[mod] Warlords: Total Realism 2.3a

No, it was always the difference, but before it also had a "fixed" part, and now it's equal to 0. You can change it in GlobalDefinesAlt.xml to whichever value you want, it's at the very end of that file.

Sorry, I was looking for it in my directory (programs/civ4/warlords/mods/TRGold/Globaldefinesalt.xml), but I couldn't find anything about upgrade. I've found something in Globaldefinesalt.xml in Civ4 directory, but I dont understood what to do here. Can you explain exactly where to look for and what to do? Any suggestion about which can be the best upgrading cost for the units? I mean, the cost for upgrading normally is too high in my opinion, but I dont want it to be too cheap, I want balanced, what do you suggest?
 
The file you need is in assets/xml folder inside TRGold. As for advice, obviously we consider the current setting optimal. Currently, it is calculated by converting to gold the total difference in hammer cost between the current unit and the one you're upgrading to. The only easy way of modifying it is editing the mentioned number - it will add a fixed amount of gold to all upgrade costs. We didn't like that fixed part, thus it's equal to 0 in the current version. You could set it to 10, 20 or whichever you like, and all upgrade costs will increase by that amount.
 
I found flaming arrow doctrine as german, but when I build archers I cant get second level promotion. My archer has the symbol of Flaming arrows, but I have not possibility to get the 2th level. As I made some changes in doctrines maybe I mess something, can you help me writing how Flaming Arrow doctrines must be written in xml file? I think it's enough the string for Flaming1, as I cant get the 2th level promotion. Sorry, but I'm learning trough mistakes :-) Thank you!
 
Gave up on trying to code a map into the mod so I just created one. Original maps aren't easy nor are they 100% perfect. It's as close as I can get though. Everything is to scale including the size of Europe. This is about realism, non?

I've put 20 civs on the standard map so yes... it's crowded. Do NOT expect to have full city radius cities in dense areas, they will not happen. Just let them overlap a bit. There is a lot less map to bog down your memory and less space to expand so you'll be killing off civs left and right.

Civs removed on this map:
- Koreans
- Cathaginians
- Celts
- French (sorry but just not enough room and one of the main Euros had to go. I'm french myself so I swear it's not a slight.

A bunch of the old barbarian cities are back as well as a few new ones. Barb cities however are given warriors instead of archers because in all my tests, they took out a few civs in the first couple turns with their archers.

Goodie huts are in the game but are not city placemarkers for the most part.

All TR rules apply. The mod is unchanged. Unfortunately this means it will play to scale as a huge map. This is hardcoded and can not be changed. The only way it can be is to set a time other than "Realistic" and that is beyond my abilities. (I've tried and failed)

Same TR glitches and bugs. Don't build guild halls.... etc.

This map will work with the upcoming patch I'm sure. I'll translate it again when the mod moves to BtS. I've already begun practicing BtS mapmaking and mod work and have made a mod already (it's gimpy but a real, working, breathing mod).

Hopefully this will relieve some of the MAF issues and bugdowns that Huge maps give so many people. Credit as always goes to the TR team for the mod. The map is original and not duplicated from anyone.

http://forums.civfanatics.com/uploads/102700/PiscesStandardTRMap.zip

Unzip the map into your Civ4 Warlords PublicMaps folder.
 
I just started as the Germans. You were right about being crowded, I don't even have 8 squares to work with :crazyeye:

I will let you know how it goes!

EDIT: First thought, If you know how, mabye reduce the minimum distance cities can be built. In Rhye's and Fall of Civilization for example, cities can be placed within 2 tiles of each other, this helps to maximise all the available space in Europe and other cramped areas.
 
I know how but... it would require changing the mod. It is in the core XML for the mod and to change it, I would need to create a seperate mod or change the core mod itself. I've no desire to do either. I'm sorry Europe is a mess but then, that's pretty much how it's always been since the history of history.
 
@ Cruel - Hey, cool, I play(ED) runescape too, got really good, oh, well. I'll give it a shoot!

@ Anaztazioch - Had internet, no need for flashdisk, don't waste money on stuff I don't use, Guessing HDD mean Harddive Disk? Gonna give it a shot.

Thanks.

Am cool.
 
SCENARIO: COLONIZATION

I'll try and post a different scenario once a month.

Requirements: TR modpack. Unzip this map into your Warlords PublicMaps folder.
http://forums.civfanatics.com/uploads/102700/TRColonization.zip


Synopsis:

Life on Europa is pretty good. The resent Rennaissance has swept the continent and cities have grown large and stable. An uneasy balance exists between the five nations of the known world and each nation has heralded the arrival of a new, young, energetic leader within the past three years. New ideas are springing forth and the citizens of each nation are beginning to dream of a better life.

Held back by the constraints of the balance of power and a lack of land area in Europa, people have begun to listen to the stories of old, stories of a world beyond their own out over the massive blue seas. Old Welch hillsmen spoke of a time when Savages from a northland called Aurorus had landed on England's shores and pillaged the small towns there weilding axes of gleaming metals and strange furs around their bodies.

Russian scholars are looking out of a new invention, the telescope over the vast oceans of the east and see great dustclouds just over the horizon. Some swear they even see small boats moving around but are dismissed as drinking far too much wine.

German engineers have perfected a new series of ships and the captains from older vessels speak of an island far to the south west filled with mountains and ice. The waters were too treacherous to land there but the new ships offer new hope.

The Spanish have always found strange artifacts washing up on their western shores made of marble and wood. Odd coins with strange prfoiled faces on each side etched with the word "Caesar" upon them were found in a floating case and wisked away to the palace for the old king to see. He dismissed it as a trick of the English but his daughter was not so sure. Now Issabella wears the crown and she never forgot about those coins or that exotic word... Caesar.

The French in good spirits and plenty of wine talk about the legend of the Amazonia, the savage lands where women reign supreme in a lush and savage jungle filled with the greatest array of foods, spices and treasures. The women however were merciless and quick to kill any male who stepped out of line with them. In a male dominated society, the French told those stories in jest but a new wave of feminism has swept the continent as three of the five Great Powers were now headed by a woman. Their own views of the old king's only son led many to joke that France actually held a fourth woman on a throne but such whispers were hushed quickly around anyone in authority. Slandering the Sun King was not welcome.

An old spear made of a wood no one had ever seen washed up on the border of France and Spain not too far from the English coast. It was longer than most pikes created with their finest materials and stronger than any wood any of the nations had seen before. They did not know where it came from and it held a simple carving in it's shaft.... an addly shaped shield and a pair of spears like the one it was upon crossed behind it.



This scenerio begins in the Rennaisance Era will all techs from the ancient, classical and medieval eras already known. Some rennaisance techs are also discovered to allow the five Great Powers a choice to be made right away.... build large ships and go out into the unknown seas and see what they can find or try and build up at home and take out one of the other powers. All ancient wonders are cancelled out and only Medieval and up can be built. The only resources on Europa are Wheat, Fish, Copper, Iron, Sulfur, Horses, Wine, Coal and Aluminum. Each faction has the same number of resources, units, cities, starting gold, techs and each has a seperate religeon. Buildings are pre-placed in all cities with larger buildings placed in the capitol. All factions are as equal as I can make them while still managing to give each a slight advantage (nothing game breaking) on each other. Germany has a bit more land and could found another city on Europa. Spain has more hills and plains for indurty. England is an island and safe from a land attack. Russia is closer to discoverable lands and France has more rivers and money making lands.

Hints: Set all civics, religeon of choice and city production on your first turn!!! Pre-placed cities off no pop-ups in the beginning and civics are defaulted to ancient. Set your lands up!!

Enjoy this scenerio. It's not completely realistic but it is set up to be exactly why colonization happened on the real earth in the first place.

Pisces
 
@ All:

Personnaly and in the name of the Team, i want to thank all those who help us to remove the bug and to balance the mod. It was a big help. Thx.

Hian the Frog

Hello TR Team,

Long time Civ player here with several years of experience with Civ 1-3. Although you are currently fixing bugs I thought that it might still be of interest to gain yet another player's perspective on your work. After many busy years I now decided to finally try out Civ 4 and stumbled upon the Total Realism mod. Distinct civ differences, correct starting positions, a large map and a long game have always been primary interests, and so this mod seemed almost too good to be true. Downloading it at once I sat down to build the perfect India that could have been in a 24 civ world. I could play until c:a 1680 AD at which point the game always crashes and no fix seems to work (using Warlords 2.13). Still, it was a terrific run and allow me to summarize my experiences of the mod:

ECONOMY - It seemed possible to have a functioning economy with 17 cities and a reasonably large army at 50% tax rate. Very few military buildings, however, but sometimes, as the drain on the economy was too large, a few major cities could switch to Wealth production which was a good temporary fix. I had, at least, a Marketplace in every city and a Grocery in some. I believe that it was a good choice to put costs on military improvements. Economy was reasonably challenging and demands some planning by the player, which is good. The trade bug in the diplomacy screen where you obtain goods from the computer against nothing was weird, but I saw that as my rightful share in comparison to all the cheating that the computer does!

SCIENCE - The tech tree is just wonderful. So many goodies to develop and use. However, it seems that obtaining the technologies at around 50 % science rate was too slow. Although it was a goal, I never managed to get ocean faring ships to reach America before the game crashed in 1680 AD, as there were so many other useful techs to research. Still, I'd, in fact, have gotten my first Caravel in 3 more turns, hahah! :lol: The computer players were behind me in tech with me being number one in score. It would seem that the rate of obtaining technology would need to be speedied up somewhat if a player is to be able to enjoy every aspect of the mod.

IMPROVEMENTS - It was just perfect to start the game in the stone age by building a Storyteller's Circle! The enormous amount of cool buildings really put the micromanagement into this mod, which thus started to feel like a nice mix between SimCity and Civilization. Nothing negative to report here!

WARFARE - Each civ having unique units, and lots of them, is fabulous and adds depth and feeling to the game. Cities are relatively easy to defend, but with some effort and practice they can be overcome and conquered. Continuously getting new military units for all uses gives a sense of history slowly getting forward. Warfare against the computer could be very challenging and there were times I was unsure if India could even survive, but it did, and, eventually, it became seemingly unconquerable. War Elephants were powerful, although a single horse never existed in India since the only willing seller, my best friend and ally (formerly worst foe in a 1500 year long war), Persia, was only willing to sell some against Ivory, Gems and Copper! This does raise the question that it might be too hard to get positive diplomatic points with the AI as they never ever forget a sleight. Warfare was fun, but unfortunately I never got to try out all the nifty modern tech. Very few units had somewhat dubious stats and could possibly be slightly rewritten.

RELIGION - Ah, yes, my intention was to unite the world by Hinduism. I got the holy city and spread it through Swamis the best I could. Some resisted very hard, while others did not. The game ended with seven buddist civs and seven hindu civs, the rest being everything else in small doses. Zoroastrianism spread surprisingly well and fast in Europe where it was developed, and this seemed a little unrealistic. Promoting religion to the warmongers was challenging as many Swamis got the axe instead of a warm welcome. :crazyeye: The Inquisitor and religion-related wonders made the day. I felt that religion was what worked best in this mod.

GRADE - Summarizing I'll have to give the mod an A :goodjob: Very well done, keep up the good work, and looking forward to the BtS version!

/ Peter Masterman
 
/ Peter Masterman

An extensive post like this I can't leave without an answer. :)

Economy: very good, seems like it plays the way it should. It's my understanding, though, that you've had a Holy City and lots of converted civs, which, of course, helps a lot. Maybe a bit more cash sources (for keeping tech rate, say, 10-15% higher, all other things equal) would not hurt. Trade bug is fixed for the upcoming patch.

Science: we've reduced research times for later tech eras in the patch; we'll see if it's enough.

Improvements: although you didn't stress anything here, most improvement-related bugs (like infamous Guild Hall) and gross imbalances (like Zulu UB) will be fixed in the upcoming patch.

Warfare: it would be interesting to hear which units you consider somewhat dubious. As for trading horses - it is a part of the trade bug, it's one of the remaining resources that AI still values - and both Ivory and Gems were the bug victims, so AI considered them almost worthless.

Religion: it's Europe's hallmark. Everything founded in Europe spreads like fire there, as it's very tightly packed and everyone is connected there. Not much to do against it, as we can't introduce regional spread modifiers.

Grade: posts like this help us both to improve the mod and to get a morale boost. Thanks! :goodjob:
 
One question:

is Hitler or any swastika symbols included in this mod?

Just read a rumor that they are. Which would make the mod illegal in Germany. Hope not, but better ask then be angry after a long download.
 
Hitler is, as a leader (although, if you use World Map only - and many people do - you'll never encounter him).

Swastikas... No, I don't think so. Even if it is present as a marking on some German unit in-game (which I doubt), texture quality would just make it indistinguishable from a cross.

Interesting to hear about the "illegal" part, as one of our team members is a German, and I've never heard anything of that kind from him. Hell, we even had a German translation back in 2.1, and quite a downloaded one.
 
Hitler is, as a leader (although, if you use World Map only - and many people do - you'll never encounter him).

Swastikas... No, I don't think so. Even if it is present as a marking on some German unit in-game (which I doubt), texture quality would just make it indistinguishable from a cross.

Interesting to hear about the "illegal" part, as one of our team members is a German, and I've never heard anything of that kind from him. Hell, we even had a German translation back in 2.1, and quite a downloaded one.

That's right. Svatikas are forbidden in Germany. Walter, you weren't in the Team when we had had this discuss about this german problem....

Nevertheless, i think you are right. There are no such a symbol in our mod, or you can't see it on the units marking.

Hian the Frog.
 
Hmm, Hitler as a leader could be constructed as a problem (our laws ARE weird sometimes).

Well, with modular loading it should be almost laughable easy to develop a "Hitler rename module" which just changes his name into "Albern Hilarious". That should probably suffice for even the most serious german judge. ;)

I'll probably take a look myself, once TR goes BtS.

Or if you are interessted to make that change yourself: would it be possible to set a different name string for that leader for the german localisation? As said Albern Hilarious or similar names (Alfred Hiller, Arnold Häusler, something along that line) is whats used in most localisations of WWII games.
 
If you were to make such a conversion, I'd even make a replacement pic. All hail Adenoid Hynkel! :D

discoursdehynkel.jpg
 
Good idea :D Now I have to work out how to do so. ;)
 
I 'm currently in a fantastic game playing England on the World map. China has been my main foe and over the centuries they have rolled westwards incorporating and vasallising every civ in there path until I faced a seemingly impossible coalition of China,Japan,India,Mongolia,Arabia,Ottoman and Greece. However due to my founding Judism and having access to the very useful Diaspora merchant I've been able to maintain a tech lead (60% tech)especially naval. I managed to edge my way eastwards and took out France, Germany, Scandinavia and Rome and made Spain a vasal. This gave me only a few decent cities which I made into fortresses and filled with Redcoats and cannons. I waited for the Chinese declaration of war which duly came. Monster stacks of stuff were beaten off and I'm edging my way into Greek territory. My naval lead has really turned the game for me though. I was able to discover the Americas who were all very backward and struggling to hold out against Barbarians who were at a higher tech level. I was able to make all three civs my vasals with my Redcoats with little effort. They are so primative though it's hard to see what use they will be since I have tech trading turned off. Freed from the barbarian threat they are now progressing quite well.
Once I had paddlesteamers and Ship of the Line I was able to take the war to China in a big way since they had completely neglected naval tech. I filled the steamers with cannons and redcoats and systematically erased all their coastal cities including Beijing. I've avoided doing the same to it's vasals as I'm hoping they'll try to break free. I may have to trash Delhi in case the Indians are going for a sneaking cultural victory as they've been very quiet.
The point of this rather long winded post is that the dreaded MAF bug has seemingly beaten me where China could'nt . It's been gradually appearing and I've shut down all the graphic goodies, reduced resolution etc and managed to keep going until 2190 but no further.
Has anbody please got any tips on how I can get any further into this great game !
 
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