[mod] Warlords: Total Realism 2.3a

So any time line on the final release of TR Mod?
Man what a "Masterpiece" of a Mod and i think that is an Understatement.
You Guys are the leonardo Da vincis of the 21st century!
Out standing work guys.
thanks again for your TR Mod i had so much fun playing it.
 
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.

It happens, that I'm a history student...
You see, the thing with the early canons looks like that- it's fire rapidity varied between once per 30 minutes to once per 4 hours( usually)....And usually a hit or two on the medieval walls was enough.

By the way, if you'l have some questions about history( techs, great people, government)- I'l most gladly help you, if I'l can.
There are a huge problem about the medieval units, however, I'm afraid that it will be impossible to correct it-( one of the more important developments, that started the "Modern Times" was the appearance of the " organized people armys") It was all about quantities....centralization...
 
By the way. About the slavery- we shouldn't forget that it played an important role during the 17-18 centuries.

Maybe some special buildings? And once you learn about humanism and things like that, they will start producing angry faces?
 
I give this mod an A+

My favorite part is pandemia. Of course its a total b word in the begining where it makes your cities barley able to get past pop 7 with out it dying back down.But as the game goes on, there are buildings to lessen it and allow you to grow. I have size 25 cities now =P its fun to look backon that
 
I give this mod an A+

My favorite part is pandemia. Of course its a total b word in the begining where it makes your cities barley able to get past pop 7 with out it dying back down.But as the game goes on, there are buildings to lessen it and allow you to grow. I have size 25 cities now =P its fun to look backon that

I totaly agree with your point of view!
This is the best Mod of all Mods... Undefeated Undeniable The Best Mod hands Down Thank you "Jesus" and the TR team:goodjob:
 
To the mod developers.

What about the iron plough, I still belive that it could be a great idea.
It's quite simple- add another terrain resource, it should look pretty much like grass, and half of all the grass terrain will be like these. But- it will have 1 food. And when you get the Iron- it'l give you 2food. ( something like that).

By the way- a hoplite is a pure iron unit.
 
To the mod developers.

What about the iron plough, I still belive that it could be a great idea.
It's quite simple- add another terrain resource, it should look pretty much like grass, and half of all the grass terrain will be like these. But- it will have 1 food. And when you get the Iron- it'l give you 2food. ( something like that).

By the way- a hoplite is a pure iron unit.

There could be some more stuff to model agricultural development, that's for sure - iron ploughs, crop rotation etc. We'll look into it some day.

As for hoplites, I'm fairly sure that before Hellenistic period (which is where classical hoplites belong) the hoplites were clad in bronze. OTOH, Macedon phalanx already relied heavily on iron equipment (as well as later hoplites).
 
It happens, that I'm a history student...
You see, the thing with the early canons looks like that- it's fire rapidity varied between once per 30 minutes to once per 4 hours( usually)....And usually a hit or two on the medieval walls was enough.

By the way, if you'l have some questions about history( techs, great people, government)- I'l most gladly help you, if I'l can.
There are a huge problem about the medieval units, however, I'm afraid that it will be impossible to correct it-( one of the more important developments, that started the "Modern Times" was the appearance of the " organized people armys") It was all about quantities....centralization...

True - but OTOH, the ability to attack also represents the ability to barrage cities with continuous fire (collateral damage). I understand that catapults, trebuchets and bombards should be useless in field, but they should actually damage enemy units defending cities. Probably they should be given something like 1 strength and 500% city attack? That would make them absolutely useless in field, yet reasonably powerful against city defenders.

As for the fact that entire civ timeframe is based around the concept of professional army, yes, it is true that it's very hard to remedy. Although, we are thinking about implementing manpower system, where it would be economically sound to hire lots of cheap and weak units, and supplement them with a small core of elite troops - this will help at least partially with more realistic representation of medieval wars (at least in the terms of troop composition).
 
Well, ofcourse they could make damage( the catapults)...But to ristrict these damage to 10% of the units health will be best.
 
Well, ofcourse they could make damage( the catapults)...But to ristrict these damage to 10% of the units health will be best.

That will be done for BtS. Now, I think, limiting their attack to cities only is a good move. This way they will also not be able to hold their own against any half-decent unit if they are exposed to attack, which is as it should be.
 
A unit with 0str will be captured. There is a tag in UnitInfo that states what type of unit it would turn into on being captured. In TAM rams can be captured since vanilla civ4 version.

BS. Hate to be nagging but any news about the final Warlords release?
 
I would like to change a bit the limit number of unique units allowed, but I cant find it. Can someone tell me where can I find and change this number? Thx!
 
Long time no see!
I've been busy applying to graduate schools (and don't know the result yet).

I did not try it in Warlords, but it is possible to make siege units capturable in BtS.
The attached file (mod) gives 20% chance of capturing a siege unit.

I only changed few lines in CvModEvents.py in Subdue Animals mod.
So, credits go to Kael and Roamty.
 
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