[mod] TOTAL REALISM 2.0

Some more great units are in circulation.

http://forums.civfanatics.com/showthread.php?t=185826
http://forums.civfanatics.com/showthread.php?t=185968

The foot soldier would be a great addition to the European armies. Replace swordsman perhaps? Problem its a medieval unit, not an ancient one. Can other units update as eras pass, like great people do? That would solve this problem.

The warrior monk could be an extra unit for Judaism and Christianity. Enabled by a monastery, change the name to Zealot or Fanatic. Or since every religion has its zealots and has had them in the past, make it open to all religions as a second unit. Christian zealot, Judean zealot, Zoroastrian zealot etc etc.

The dob dob unit could be the second uu for buddhism and taoism.

Please TR team :please:
 

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Los Tirano said:
Some more great units are in circulation.

http://forums.civfanatics.com/showthread.php?p=4537806#post4537806
http://forums.civfanatics.com/showthread.php?t=185968

The foot soldier would be a great addition to the European armies. Replace swordsman perhaps? Problem its a medieval unit, not an ancient one. Can other units update as eras pass, like great people do? That would solve this problem.

The warrior monk could be an extra unit for Judaism and Christianity. Enabled by a monastery, change the name to Zealot or Fanatic. Or since every religion has its zealots and has had them in the past, make it open to all religions as a second unit. Christian zealot, Judean zealot, Zoroastrian zealot etc etc.

The dob dob unit could be the second uu for buddhism and taoism.

Please TR team :please:

Hi man,

I like them. Beautifull units.
A zealot unit for each religion could be a good idea. My suggestion is to allow the build of this units only when at war. It could be a low cost unit with good attack promo but weak in defense: fanatical are always proud to die for their(s) god(s)....

About footmen: including them could be nice of course. But why doing so ? Which tech ? What strenght, promo, cost ? Upgraded to what unit ?

The Frog.
 
Im thinking the zealots should be cheap (like the crusaders), weak 4 strength, but with the movement of scouts (2) and the free attack promotion, better on attack worse on defence. No need for war, so that you can prepare a wave of zealot attacks against a 'heathen' city to begin a crusade. Thinking the type of unit that moves from town to town, burning them down, obstructing roads, and making a darn nuisance of themselves. Or as troops to soften defenders of cities.

Footmen, unlocked by feudalism, replace swordsmen, require iron. They have an extra 1 to their strength but no change to anything else. So slightly better takers of cities, as you pointed out Hian, to take a castle, heavy infrantry is what was needed.
 
Los Tirano said:
Im thinking the zealots should be cheap (like the crusaders), weak 4 strength, but with the movement of scouts (2) and the free attack promotion, better on attack worse on defence. No need for war, so that you can prepare a wave of zealot attacks against a 'heathen' city to begin a crusade. Thinking the type of unit that moves from town to town, burning them down, obstructing roads, and making a darn nuisance of themselves. Or as troops to soften defenders of cities.

Footmen, unlocked by feudalism, replace swordsmen, require iron. They have an extra 1 to their strength but no change to anything else. So slightly better takers of cities, as you pointed out Hian, to take a castle, heavy infrantry is what was needed.

Los Tirano,

Yes, very good. I like both.

Question: what tech for Zealots?

Ideas:
- a temple is needed to build a zealot
- zealot can anly be built under Theocraty. ( to avoid too much nuisance)
- if it's doable, no maintenance cost for zealots under theocraty only.

I suppose that a swordman could be upgraded to a footman. Right ?

The Frog.
 
Ok guys,

I have very good news,

WARLORD Conversion is finished and runable!!! :D
There is still one little problem in the XML but once you click on ok the game loads and I started playing a game.

But I still would like to nail down the problem, what does this error message mean and how can I get more detailed error messages about my XMLs? Please see my pictures attached to this.

I have plans to bring out a beta version for this Warlord release only in the sub forum for dedicated people who can report the errors and two weeks after that the release goes gold. What do you think and are you up for it? The Beta would be ready next Sunday evening. I still have to apply many little patches that we had applied to the vanilla patch here as well.

P.S. Please add your unit requests and comments into the sub forum. Everything there is sorted and I can easily read them and implement them. Here I have first to find them. :) But general discussions and flames about my signatures can continue here. :D

Regards
Houmie
 
Houman said:
Ok guys,

I have very good news,

WARLORD Conversion is finished and runable!!! :D
There is still one little problem in the XML but once you click on ok the game loads and I started playing a game.

But I still would like to nail down the problem, what does this error message mean and how can I get more detailed error messages about my XMLs? Please see my pictures attached to this.

I have plans to bring out a beta version for this Warlord release only in the sub forum for dedicated people who can report the errors and two weeks after that the release goes gold. What do you think and are you up for it? The Beta would be ready next Sunday evening. I still have to apply many little patches that we had applied to the vanilla patch here as well.

P.S. Please add your unit requests and comments into the sub forum. Everything there is sorted and I can easily read them and implement them. Here I have first to find them. :) But general discussions and flames about my signatures can continue here. :D

Regards
Houmie
Thats good Houman, we need a general thread and this one fits the bill just fine.
 
Hian the Frog said:
Los Tirano,

Yes, very good. I like both.

Question: what tech for Zealots?

Ideas:
- a temple is needed to build a zealot
- zealot can anly be built under Theocraty. ( to avoid too much nuisance)
- if it's doable, no maintenance cost for zealots under theocraty only.

I suppose that a swordman could be upgraded to a footman. Right ?

The Frog.
I like the new units; especially the fanatics. Maybe they should be unlockable after you have built a temple in a city outside of your shrine. Or perhaps they should be available to build when you build a monastery. Just thinking about the Zealots, Jesuits, Templars, Hospitaliers, Hassassin, etc.; they were generally groups of men seperated from the general society and religious hierarchies. This served as a natural crucible for zealotry.
 
There seems to be a small group of people who insist upon making this a history thread and modification to the mod thread. That's all fine if that's what this thread is supposed to be about.

So where is the thread for reporting bugs with the total realism mod? I'd sure like to know whether the CTD can be fixed, or if there are no plans to fix the CTD. Thanx for any relevant replies. :-)
 
As promised, new patch (2.1.2) for Total Realism is out!
bad news is, that this CTD is still not solved :(

bugs solved:
- game crash when making ranged bombardment at undefended tile/city
- player can make ranged bombardment to enemy unit within own territory
- 'pink frame' for zoroastrian shrine building event

(helicopter issue is solved too, but not released yet, because lead to saved game incompatibility. will be released soon with new dale's combat mod as version 2.2.0)

Download:
CivFanatics:
http://forums.civfanatics.com/downloads.php?do=file&id=2811

SourceForge (can take some time to spread accross servers):
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112
 
@Mexico

When I try to install the patch, there comes a message saying: "Total Realism 2.1.1 not found. Patch install aborted." I changed the name of the TR folder to "Total Realism 2.1.1" but it's still not working.
 
Propunk said:
@Mexico

When I try to install the patch, there comes a message saying: "Total Realism 2.1.1 not found. Patch install aborted." I changed the name of the TR folder to "Total Realism 2.1.1" but it's still not working.

and have you installed previous patch 2.1.1? (no need to renaming, this installer take look into windows registry)
 
Geez...:blush: You're right. I could swear I'd installed it. The icon for patch 2.1.1 had been on my desktop all the time... but it hadn't been installed. I installed patch 2.1.2 successfully. Sorry. My bad.:)
 
@Ankenaton, "Just thinking about the Zealots, Jesuits, Templars, Hospitaliers, Hassassin, etc.; they were generally groups of men seperated from the general society and religious hierarchies. This served as a natural crucible for zealotry."
This is what im finding as i do some research, looking at the Khawarij and Wahhabi zealots as of late. Gripping stuff.

@Hian, these secluded groups tend to be independent from the ruling body, to think quite differently, so the monastery seems a better prerequisite than theocracy. But i guess with theocracy you can justify the state having control of them. hmmmm

What would be extra fun would be if there were religious revolts. Weve got the slave revolts, but im thinking if you take over a city with a foreign religion, a barbarian zealot unit tries to retake the city while its still in the chaos after conquest. Nothing serious, just one for flavour. Ah! And if its a holy city then the number of fanatics is greater. "You will not take our holy places!" :ninja: :ninja: :ninja: :ninja:
 
@ Los Tirano - Your suggestions look good; hopefully we can pull it off sometime in the near future. :goodjob:
 
tell me something , does this patch help in anyway to make this mod playable ?

Are you getting closer on finding why we can't play it smoothly ?

I think that all of us would like to know what is the progress on finding waht is the error that couses this CTD

i know you are working on the Warlord thing , but atleast give us a patch that will fix this CTD

keep on working hard and doing what you know , cous this is one increadble mod , i can't wait to play it witout errors

thanx
 
Houman said:
I hope these Zealot stuff are also mentioned in the subforum, because a few pages later these might be forgotten. ;)
I think it is....but if it is not I will write something today/tomorrow when I have the time. Got deadlines today/tomorrow at work...you know how it is. :p
 
Ankenaton,

Yeah I understand, no problem. ;)

Very good news, Mexico found the last known bug in Warlords. It is now ready to be tested. I will just add some more things and release it in the subforum for dedicated Beta test.

About the final Patch for the vanilla, don;t worry it is coming as well. Mexico will update the whole Dale's code to the new version. Meanwhile I am fighting with teh debugger messages inside the Dll. We haven't given up on it yet.
 
UPDATE: I just was able to compile the DLL for vanilla patch with Debug messages. WHen I am back from work tomorrow I am going to test it further.

What a coinsidence that Mexico has already found one main reason of the CTD which goes back to Dales ranged bombardment code. :) We are on very good path to bring out the final patch for the vanilla release this weekend. Finally it is moving again....
 
Houman said:
UPDATE: I just was able to compile the DLL for vanilla patch with Debug messages. WHen I am back from work tomorrow I am going to test it further.

What a coinsidence that Mexico has already found one main reason of the CTD which goes back to Dales ranged bombardment code. :) We are on very good path to bring out the final patch for the vanilla release this weekend. Finally it is moving again....

great:goodjob:

look forward to it:D
 
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