[mod] Warlords: Total Realism 2.3a

I kinda have a small problem with 2.2, when I make a privateer the game crashes, what should I do?
 
We have an opensource and finding the link is the only one to get it, but since it gets changed very often and some changes may (should at this stage ;p) contain bugs making game unplayable its best not to give you any link.

I do Not care Please Please give me the Link?
I want to play!:wallbash: :wallbash: :wallbash: :wallbash: :wallbash:
I do Not care about the Bugs Please let me Play i am Begging with a cherry on top!:cry: :cry: :cry: :cry: :cry: :cry: Please the LINK?
CAN IT BE Posible to build THE PlayBoy mansion as a WorldWonder and get 10 Porn Moives to trade with other countries?
:goodjob:
 
I do Not care Please Please give me the Link?
I want to play!:wallbash: :wallbash: :wallbash: :wallbash: :wallbash:
I do Not care about the Bugs Please let me Play i am Begging with a cherry on top!:cry: :cry: :cry: :cry: :cry: :cry: Please the LINK?
CAN IT BE Posible to build THE PlayBoy mansion as a WorldWonder and get 10 Porn Moives to trade with other countries?
:goodjob:

What exactly do you want us to give you?

BtS version of Total Realism doesn't exist yet
There is no ETA for the BtS version, it will be done when it's done

People, don't push it. If you keep asking when the BTS version is out, it won't make it appear earlier. There isn't a chance that it will be out anywhere soon. Stop asking.

As for our SVN repository, anyone can d/l an internal build if his wish is essentially to play a beta (granted, usually internal builds are a step up from previous releases - but they might also be non-functional). Here's a link to our repository - but since this version is a beta we don't actually support it, and you'll have to figure out how to use SVN to check it out, also without our help. Once again, the version in this link is the internal build, to check it out you'll need an SVN client, and we give absolutely no guarantee it'll work (although, builds that crash outright are very rare; also bear in mind that the version is not compressed, which means that the game will load a lot slower (up to 10-15 minutes) - but also play a little faster).

https://sourceforge.net/svn/?group_id=163217

For the latest working version of TR for Warlords, check out the
Code:
https://civ4mods.svn.sourceforge.net/svnroot/civ4mods/trunk/civ4.mod.realism/src/mod/TR_Warlords
branch. There is no reason to check out the BtS branch, as it is non-functional yet.
 
To the Total Realism team.

One of the worst parts of the game is the war.
I mean the huge numbers of troops. I don't really know, if there is a way to reduce these number in the way I want, but it is really necessary.

If we will take an emperor difficulty game, and play in the modern era, soon the PC will have an amont of troops equal to the population. Which is offcourse stupid, and takes the fun out of the game. All the game is just made from producing more and more troops.

There must be some limit, I talked about it before. But a limitation mast be made. The first 4-5 units for a sity of size 10- free. the 4-5 next- 2 gold. the 4-5 next- 5 gold. the 4-5 next- 20. I mean, that the support money must be calculated differently.

The draft- Must be the real sourse for units during a war. And I'm talking about producing such units( the drafted), like a settler in the previous civ's, while you draft the unit, the sity size decrease, and in the end of the war, you can make the unit to join the sity again. It will make the game much more intresting and realistic!

Also- the war wearness- I really don't like it, the way it works!
Let's take Rome, Or Hitler Germany, or the Mongols, or any other aggresive country. The war was an important part! The war made the people happy! The more sityies you conquer, the more the people like you! There must be happy faces from war! At least, while you are winning! And in the beggining of the war, war enthusiasm! Extra happy faces! If the war is a sucsess, the sityes must have a productive boom, and an uncrease in commerce!

While in civ, war is always a bad factor- and that is a mistake, a crucial one!
 
To the Total Realism team.

One of the worst parts of the game is the war.
I mean the huge numbers of troops. I don't really know, if there is a way to reduce these number in the way I want, but it is really necessary.

If we will take an emperor difficulty game, and play in the modern era, soon the PC will have an amont of troops equal to the population. Which is offcourse stupid, and takes the fun out of the game. All the game is just made from producing more and more troops.

There must be some limit, I talked about it before. But a limitation mast be made. The first 4-5 units for a sity of size 10- free. the 4-5 next- 2 gold. the 4-5 next- 5 gold. the 4-5 next- 20. I mean, that the support money must be calculated differently.

The draft- Must be the real sourse for units during a war. And I'm talking about producing such units( the drafted), like a settler in the previous civ's, while you draft the unit, the sity size decrease, and in the end of the war, you can make the unit to join the sity again. It will make the game much more intresting and realistic!

Also- the war wearness- I really don't like it, the way it works!
Let's take Rome, Or Hitler Germany, or the Mongols, or any other aggresive country. The war was an important part! The war made the people happy! The more sityies you conquer, the more the people like you! There must be happy faces from war! At least, while you are winning! And in the beggining of the war, war enthusiasm! Extra happy faces! If the war is a sucsess, the sityes must have a productive boom, and an uncrease in commerce!

While in civ, war is always a bad factor- and that is a mistake, a crucial one!

On upkeep: your ideas correspond to those that are already being discussed in the team. We also think that fewer units would be benefical, and also on how to implement a progressive upkeep.

On draft: it theory, this is all true. Unfortunately, it would take months of AI scripting to make it use the system efficiently. Basically, that's the cornerstone here - we can't make such a drastic overhaul in any realistic timeframe, and we're not ready to work on one feature for half a year.

On war weariness: partially agree. Such thing as a national surge after a won war is not implemented yet - but it would be somewhat unbalancing to give the winner an additional bonus (granted he already got stronger from winning a war). As for war weariness, it is always an issue - just the time of its onset is what is important, and not even the absolute time but the time relative to that of your opponent. Taking WWII here is not a very good example, though, while by the time war exhaustion got relevant for some side, it was already fighting for its survival (England and Soviets by '41, Germany by '44) - that surely could be reflected; but if we take any other war, the onset of war exhaustion was only a matter of time and counter-propaganda. The fine art here is to make your enemy bend before you do. A perfect example here is WWI, which was basically fought by war exhaustions, not by actual territorial gains - Germany eventually surrendered while having no foreign soldiers on its soil.
 
Thanks for the answers, that's really pitty that the draft isn't possible.
But is there a way, to at least minimize the war wearness, when you were atacked?
However, I don't really know, on what war wearness we can talk, if a huge war takes place! THe production may only grow( and science also).
But probably there is no wat to change it also? ( I mean- if you atacked a small country, far away from your borders- and you'v got free speech, the people should get angry, but if you were attacked bu your neighbor, no war wearness should get in the picture.

Something else I wanted to say.
When yours opponent doesn't like you, you can't trade with him....Okay, that is reasonable, but if I don't like to trade, I want to demand from him- GIVE ME THE COW! Or anything esle! These option is also closed! And that shouldn't be so!

About the Jewish merchant! He takes the balance from the game! You can get some 3000 gold a turn from these guys!
 
It doesn't have to be a very complicated wonder.


Let's say, more commerce, trade routes....That kind of things.
Maybe, it should add +2 to rail road movement.
 
I play TR all the time but for some reason, in a game I was playing now it crashes every single time on this same turn, it just exits to the desktop with no message or no error on the end of my turn. Any ideas what would cause something like this? I'll lose a lot of time if I can't salvage it (I don't seem to produce anything on this turn so I don't think it's me).
 
I play TR all the time but for some reason, in a game I was playing now it crashes every single time on this same turn, it just exits to the desktop with no message or no error on the end of my turn. Any ideas what would cause something like this? I'll lose a lot of time if I can't salvage it (I don't seem to produce anything on this turn so I don't think it's me).

Could you post a save in our forum, just before the crash? We could find out what's wrong then.
 
Ok, I went into the worldbuilder and found that the AI had captured a city and that it was one turn (which means it would happen as it crashes) away from the revolt ending, that must have been what was causing it, I deleted the city and now the game carries on. This doesn't happen every time the AI captures a city does it?
 
Ok, I went into the worldbuilder and found that the AI had captured a city and that it was one turn (which means it would happen as it crashes) away from the revolt ending, that must have been what was causing it, I deleted the city and now the game carries on. This doesn't happen every time the AI captures a city does it?

when AI capture city and decide to raze it (at this partly depend on random values), this cause CTD. this look like you encounter this bug

if you can wait until tomorrow, we want release patch 2.2.1 which solve this bug

EDIT: tested with incoming patch, no crash
 
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