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[mod] Warlords: Total Realism 2.3a

Discussion in 'Civ4 - Modpacks' started by Houman, Aug 21, 2007.

  1. saylrp

    saylrp Chieftain

    Joined:
    Aug 18, 2007
    Messages:
    3
    Location:
    ZZ9 Plural Z Alpha
    interface doesn't show up on startup, or is it supposed to do that? i cant set up a city, what i have seen looks nice though
     
  2. Mexico

    Mexico TR senior programmer

    Joined:
    Dec 2, 2005
    Messages:
    578
    Location:
    Slovakia, Kosice
    do you have civ4 gold? it is confirmed problem with this version...

    btw. most players have reported problem that can't install BtS over Civ4Gold - if firaxis don't know how to work with Gold version, how we can handle this.....:confused:
     
  3. MrPopov

    MrPopov King

    Joined:
    Jul 25, 2006
    Messages:
    985
    I am finding that in the later stages of the game (when I get to mercantilism) I am making TONS of money. I set my research to 100% and am sometimes at +40/50 per turn. I have 1 specialist merchant city, and haven't even gotten to building wall street there... With Pacifism running asap, I have plopped 3 great prophets and 2 great merchants in that city

    civics: Republic, civil law (soon to change to free speech), Caste System, Mercantilism, Pacifism.
     
  4. Hian the Frog

    Hian the Frog TR Designer and XML

    Joined:
    Apr 12, 2006
    Messages:
    1,133
    Location:
    Near Nancy, FRANCE
    Hi,

    It really depends on many factors: maps and close to rivers/coasts, civs, trade with civs, techs, buildings, ressources, army size (and upkeep)....
    In some case, you can earn many money but i know players that are crying about their awesome lose of money each turns....

    Nevertheless, we are still working on the balance of the mod.

    Hian the Frog
     
  5. Snake Pliskeen

    Snake Pliskeen Warlord

    Joined:
    Aug 20, 2003
    Messages:
    170
    Location:
    Italy
    Just a technical question: there is a way to change promotions for the units we have at the beginning of the game with the world map, without using Worldbuilder? As warriors now upgrade to shortswordmen I dont want to have defensive promotions but I would prefer changing for melee combat.
     
  6. Hian the Frog

    Hian the Frog TR Designer and XML

    Joined:
    Apr 12, 2006
    Messages:
    1,133
    Location:
    Near Nancy, FRANCE
    No, there is no other solution than using the WB. :(

    These units were added to allow some civs under barbs attacks to resist (or to try to) such as Egypt, USA or Turks. These two garrison promos are free and it's better than nothing.

    Hian the Frog.
     
  7. Cruel

    Cruel King

    Joined:
    Jun 22, 2005
    Messages:
    823
    Location:
    São Paulo, Brazil
    I tested in WB some combinations of factors and discover: don´t make war with many nations in pacifism... heheh. The red faces grow up, and cities stabilizes in low size.

    More feedback: (Romans, prince level, 76 cities, science always in 100%) Gold: 16206, gold per turn: 732, turn: 723, 2048AD.
    More advanced: Armored Vehicles, other advanced: combustion engine, rifled artilery. I conquest all Europe, all Asia less Japan region, north africa.;)
     
  8. Sircam

    Sircam Chieftain

    Joined:
    Sep 2, 2007
    Messages:
    31
    Location:
    Genoa - Italy
    Bismark, Huge Pangea Map, Prince difficult, 10 random AI opponements, No tech trade, 8 cities circa 7 citizens large (9 in my capital city), every 1 or 2 turns I have pandemia in a random city. I changed era from Ancient to Classic at 380 B.C (with Oracle and its free tech) and after 250 turns.

    My cities are all on a plain tile near a river or near a shore, all cities builded all buildings available for my current technology to prevent disease and I do not cut every wood near my cities. I have no jungle tile near my borders and I have open border with four opponents. I have available pigs, rice, fishes and grain resources.

    I made no war thanks to my big army near my borders dissuading others warmonger AI to attack me (I am not sure but I suppose war has a change to spread pandemia in TR as in real history is)
     
  9. Hian the Frog

    Hian the Frog TR Designer and XML

    Joined:
    Apr 12, 2006
    Messages:
    1,133
    Location:
    Near Nancy, FRANCE
    Nice, Thanks.

    Pandemias like war, as IRL.

    Hian the Frog
     
  10. Hian the Frog

    Hian the Frog TR Designer and XML

    Joined:
    Apr 12, 2006
    Messages:
    1,133
    Location:
    Near Nancy, FRANCE
    @All:

    Guys,

    I thanks you all for your help.
    I have already changed the Pandemic system. Now i'm looking for the tech tree. I'm at that time testing my last changes to be sure that they work like intended.

    You can stop your comments about the tech tree and Pandemia. Thanks again. :goodjob:

    Hian the Frog
     
  11. Kyrian

    Kyrian Chieftain

    Joined:
    Aug 21, 2007
    Messages:
    31
    Location:
    Genoa, Italy
    I am still alive!

    Map type: huge Pangea
    Leader: Washington
    Level: Monarch
    AI: 10 opponements (now 8! :lol: )
    Cities:16 cities
    More advanced tech: COAL MINING
    Old techs to research: Glassblowing and porcelain, divine right, rudder, stained glass, èaèer, heraldy, optic, university, archery trading, clockwork, fine arts, administration, critical though, astrolabe, shipyards, astronomy, typography, arquebus, double entry account (to reach the same coloumn of coal mining ;) )
    Research rate: 80%
    Era change:
    From ancient to classic - 400 AC - 260 turns
    From classic to medieval - 420 DC - 342 turns
    From medieval to Renaissance - 1560 DC - 490 turns
    Pandemy: ALL MY CITIES HAVE ALL POSITIVE BUILDINGS (well,acqueduct,bath,granary,grocery..ecc for this era) :D
    There wasn't any jungle in my empire and I have chopped all forest near cities.

    City name / Fresh water /Sea/ Pop / Presence of Sawmill&Forge/ VALUE

    -Washington/ Yes /NO /12 /NO / 2%
    -New York/ N /N /13 /N / 2%
    -Boston/ N /Y /13 /N / 3 %
    -Filadelfia/ Y /Y /13 /N / 9 %
    -Atlanta/ N /Y /10 /Y /Immune
    -Chicago/ N /N /8 /N /Immune
    -Seattle/ Y /N /14 /N /10%
    -San Francisco/ N /Y /13 /N /6%
    -Delhi/ Y /Y /13 /N /7%
    -Bombay/ N /N /10 /N /Immune
    -Calcutta/ Y /Y /8 /N /Immune
    -Kolhapur/ N /Y /8 /N /Immune
    -Jaipur/ N /Y /3 /N /Immune
    -Madras/ Y /N /8 /N /Immune
    -Bangalore/ Y /Y /8 /N /Immune
    -Karachi/ N /Y /10 /N /Immune

    I think I will loose this game for Cultural victory of an AI player, but It's non so sure :D
    I am second and this Ai player first.

    I Have a little proposal: It's possible to change the system to upgrad militar units? For little empire is very expensive and impossible to pay for upgrade them and too slow to rebuild an army.
    I am thinking about a system based on money and turn, where to upgrade, for example an aceman, I have to pay less than now and to wait turns to can use that unit..What do you think about this? :p

    Hi all :goodjob:
     
  12. Sircam

    Sircam Chieftain

    Joined:
    Sep 2, 2007
    Messages:
    31
    Location:
    Genoa - Italy
    It would be nice IMHO having a system based on gold/turn to support own national army but I do not know how much it could be implemented in TR and if I am not in error there is just a sort of upkeep integrated in the game. It should be better to fix the cost for the upgrade to help small empire to survive but this potentially could help large empires too...

    IMHO I know there are different ways to win this game but always the warmonger empires win more easily. It is impossible to race against a very large empire with a lot of cities conquered in the past (and saving its time) so it is a question of time for the human player to declare war to the neighbours hoping to growth like the aggressive empire and having approximately the same number of cities. If not small empires will succumb under the massive army large empires can stock...

    So I love this game but I think it should be remain a strategic game, not a game of conquest and destruction. With a large army it is very easy to win the game abusing, annihilating and razing small empires or own enemies. I know this is history but I have some suggestions to mitigate this scheme (farming unit and no other)

    - insert a special building like Apostolic Palace to force other empire to stop making war around
    - more severe malus if an empire attacks other empires with the same religion
    - insert promotions like in FFH2 where some units defending inside their national borders have a high change to survive or to repel the enemy
    - sometime an empire make war through all the game (or for a huge part of it) fighting around as well 100 years (not turns) so it would be nice if attacking empire's citizens became unhappy more quickly.
     
  13. DarthCycle

    DarthCycle WWII Freako

    Joined:
    Jul 25, 2005
    Messages:
    290
    are there any scenarios available for this mod?
     
  14. Anaztazioch

    Anaztazioch Hit in the head too much

    Joined:
    Apr 22, 2006
    Messages:
    1,181
    Location:
    Kraków, Poland (southern Poland)
    Were trying our best to stop unit farming stategy. We limited AI offensive unit, but is still free to build defensive ones, whitcha re not valued as much by AI.
    As for human, he is allways free to farm them till hes -13653950173265 gold/turn.

    Im more for system that limits regular units (swordsman, knight) and allows unlimited, but higher to upkeep irregulars (shortswordsmans, militia, levy).
     
  15. Anaztazioch

    Anaztazioch Hit in the head too much

    Joined:
    Apr 22, 2006
    Messages:
    1,181
    Location:
    Kraków, Poland (southern Poland)
    We dont have a map maker, or scenario maker int he team.
    So no, we dont have any scenariors.
     
  16. Pisces2

    Pisces2 Chieftain

    Joined:
    Oct 20, 2006
    Messages:
    20
    Location:
    Canuckistan
    I'm waiting for the patch then I'll create. No reason to put in effort that may become obsolete in a week.
     
  17. Sircam

    Sircam Chieftain

    Joined:
    Sep 2, 2007
    Messages:
    31
    Location:
    Genoa - Italy
    good idea I would appreciate! Limiting regular units allowing near unlimited cheaper and lighter units is more realistic and now a more trainded regular unit can do the difference in many battles hoping to survive with her promos to the next conflict, but IMHO I would like to add more upkeep to the regular units and not to the lighter and cheaper irregular ones
     
  18. BadaBing

    BadaBing Chieftain

    Joined:
    Nov 24, 2005
    Messages:
    92
    Downloaded the latest version this weekend and just wanted to say how much I'm enjoying my first game. Of course I've played the previous releases of TR, and lately I've been playing BTS - but to be honest I was starting to get bored with it pretty quickly. TR has rekindled my love of Civ! It just has so much richness and depth. Many thanks to the whole team!
     
  19. Anaztazioch

    Anaztazioch Hit in the head too much

    Joined:
    Apr 22, 2006
    Messages:
    1,181
    Location:
    Kraków, Poland (southern Poland)
    regular units are those that are trained well armed and work in army.

    irregulars are laborers that are given wepaons and are ordered to fight. Since they no longer work in cities, it suffers money (easier done than hammer loss). Thats why higher upkeep for those units, +1 gold/turn cost. But if that unit will be in city, it will work in it, giving that gold back.
    Still it will be silly if that unit dies ^^, since they dont work, and they die, money return to cities ^^
     
  20. H.Balck

    H.Balck Chieftain

    Joined:
    Jul 21, 2004
    Messages:
    3
    How can I activate the original Leaderheads in earthmap again??? Thanks
     

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