[mod] Warlords: Total Realism 2.3a

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.

Thanks again for these info. I am so interested in knowing more about Pandemia as it plays a very important role in the game. I see it is one of the major features TR adds to civ4. I must congratulate you on crafting such a system that takes into account a great number of factors locally and globally as well.

Now as you have been so generous with information I have some more questions:
- What is the threshold at which a Pandemia in a city will actually kill people? - Does the system modifiers scale with difficulty levels or is it the same for all of them?
- I was going to ask if the each turn check for Pandemia is done in Python or in the DLL, but you mentioned Mexico so I guess it is in the DLL. Right?
 
No feedbacks or complains ? WOW...... It's that the mod is running not so badly.... :p

If one of you succed in winning with the Vikings, Mali or Korea, i will be happy to "learn" how he did.... He was heavily slaughtered by the Carthagians as Mali a few minutes ago....:lol:

Hian the Frog.
 
My first new post on these forums in quite some time.

I would like to say... brilliant!!! Thankyou so much for making this mod available. Total Realism is the only reason I still play Civ anymore.

I am very happy that most of the bugs from the last version have been fixed. Well done.

Evey now and again I am still getting a big grey box appearing over the bottom left of the screen, obscuring all the important information there (such as Combat Calculations and tile mouse overs). I used to get this often in the last version and I cant figure out what I do to trigger it and what causes it to go away again. If you know what Im talking about it would be great if this could be fixed in a patch.

But apart from that I am very happy with this adition. BtS is on the shelf for me collecting dust until CivTR makes the transition. In the mean time, this will do me nicely.
 
Thank you for a Great Mod, Its the only way I play Civ!

One problem, After the install a new file called "nsaB8.tmp" appered on my desktop and can't be deleted or moved. Do you know anythig about this problem?

Thanks :)
 
I'm not sure if this is the right place for future suggestions, so just give a new location if its not right.

As I read at the beginning of this thread, TR has plans for a future BTS version. I was looking at the new expanded tech tree (very nice BTW) and recalled a significant event. So "inspired" by your extending techs, I was wondering about adding a medieval tech: "Magna Carta" -- it opposed Divine Right limiting a monarch's powers and established a form of representation (not quite as developed as Constitution).

Also, I noticed we have "pandemia" but what about plague? I mean, one of the problems of plague is that it was carried by well-meaning people from town to town across national boarders. Is there some way to simulate the effects of disease affecting one nation spreading into a neighbor's country?

And what about biological warfare? We have nukes, but can a missile-delivery system be added to launch a biological attack to starts a pandemic/plague in an enemy's city? Or adding the Geneva Resolution of 1973 that banned the use of all biological warfare research and weapons by any nation (perhaps as a UN resolution)?

Is there any way to add the simulated effects of nuclear radiation on a area (not just pollution to be cleaned up, by so that nothing can grow for 450 years and any resource remains contaminated and any unit moving through the area slowly dies). Hence Radioactive "cleaning" units to decontaminate units.

Or adding chemical warfare like the Mustard gas used in WWI or Yellow Rain used by USSR in Afganistan or Agent Orange used in Veitnam?

Anyway, I'm still messing around with what's been added to the Total Realism 2.2 mod. These were just some ideas. Maybe you guys already added them and I haven't noticed yet. Hopefully, at least, this post may spark more creative ideas.

And I know I said it before, but I'll say it again -- great job!
 
those are some good suggestions right there... Magna Carta and Mustard Gas....

well, i think it's fix and now I can play, however i'm still be waiting for Beyond the Sword version to be release, I wonder how long it will take you to make it, maybe 2 months or maybe 1 month... no matter how long it is, take your time and start making the most awesome BtS version of Total Realism.
 
Very well done guys!

Terrific mod and what an improvement from 2.1.1
Your team is definately taking this in the right direction so far.

I feel that balance is a bit off, however.

The expanded tech tree and myriad of new buildings and resources to explore is fun, but by the time I hit renaissance (sic?) I had cities with 36 happiness and around 20-ish health. Of course the Pandemia was still prevalent in my larger cities (which I have no problem with, honestly) but happiness just wasn't an issue at all which seems to take away an important aspect of civ growth and expansion.

I will run another game on a higher difficulty and larger map. My first run was Terra, Standard, Monarch, Aggressive AI, 11 civs (4 civs wiped out before 0 AD :)

Zululand is nice with -20% mant barracks, -50% courthouses, and -25% mayor houses!
 
@ Rone

Also, I noticed we have "pandemia" but what about plague? I mean, one of the problems of plague is that it was carried by well-meaning people from town to town across national boarders. Is there some way to simulate the effects of disease affecting one nation spreading into a neighbor's country?

Pandemia has a spread chance with trade routes.

Is there any way to add the simulated effects of nuclear radiation on a area (not just pollution to be cleaned up, by so that nothing can grow for 450 years and any resource remains contaminated and any unit moving through the area slowly dies). Hence Radioactive "cleaning" units to decontaminate units.

I dont think we can make a tarrain feture like this. Making 3rd tier road is "impossible" and terrain features will make floodplains and oasis dissapear, as engine can have only 1 terrain feature, 1 improvement and 1 road/railroad on title.

Warfare is not the only aspect of TR.
 
The expanded tech tree and myriad of new buildings and resources to explore is fun, but by the time I hit renaissance (sic?) I had cities with 36 happiness and around 20-ish health. Of course the Pandemia was still prevalent in my larger cities (which I have no problem with, honestly) but happiness just wasn't an issue at all which seems to take away an important aspect of civ growth and expansion.

Cities in reinessance were really big ones. But yes, 30 happiness is a bit off. What civics you use ?
 
Representation, Vassalage, Caste System, Guilds of Craftsmen, and Pacifism.

I am getting +20 from resources, many resources are giving me +3 :) and several :health: resources are also giving +1 to +2 :)

I should point out that I am dominating the continent on terra though. I have just discovered the "new world" and own over half of the old world (including all of 2 large islands) so I will play another game with continents so that resources are spread around more.

A bigger imbalance I feel though is Zulu Ikhanda + Courthouses + Mayor's Office = -95% maintanence + Nelson Mandela's Organized trait further reduces Civic upkeep.
 
I noticed something last night, playing as China (first time in version 2.2). Did you tweak the standard governor? Unmodded and even in version 2.1.1.a, I could leave a city alone until size 4ish and it would grow just fine. However, last night, I noticed that my capital stagnated at size 1. I lost a couple turns at size one before I realized it was stagnated. I opened up the city in zoom mode, and saw that the standard governor was forgoing growth for production, even though all I was doing was building a warrior. I since switched my city governors to focus on food and coin...something I have never had to do before.

I believe that several AI civs are also being hampered by this "new" governor. Essentially, they stagnate at size 1 until they pop a worker or build a hunter's cabin.

Was this intended?

Additionally, you have definitely slowed things down. Game-wise that is. I didn't have time to advance far at all in the game last night, but it took me an hour to build my second city, explore Eastern China, Southern Manchuria, Mongolia, the steps to the west, northern Thailand/Cambodia region, and build two warriors, a worker, and a hunter's cabin. I am now working on a warehouse in Beijing. I feel like I am playing on Marathon setting, lol.

I do like what you have done with the early techs, buildings, and some new units. These will prevent much of the "rushing" tactics that one might consider employing. I find myself more tempted to just maximize the local terrain and be peaceful early on. I see little hope of rushing Korea or Mongolia any time soon.

Very good indeed. I do wish there was a civ to the South of me...the Khmer? But I am liking the new elements of this version (except possibly the speed, but I can get used to that.)

I also very much like the way your early religions are now more separated and no longer requiring, all of the food resource techs.

It's definitely more challenging as well.

I am on the Earth Map, on Prince level. It is sometime in the 3000s BC era, and I have contact with India, Persia, Korea (Choson), and Mongolia. I fluctuate allot between leading in score and lagging badly in score (that's due to the points for pop though, more so than tech atm.)

Anyway, I had no problem getting the mod working, and I use vista. I do think that moving units has gotten slower for some reason, and turn processing seems a hair slower also. I'll try tweaking more graphics settings.
 
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.

This is what I did also in the earlier version. I'm checking out China first, only because I didn't play in Asia much in the earlier version.

With all of the new techs, though, I think the path to accomplishing the above has been radically altered. The War Chariot now, may even have a longer life span than it did previously. I'd love to hear how that turns out for you.
 
Guys,

As most of you had already seen, the game is not absolutly balanced as we hope. You can easily have many bonuses for happiness and health in some part of the wolrd. (Asia particulary).

Our problem is simple: we didn't implement the new civic system. Lack of time. With this new system, it will be less easy to receive such as vast amount of bonuses.

Zulu (and general) maintenance cost: You are right. I have seen this problem in one of my test.

We have some solutions to correct this:

1 - Lower the couthouse/altar to -25% ( as the mayor's office give -25%)
2 - Remove the mayor's office bonus.
3 - Changing the Ikhanda bonus to no bonus to upkeep but no gold cost. A free barrack in fact.
4 - Adding (if possible and time) the new civic system.

That's my ideas. It will be discussed. Feel free to comment.

Hian the Frog.
 
The problem is only with the Zulu under Nelson Mandella. Courthouses and Mayor's Offices are necessary for other civs without the organized trait. Therefore, I think it's really just a problem with the Ikhanda bonus. I vote for making it a free barracks. It's the most straight forward solution I see.

A new civic system...your problem is stackable or cumulative bonuses which the human is going to become an expert at exploiting, unless you can program the AI to somehow adopt similar exploit tactics. I would suggest a dynamic cap system, for example: you could call the civic "Population Management or Entertainment Industry or Morale System" and under the most basic civic "The Mob" (For example), you could impose a max of +3 happiness bonus. And then for subsequent or more advanced civic choices, you could allow for larger happiness bonuses. Keep civic maintenance low, but put maintenance costs on the buildings or keep the buildings free and increase the civic maintenance. It's easier IMHO to balance if you go one way or the other vs. trying to go both ways and then infinitely tweaking the offsets to a happy medium.
 
The game's great. One question though: Each time I build the Pandemic Colony, and have a pandemic afterwards, the colony is destroyed and I need to build it again. Is this intentional or is it a bug.
 
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