do some editing...and he is willing to help somebody if they asked him.

i remember houman saying that there is no unit maker person on the team. sp for some unit editing i nominate him...:D

Cafegio said:
Thankyou and yes Im currently working on a pretty big project that I had scrapped for awhile because I had a daughter in May and that took up most my time. So now I got warlords and Im a little addicted but the MOD Im working on will be one major overhaul and then many little scenarios that will take place in different periods and times and one will def. be the Crusades. Thats why I ask if anybody wants to make a button for this unit please go ahead. PM me and I would even do some unit work for you.
 
my game has started crashing also- cant remember what turn- around 300 prolly.. I have the hot fix and I tried ending the turn with the 'enter' key- same crash happens no matter what I do- the only thing I did different was change to organized religion 1 turn earlier. I can send the save game if you think it will help.
 
Just used Inquisitors for the first time last night...

DAMN but they are cool!!!! :D

But yeah, sadly, I'm also getting those same kinds of crashes. Turn 150 for me... CTD every time. I've tried reloading two or three earlier autosaves, doing things differently, not taking certain cities in the turns leading up to 150 etc...

Nothing. Always CTD on turn 150. :(

One time before it crashed I got a Python exception report. It disappeared pretty quick, but I did manage to see something about Line 65 and the Green Mod?
 
philip98188 said:
so i'm asking can somebody PLEASE explain to me how to ''mod'' this mod so i can have my dear Kraken back ??!!!

The Kraken is a gigantic, squidlike, mythical sea creature. Am I right?:confused:

It seems like it would be out of place in Total Realism

WarKirby

PS: That unit maker, could you guys get him to make a Challenger II MBT. It's not fair that so many other countries get their super tank and britain is stuck with generic 'Modern Armor':cry:
 
*BUG or just explain to me ?
*Well i didnt post a game save, my bad, have autosave turned off...

*Playing as India on Prince, TR world map - i founded Hinduism in Calcuta. Had Stonehange build so great prophet was born in 1 of me cities, so i build shrine in Holy City, every thing was fine so far. But later in game after founding Islam (was founded in Elephantine, than Holy City was moved to Mecca) i lost a war whith Arabs and forced to convert to Islam. Still was ok till my Hinduism Holy City lost its state.
I lost my shrine !!!
After 10 turns my city regained that state and shrine was still gone !!!
Meaning my great prophet that was consumed to build a shrine also "dissapeared". It cracked me to -27 gold at 0% resarch :(
Is this a bug, or it is meant to be this way, so u lose prophets this way ?

*If it was posted here - it means search is broken, or me blind

*And some requests:
1)Some time ago i asked for a map editor that have all TR units and resources, as world builder is a bit too slow (building 6x6 island takes 4 secons for PC to load it all). So can u post/send me a link to that editor or simply say 'none exists' ?
2)[only if 1) will have negative answear] There is an Europe map - its Huge Europe map, but is Very Poor on Resources. My PC crashed 3 times when i was placing them... so i need eighter a premade ballanced map - or a map editor that poseses all TR units and resources.
3)Can barbarians attack Thebes 1 turn later :D, i send my warrior to get a goody hut before Arabs (the one north-east on that deser title). And i just didnt make it to build a new warrior (3 turns remaining), my warrior was on northwest hill title nest to Thebes, and barbarian warrior was just south of thebes and i had to make "end turn" and gg xd

But since im delighted whith this mod - im gonna play Mali on Monarch :D
 
it seems that playing as the Egyptians on the TR map is of higher difficulty, seriously they must be one of they most difficultly placed civs in the TR/Mod and World Map... However, that just makes my game the more challenging and FUN... the Egyptians seem to be at a substantially higher difficulty or, "stuck between a rock and a hard place", than say any of its resource abundant Asian counterparts... Not complaining just saying that if you want more of a challenge (hence funner game, in my case) than play as the Egyptians...even though I find the female Leaderhead annoying... thankfully I never have to see it....
 
Anaztazioch,

I have read somewhere that when you hold a holly shrine of a specific civ, if you are a beliver of this religion you will have no problem and only bonuses. But if you change your religion, there is a chance that this holy shrine goes to a city of a civ that follow this religion. Understood ? ( not easy for a Frenchmen to explain thet in english, sorry ;) ) Furthemore, if you hold two holy shrines of two religion, there is also a chance that the second diseaper .

exemple: You are Mali. You discovered Christianism. You built the Holy Shrine.
1) But, you convert to Taoism. So there is a chance that you lose your holy Shrine to a civ that is of Christian Religion.
2) You discovered few turns later Islam. You built the Holy Shrine and convert to Islam. Again, there is a chance that you lose the Christian Holy Shrine to an other civ that is christian.

I hope you understand. Very uneasy to explain....;)

The Frog.
 
Just so you know, the bugs from my promotion mod is in here. You dont get defence/attack when you are on features (like forrest and flood plain).
 
I agree with all of Spartans points, especially about specializing, city defense, and siege weapon strength. They out to have -80% defense or something. The units guarding them are their defense.
 
@WarKirby
well Kraken re no myth, corpses have been found that were longer than 20 meters but its still quite unrealistic for this mod cuz they live in the deep sea and except of some tales there re no reports of Kraken comin to the surface(ok some corpses that ve been found on some shores but i guess that was not intentionally :) )

p.s: i apologize for my bad english,its been some time ;)
 
@Hian the Frog

I must admin - i hate france and french and so on. :) In Real life and game. French civilization i aloow them to build up only to kill and raze bigger cities :D

Any way thanks for explanation, but my post after the holycity/shrine says i did find that later. Prolly you just posted explanation before my post was updated.

@MindProphetX

Yes Egyptians are hardest, mostly becouse they got Nubia and CArthage close + almost no shields. Egypt really need slavary to build, but that just increaces barbarians...


*back to TR
Why AI civs slaves ALLWAYS attack MY improvements, MY workers, and MY army ?!? They allways leave their "home" borders to attack mine. Some times that means 4 turns of walking up to my cottage and 5th turn to raze it !!!

PS: died as Mali... acidently razed half of my cities by demo troops, than lost to egypt. ffs i say.
 
Kraken is as real as Dragons, elves, dwarves, demons, centaurs and shemales. :) Putting one of em in TR must result in puting em all. Its like we will have black knight on unicorn that is UU for England and requires christian temple and islamic state religion...
 
Also gotten the infamous crash between turns now, around turn 380.
I suspect its due to any AI trying to bombard an improvement. Tried it myself and got me an insta crash :)
Not going to reload and retry different things since this seems the most likely cause. No wonders were being built at the time.
I'll take a timeout on my civ game until that fix comes out ^^

A note about slaves, I didnt use it much in my current game cause I focused on grabbing a foothold in Korea as Japan on the worldmap.
But Ive seen the AI have huge armies of slaves, like 10-20 slaves moving together or 50% of the tiles in their empire has a slave in it :)
Maybe you get too many slaves from the barbarians attacking your cities after a revolt?
 
Why take apromotion with +15% city attack, when you have a +15% all attack? Same with +10% city attack and +10% city defence when you have a +10% combat.
 
Back
Top Bottom