[mod] Warlords: Total Realism 2.3a

I offered congratulations and thanks in the old thread. I am advancing through my first game. Kept playing last night till I wasn't able to recognize the screen from the keyboard so I called it a day. Quite captivating, and the new additions are great.

Now the only thing that still seems annoying is the Pandemia again. I am not against the feature, I only want to have clear idea about the way it works. I mean it should have been adjusted in this release. So what are the factors affecting it. I have cities with 5 extra healthiness that still are hit so often with Pandemia. Some clarifications please.
 
I offered congratulations and thanks in the old thread. I am advancing through my first game. Kept playing last night till I wasn't able to recognize the screen from the keyboard so I called it a day. Quite captivating, and the new additions are great.

Now the only thing that still seems annoying is the Pandemia again. I am not against the feature, I only want to have clear idea about the way it works. I mean it should have been adjusted in this release. So what are the factors affecting it. I have cities with 5 extra healthiness that still are hit so often with Pandemia. Some clarifications please.

In the city screen, there's a pandemic chance displayed (in the upper right corner, if I'm not mistaken). If you hover your mouse above it, there'll be a dropdown explaining all the factors that currently affect this city. The major ones are:

1) Terrain. Jungle and floodplains give a huge "bonus" to pandemic chance. A city standing in the midst of jungle will be racked by pandemics most of its time - so the business with jungle is: kill on sight in your city radius.
2) Techs. Certain techs increase/decrease pandemic chances. Generally you should keep your eyes open for "medical" techs (but those usually come only after Medieval) - they significantly lower pandemic chances.
3) Buildings. Wells/aqueducts/baths/clinics/hospitals can lower pandemic chances quite a bit. But be aware of certain buildings can increase chances as well - mostly "industrial" ones, like forges.
4) Connection to other pandemic-affected cities. Obviously, increases chance.
5) Certain leader traits (organized, agricultural) lower pandemic chance across the board.
6) City unhealth. Note that excess health doesn't lower pandemic chances.
 
1% pandemia per population
3% for every unhealthiness above healthiness point.
3% for every trade route (i think for its for every trade route)
2% spread rate. City spreads pandemy to all cities it has eigther trade route with, or just connected with.
Minimum population to be affected by pandemy = 4
Minimum chance = 0% (immune, im against it, allways some new thing can arise, especially during genetic expaeriments and evolution)
Max chance = 90%

Terrain feautures also increase pandemy. How much i dont know. Think its
0,5% for tundra
0,33% for flood plains
1% for jungle
0% or 0,5% for forest (it allready gives healthiness, but wild animals spread diseases)
Techs 3% for genetics (i think its 3%)

Buildings:
Sento and all baths.
well (lowers chance)
forges, smiths

Improvements:
0,5% for camp

Thats all i can think of.
 
I haven't been able to try this new version out yet. I'd like to know how much of a reduction in turn loading there is now, please. Thank you :)
 
It looks great so far, guys! The new tech tree looks very interesting and well-thought.

One problem I'm having, though, is that for all the techs you've created (at least all I've seen so far, I just started) in the Sid's Tips area it just shows things like "TXT_KEY_TECH_METAL_LORE_STRATEGY".

Is there anything I can do about that? All the "normal" (Firaxis-created) techs show the tips fine, it seems.
 
It looks great so far, guys! The new tech tree looks very interesting and well-thought.

One problem I'm having, though, is that for all the techs you've created (at least all I've seen so far, I just started) in the Sid's Tips area it just shows things like "TXT_KEY_TECH_METAL_LORE_STRATEGY".

Is there anything I can do about that? All the "normal" (Firaxis-created) techs show the tips fine, it seems.

we are aware of this problem, but we don't have enough time to write all this tips - it is just cosmetic bug and we don't want to delay our release

two possible solutions:
1. disable sid's tips (in game option menu)
2. or you can write this tips and help us with improving this mod ;)
 
It looks great so far, guys! The new tech tree looks very interesting and well-thought.

One problem I'm having, though, is that for all the techs you've created (at least all I've seen so far, I just started) in the Sid's Tips area it just shows things like "TXT_KEY_TECH_METAL_LORE_STRATEGY".

Is there anything I can do about that? All the "normal" (Firaxis-created) techs show the tips fine, it seems.

You are right about the tips. Most of them are still undone. The problem is simple: i have added most of the new tech tree but english is very far from beeing an easy language for me. At least, i can discuss and chat but writing good tips is beyond my knowledge. :cry:
So, it will be corrected asap. One of the Team member with a good english level will take this task for him... later. ;)

Nevertheless, with a bit logic, you can easily understand what is the purpose of each tech.

Hian the Frog.
 
@GeneralMatt
Recognize the music? yep it is a nice one. :p (tip: Remember that medieval game?)

Yep Stronghold, brings back fond memories.
It started this whole business, the first forums I ever joined was Stronghold Knights, and I am still there, even a moderator.
And since it was so great I went looking for a Civ forum and found this!
 
You are right about the tips. Most of them are still undone. The problem is simple: i have added most of the new tech tree but english is very far from beeing an easy language for me. At least, i can discuss and chat but writing good tips is beyond my knowledge. :cry:
So, it will be corrected asap. One of the Team member with a good english level will take this task for him... later. ;)

Nevertheless, with a bit logic, you can easily understand what is the purpose of each tech.

Hian the Frog.

alright. I figured that might be the case, but I thought I'd check - just to make sure I wasn't having any abnormal problems. No biggie, and no hurry. Like you said, I can easily understand what each tech does myself.

Perhaps I could do the tips (as Mexico suggested), if that would be helpful. English is my first language (and the only one I'm really proficient with :lol: ) and I am actually an aspiring (young) writer, so I'd say english is my strong point.

Of course, I wouldn't know the techs as intimately as you guys, but come to think of it, all the Sid Tips ever really say are the obvious things. :lol:
 
alright. I figured that might be the case, but I thought I'd check - just to make sure I wasn't having any abnormal problems. No biggie, and no hurry. Like you said, I can easily understand what each tech does myself.

Perhaps I could do the tips (as Mexico suggested), if that would be helpful. English is my first language (and the only one I'm really proficient with :lol: ) and I am actually an aspiring (young) writer, so I'd say english is my strong point.

Of course, I wouldn't know the techs as intimately as you guys, but come to think of it, all the Sid Tips ever really say are the obvious things. :lol:

Yep, we'd appreciate some obvious things about techs from you. :)
It's not much, but the game will look much prettier with those in it - and many old Sid's tips could also use an overhaul, because even when vanilla techs stayed on the tree (most of them did), many of them no longer do stuff they did in vanilla.

You can use our forum to post them if you make up your mind to help us.
 
@Hawkwood, and Anaztazioch

Thanks a lot for the explanations. I noticed the pop-up in the city screen (After posting). Anyway, you gave me more details so I don't regret asking.

No problem.
Never forget that improving your titles -with pasture, mines,...- also add some maluses.
As an example, the actual problem with the bird flu in the pasture in UK. :cry:

In fact, when i had added the various maluses, i tried to follow a logical way. Techs, improvements, buildings, wonder, project, leader traits, ....nothing was forget. Walter and Anaztazioch (above all) were of a great help with their tests and suggestions.
I hope that the values are accurate, as the global system (coded by Mexico).

As one of my philosophy teacher told me years ago: "There are 4 great "plagues" in Human history: Pandemia, Slavery, War and Religions".
They are now all in our mod. ;)

Hian the Frog.
 
Yep, we'd appreciate some obvious things about techs from you. :)
It's not much, but the game will look much prettier with those in it - and many old Sid's tips could also use an overhaul, because even when vanilla techs stayed on the tree (most of them did), many of them no longer do stuff they did in vanilla.

You can use our forum to post them if you make up your mind to help us.

I'd be glad to help with as much as I can.

Unfortunately I won't be able to get started on them for a couple of days, as I won't have access to a computer starting... any time now.
 
I'm at work...I can't wait to see if China and Germany still dominate as they did in the previous version...I also look forward to trying to rule Africa as the Egyptians again :)

I'm up for a break from BtS anyway :)
 
The file you need to edit is Total Realism/Assets/XML/Misc/Civ4Detailmanager.xml

The key you need to change is
Code:
<Fader>
		<Name>DF_SKY</Name>
		<Key>4000, 0.00</Key>
		<Key>8000, 1.0</Key>
		<Key>%CAMERA_MAX_DISTANCE, 1.00</Key>
	</Fader>

To fully remove the clouds, set
Code:
<Key>8000, 1.0</Key>
to
Code:
<Key>8000, 0.00</Key>

Any values in-between will, of course, result in intermediate values. If I understand correctly, first two keys control the altitude where the clouds begin appearing and the altitude where they're fully visible (as well as their density there).

All the scale tool does is alter these values - and it doesn't work with mods because it only alters XML in vanilla game folders. Be sure to back up your files before you try anything! :)


for Walter Hawkwood:

Firstly thanks for the detailed reply but I can't seem to get it to work.

I found the entries alright, and changed them as you suggested but still have clouds.

Thought that maybe my Blue Marble install was causing a conflict so I renamed the MyGames...CustomAssets folder so the game would create a new blamk one. Still have clouds.

Think I'll poke around in the same file as I see a few other references to things like DF_GLOBE_MORPH etc which might control the point at wich the globe textures seem to 'fuzz' up a bit as one gains altitude. This alway bugs me too.


Elrikk

Edit:

Figured it out. Had to set the CAMERA_MAX_DISTANCE value to the same as the 8000 value ( in my case 0.15) for thin wispy clouds.

Again thanks.
 
Germany, at least, should now be somewhat more in check, as both France and Russia should fare better.

That's true.
I have made 7 great tests on the world map, on Prince level. France and Germany went at war against each other in 5 games. Germany and Russia in 4 games....

In Europe, it can quickly become like in hell. Not enough space for everybody, so.....war ! Add some aggressive civs in this part of the world -like Rome or Greece - and you will no time for rest.... ;)

Egypt is a real challenge, at least in Prince. Barbarians are a real plague to your development.

Hian the Frog.
 
Egypt is a real challenge, at least in Prince. Barbarians are a real plague to your development.

Me as Egypt 'expert' going to try it ASAP... on Noble it wasn't that much of challenge. And I usually try to stay away from wars so let Europe fight and let me progress but first sustain Arabs and Carthage and then wipe out Mali with also good progress.
 
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