[mod] Warlords: Total Realism 2.3a

I don't know if I am the only one who feels this way, but having played parts of ten games splitting them between noble and prince, I have noticed that noble is way to easy, having effectively won all of them by no later than 1000 AD, while with prince I am way behind 5 or 6 other nations by late BC, which is fine, I just think the gap between the two levels is too great. Otherwise great work.

Prince is usually too easy for myself. I'm experiencing the "gap" you're describing between Prince and Monarch (still, I usually play on Monarch for a challenge). So, difficulty of a difficulty level is a subjective thing depending on one's mastery of the mod.
 
Prince is usually too easy for myself. I'm experiencing the "gap" you're describing between Prince and Monarch (still, I usually play on Monarch for a challenge). So, difficulty of a difficulty level is a subjective thing depending on one's mastery of the mod.

Eh, I would say it is impossible to play the mod on deity. Seeing as how you end up with a capital with unrest until you build the mob justice for +1 happy. Also, if you make it far enough to build a second city you have -2 happiness just upon building it. You get so far behind the AI in tech you can't even get archers by the time they invade your capital with axemen (unless you choose charismatic leader). Immortal is basically the same way, the only way you can win is to get lucky and I mean really really lucky and build the pyramids for hereditary rule. This is the best mod I've played. I just wish Emperor wasn't the last possible difficulty to play. Emperor isn't challenging enough, but beyond emperor is next to impossible because of the huge happiness penalty. Still, great work on the best mod for civ4 that I've played.
 
Eh, I would say it is impossible to play the mod on deity. Seeing as how you end up with a capital with unrest until you build the mob justice for +1 happy. Also, if you make it far enough to build a second city you have -2 happiness just upon building it. You get so far behind the AI in tech you can't even get archers by the time they invade your capital with axemen (unless you choose charismatic leader). Immortal is basically the same way, the only way you can win is to get lucky and I mean really really lucky and build the pyramids for hereditary rule. This is the best mod I've played. I just wish Emperor wasn't the last possible difficulty to play. Emperor isn't challenging enough, but beyond emperor is next to impossible because of the huge happiness penalty. Still, great work on the best mod for civ4 that I've played.

Thx.:) I haven't yet had a good analysis on this level of difficulty.
Asap, it will be changed. I still don't know how, we will discuss about that.

Hian the Frog.
 
When can we get BTS TR Mod????????????????????

Cool man ! You will have an heart attack ! ;)
We are still working on it. Rome wasn't built in a day !

It's long, very long to change all the XML sheets, as adding all the mod component. All need to be tested as more as possible. I suppose you don't want a bugged BtS TR... ;)

Hian the Frog.
 
Cool man ! You will have an heart attack ! ;)
We are still working on it. Rome wasn't built in a day !

It's long, very long to change all the XML sheets, as adding all the mod component. All need to be tested as more as possible. I suppose you don't want a bugged BtS TR... ;)

Hian the Frog.

No i would want want stupid Bugs like the guiled house!
I would like to help you test let me know what i can do to hurry up this Superb Mod Process!
I have been counting on this much needed BTS TR Mod!
My life happiness hang on the balance with this Mod!
Can you guys make Borrak Obama as President of the U.S.A that would be cool a black American President!
 
Adding Barak Obama ?

Adding a leader is quite easy. Nevertheless, i don't think that adding a present day leader is a good idea. I also add: what can be its traits in case of ?

When we will close to upload BtS TR, we will maybe ask some guys to test the mod. It can be you, why not ?

Hiant the Frog.
 
When can we get BTS TR Mod????????????????????

No, no, no. I have BTS, gathering dust somewhere. ;)

I want a update to the current Warlords version.:goodjob:

I stopped playing BTS and stayed with TR on Warlords.

Any info on the next warlords update? :lol:

Edit:

Happy you are back on the forums frogy. Did RL go OK? Hope it did.
 
Adding Barak Obama ?

Adding a leader is quite easy. Nevertheless, i don't think that adding a present day leader is a good idea. I also add: what can be its traits in case of ?

When we will close to upload BtS TR, we will maybe ask some guys to test the mod. It can be you, why not ?

Hiant the Frog.

I would be willing to test it for you and give you a rundown of what I think, because I stopped playing BtS when you updated TR :goodjob:.
 
Guys,

Th LAST warlords version is close to be finished. We still try to remove a major bug but most missing flavor units were added (last night ;) ). For example, roughly 20 more new Ottoman, Incan or Aztec units were added. Some are very nice.
Mexico is also finishing, or is trying to finish, the last mod component we want too add.

Harrier, yes i'm back ! :) But i will only communicate a bit. I have my last (but not least) exam to pass in less than 50 days.:sad: I'm only having a short break to mod and to "breath". :)

Hian the Frog.
 
Longtime player of the mod and just want to say that you guys are the reason that Warlords is in my disc drive instead of BtS. :) I've commented before on how the mid to late game (and sometimes even sooner) AI stops being challenging. At least from what I can gather, they build way too many obsolete units that they can't maintain and their tech drops to almost nothing. Are there any plans to tweak this in the upcoming update?

Otherwise, best mod around. Keep up the great work.
 
Longtime player of the mod and just want to say that you guys are the reason that Warlords is in my disc drive instead of BtS. :) I've commented before on how the mid to late game (and sometimes even sooner) AI stops being challenging. At least from what I can gather, they build way too many obsolete units that they can't maintain and their tech drops to almost nothing. Are there any plans to tweak this in the upcoming update?

Otherwise, best mod around. Keep up the great work.

We're struggling to. Improving AI is not something that you can "just do", unfortunately. But we're trying to fix the game aspects that lead to such behaviour. I think the new version will improve that somewhat.
 
Longtime player of the mod and just want to say that you guys are the reason that Warlords is in my disc drive instead of BtS. :) I've commented before on how the mid to late game (and sometimes even sooner) AI stops being challenging. At least from what I can gather, they build way too many obsolete units that they can't maintain and their tech drops to almost nothing. Are there any plans to tweak this in the upcoming update?

Otherwise, best mod around. Keep up the great work.

You are right. We are working at that time on a component that will greatly help AI. Our goal is to have a challenging AI (as you said).
This component is hard to build but Mexico is on it. ;) Sooner or later, it will work (as usual).

Good game.

Hian the Frog
 
OK, I know you TR guys are not doing it for the money (although you should, since a lot of us are still hooked to civ due to your terrific job). You got to produce the best mod ever, even better than civ3 RAR. All we ask you is a little sacrifice( a little sacrifice? can it be called a little?) to hand in to us a brand new BTS TR version. Personally, I'm a progamming illiterate, but I'm sure many of us will offer to help. Guys, thank you for all your hard work. Fireaxis owes you. We players thank you with our hearts.
 
OK, I know you TR guys are not doing it for the money (although you should, since a lot of us are still hooked to civ due to your terrific job). You got to produce the best mod ever, even better than civ3 RAR. All we ask you is a little sacrifice( a little sacrifice? can it be called a little?) to hand in to us a brand new BTS TR version. Personally, I'm a progamming illiterate, but I'm sure many of us will offer to help. Guys, thank you for all your hard work. Fireaxis owes you. We players thank you with our hearts.

We appreciate all the moral support the player community gives to TR. Still, if we actually had a working BtS version of our mod and were withholding it from you, the pleas would have more sense to them. :)

I promise, as soon as we make a working BtS version, we'll release it. :D
 
I just want to give a little advice about units.

The bombard( early canons of all kinds) and the trebuchet and the catapult should have minimal attack strength. They should make damage to the walls though. BUT- they should'nt harm units- AT ALL.

Aslo- there should be added another wall technogolgy( The forts in the 19 century could sustain a lot of artillery fire without almost no harm). I mentioned these before, the walls during the middle ages were high and narrow( it was almost impossible to take a city withought the cannons). That's the reason, that the bombard gave the forces which besiged the city a great advantage. But the bombard was useless if you were trying to defend or attack a mobile force.

Only in the 19 century the artillery became a crucial force on the battlefield( not because it killed so much, but becouse it spread panic among the formations).
 
I just want to give a little advice about units.

The bombard( early canons of all kinds) and the trebuchet and the catapult should have minimal attack strength. They should make damage to the walls though. BUT- they should'nt harm units- AT ALL.

Aslo- there should be added another wall technogolgy( The forts in the 19 century could sustain a lot of artillery fire without almost no harm). I mentioned these before, the walls during the middle ages were high and narrow( it was almost impossible to take a city withought the cannons). That's the reason, that the bombard gave the forces which besiged the city a great advantage. But the bombard was useless if you were trying to defend or attack a mobile force.

Only in the 19 century the artillery became a crucial force on the battlefield( not because it killed so much, but becouse it spread panic among the formations).

Very true. At least with catapults and trebuchets, I wanted to implement something like this myself. As for bombards, the unit also represents field culverines, which were (at least to some extent) useful on the field of battle against formations, and as such I think bombard could retain the ability to attack.

I've tested this, and it turns out that AIs handle siege units without attack ability quite well, which would be the largest complication were it not true.
 
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