[mod] Warlords: Total Realism 2.3a

Great work on the mod, guys. Just a quick question - is the world builder supposed to work? It crashes for me every time (I'm not cheating, honest! I just want to add horses to the new world once it's been "discovered") and I'm wondering if you all know about that or not.
Again, thanks for the great mod.
 
Great work on the mod, guys. Just a quick question - is the world builder supposed to work? It crashes for me every time (I'm not cheating, honest! I just want to add horses to the new world once it's been "discovered") and I'm wondering if you all know about that or not.
Again, thanks for the great mod.


We don't really care if you're cheating - whatever gets you fun. :D

WorldBuilder is supposed to work, and it does normally. I'm afraid to ask, aren't you, by some chance, running a 2.3 without initial hotfix? Easy diagnostics - do you see amber and pearl resources?
 
We don't really care if you're cheating - whatever gets you fun. :D

WorldBuilder is supposed to work, and it does normally. I'm afraid to ask, aren't you, by some chance, running a 2.3 without initial hotfix? Easy diagnostics - do you see amber and pearl resources?

You Should care if he is cheating!!
I hate cheaters!!!
Oh yeah can you please add some more resources? like,Shrimp,honey,coral,olives,cocoa leaves, i seen all these resources here on this site maybe you can install them and give them value for more and better trade.
If you have olives you can produce olive oil for cooking,Or Shrimp gives you cholesterol so 1 unhealthy but one happy and commerce and you can sell shrimp cocktels to other countrys!if oyu have cocoa you can make candy bars or even build a Sees candies shop!
How about Rubber that would also be a great addition for trading.I think this would create bigger and better world trade and more economics.
 
We don't really care if you're cheating - whatever gets you fun. :D

WorldBuilder is supposed to work, and it does normally. I'm afraid to ask, aren't you, by some chance, running a 2.3 without initial hotfix? Easy diagnostics - do you see amber and pearl resources?

I've copied the file from here http://forums.civfanatics.com/showpost.php?p=6838363&postcount=643
to
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets

But unless Amber (and salt) are supposed to look like a bright red dome, no, it doesn't work. The .dll file in the rar file is from May 4th or so, is that the most recent?

I tried creating a new game with a small, random map, and WorldBuilder didn't work there either.
 
I've copied the file from here http://forums.civfanatics.com/showpost.php?p=6838363&postcount=643
to
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets

But unless Amber (and salt) are supposed to look like a bright red dome, no, it doesn't work. The .dll file in the rar file is from May 4th or so, is that the most recent?

I tried creating a new game with a small, random map, and WorldBuilder didn't work there either.

Your trouble is that you have somehow installed with the earliest version of the installer, that is missing some art files. It has since been pulled down and replaced with a fixed version, but you can apply a hotfix (not the one with dll, an earlier one) instead of downloading the full installer again. It is strange you were able to play without it at all...

http://forums.civfanatics.com/showpost.php?p=6832101&postcount=590

Oh yeah can you please add some more resources? like,Shrimp,honey,coral,olives,cocoa leaves, i seen all these resources here on this site maybe you can install them and give them value for more and better trade.
If you have olives you can produce olive oil for cooking,Or Shrimp gives you cholesterol so 1 unhealthy but one happy and commerce and you can sell shrimp cocktels to other countrys!if oyu have cocoa you can make candy bars or even build a Sees candies shop!
How about Rubber that would also be a great addition for trading.I think this would create bigger and better world trade and more economics.

Well, I must confess, adding new resources is a big pain technically, but the main reason these aren't in the game yet is that some might say that there are TOO many resources already. At least the ones that can be harvested from the map. With this amount of resources, smaller maps sometimes can't even fit them all, and maps get "overloaded". So we try now to introduce new ones only when really needed.
We might think about shrimps and/or corals, though, because seas could well use one more resource - but I don't think olives, for example, would add much to a game that isn't centered around Mediterranean area, and honey is certainly not a macroeconomic resource. Rubber is interesting, but it needs lots of work to be properly included - from "wild" rubber resources to modern synthetic rubber plants, plus heavily integrating it into the industrial tech tree - not a change to do overnight. Somewhere in the future, though, quite probable.
 
I suppose you're playing as Persia. Usually when I play as Persia as soon as I can build Immortals I conquer Arabs and Egyptian and then India, these Civs are annoying if you wait too long because they are faster in research. Then I go for Turks, always back in developement and research. Take some barbarian cities (Assiria, Babylon, Samarkand, etc.) and you will be the leader till the end.

I use the same strategy with persians!:cool: But when I went to attack the Indians, the Greek and Roman they attacked me, the one that did move totally my strategy.
 
What is the song title/artist name of the main menu song? I want to hear the whole thing :)
 
I use the same strategy with persians!:cool: But when I went to attack the Indians, the Greek and Roman they attacked me, the one that did move totally my strategy.

It never happened to me, anyway usually I dont attack Indians with my first army, because India is militarly speaking weaker than Arabia and Egypt. I act this way: my first 3 immortals go to West (Arabia and Egypt) while I keep on building them in my cities. The next 3 go to East. After I conquered Arabia, Egypt and India and have defended with some archers, with my first army I go to take Assyria and Babylon, while the last one go to Samarkand and Turks. In this way your borders are always heavy defended and you dont fear any attack from Greece or Russia, as from Carthage. I suggest you to defend as strong as possible egyptian cities. After I completed this first steps I use to conquer Africa or Europe and only then the whole Asia. A good advice: after your first expansion set your main cities to maximize the gold production if you dont want to fall behind in tech. Build as many cottages as possible and never automate your workers! Their behaviour is a totally non-sense.
 
I suppose you're playing as Persia. Usually when I play as Persia as soon as I can build Immortals I conquer Arabs and Egyptian and then India, these Civs are annoying if you wait too long because they are faster in research. Then I go for Turks, always back in developement and research. Take some barbarian cities (Assiria, Babylon, Samarkand, etc.) and you will be the leader till the end.

Heh...actually I was the French. I had all of Europe besides England. Had Anatolia, the Mideast, the Nile portions of Egypt, your typical Persian cities, and one city east of Moscow (Tatar I think) in the north. Decided it was time for Mehmed to die and while my forces were raising cities up there, Gandhi began an all out assault on my Persian possessions.

My usual strategy with a European Empire is to conquer the western front on through Spain, than hit the east til I take Moscow, raze any nearby cities east of it, and great artist that for a large buffer on my semi-permanent eastern front. After that Assyria and Babylon are a must since they're the first access to Dye's and Incense that a European power gets. (If I'm playing Greece or Persia, I might even go after them first, though this defense-only barb unit makes that more difficult) The Vikings and the English I usually leave til later unless they attack me. (which is frequent with the Vikings, but pretty rare with the English) Though I do like the main Viking city, little production power-house. Madrid, Paris, and Berlin are pretty good too.

Well, just completed a conquest victory on Monarch. After razing the Turks (mostly) and conquering India, I played pacifist for a while as my automated workers railroaded my sizable chunk of the continent. I decided on peace a bit longer while waiting for tanks. Had two stacks of Chivalry (love that doctrine) promoted cavalry, one of them a generaled/flag-bearered super-unit. (also had one of those who was my first chariot unit promoted up. Lacked the Chivalry promotion, but eventually got most of the benefits from it, in particular the Commando promotion)

Hated the French early tank unit, so I waited again til I got the much improved MBT's than promoted my more experienced Chivalry stack. Before that I switched to Theocracy/Aristocracy and produced a stack of Blitzkrieg promoted tanks from my military production city. (the one doling out the most XP)

Than it was smooth sailing while I cleared out Africa, leaving everything west and south of Egypt to the barbs. Did the same thing to the Chinese, Japanese, and Mongolians since by this point I didn't need their exotic resources. And than I gave the America's a rude welcoming to the modern world, where the sizable barb majority caused more trouble than the 'civilized' inhabitants.

Gonna try again, possibly as Persia.

Question: Anyone know if any other mods use the military doctrine wonders? Wondering if that's a unique feature created by the TR guys or if its borrowed from another mod? In either case, its one of my most immediate sources of instant dissatisfaction whenever I play a non-TR mod. Seriously, its creative, interesting, effective...and lets you play around with your generals a bit more than the vanilla alternative. (where common sense says to get those +2 xp's in a single city everytime you get a general and screw every other possible application)

If there's any thought to expanding a part of TR, I'm all in favor of more doctrines. One that gives infantry/gunpowder units Blitz would be awesome. (than again, that would probably kill the point of the tank. Just make Mech Inf./IFV's)
 
Heh...actually I was the French. I had all of Europe besides England. Had Anatolia, the Mideast, the Nile portions of Egypt, your typical Persian cities, and one city east of Moscow (Tatar I think) in the north. Decided it was time for Mehmed to die and while my forces were raising cities up there, Gandhi began an all out assault on my Persian possessions.

In which year do you complete Europe conquest usually? I'm trying this new version and playing as Romans I conquered whole Europe, except Russia and Scandinavia, and some barb cities around 100 BC. In previous version (2.1) I could conquered the whole Europe (with Russia and Scandinavia) usually around 800-700 BC. So I cant understand if this last game I act too slowly or simply it needs more time to get same results, as we need more tech now to have improved units.
 
I don't like the Romans much anymore. One of the best things about them in the last version was their quick access to stone and (especially) gold. That gold mine there would accelerate their early tech-rate beyond belief. But since they're gone on this new map (in fact, a number of formerly solid positions are a bit neutered), Rome has certainly become less appealing. The French still have that custom made spot for their second city to the left in what would be Brittany that has stone. Plus they're Industrious (one of the very few Ind. leaders available in this new version) and Paris is, as always, a great start city. Great food and production resources with ample space for a cottage economy.

I used to assign Rome as my science-city when I wasn't playing them, but without the gold I may look for another candidate. The money city is of course whereever my chosen religion is founded. (usually zoroastrianism. No drawbacks and I love the mini-great artist units)

As for conquering Europe...I guess I never really paid attention. I'd guess usually in the hundreds BC. Though I'd usually ignore England and the Vikings (if they let me) and ride on through til Babylon after I pushed the Russians back past Moscow. (which more often than not is my eastern-most point on the northern part of the continent until I go into globe-clearing mode. Too cold, too forested, and too few resources throughout Siberia-land.)


In this new version, the Barbs are a bit tougher. They've got the Polish barb cities which must be razed since they split up one of my favorite city-positions. Constantinople is no longer as appealing as it once was. (no fish and less resources on those Turkish hills) Moving the city in that area a little further north and West seems practical resource-wise.

The barb city just south of Egypt used to be great, but they removed one of the wheat resources, so now you can no longer cottage/waterwheel/lumbermill it to death...need some more food.

I think the time on conquest will improve as you/I play. Alot of it depends on learning how to best exploit the new system. There certainly aren't as many changes on the tech tree from the last version and the one before that. The barbs are significantly altered and I might have to rethink the best city positions given the new resource dispersal.
 
Question: Anyone know if any other mods use the military doctrine wonders? Wondering if that's a unique feature created by the TR guys or if its borrowed from another mod? In either case, its one of my most immediate sources of instant dissatisfaction whenever I play a non-TR mod. Seriously, its creative, interesting, effective...and lets you play around with your generals a bit more than the vanilla alternative. (where common sense says to get those +2 xp's in a single city everytime you get a general and screw every other possible application)

If there's any thought to expanding a part of TR, I'm all in favor of more doctrines. One that gives infantry/gunpowder units Blitz would be awesome. (than again, that would probably kill the point of the tank. Just make Mech Inf./IFV's)

Thank you, it is always very nice to hear. I created that component from scratch. :)

Expanding it via introduction of new doctrines, though, is very tricky, as the current system is balanced in such way as to prevent (in most cases, Holy War/Imperial Glory is the only exception I can think of) creating units with two or more doctrines available to them. All eras have one doctrine for each of the dominant unit types - therefore, if we wished to preserve the balance, we'd have to shorten the life span of existing ones.
 
Thank you, it is always very nice to hear. I created that component from scratch. :)

Expanding it via introduction of new doctrines, though, is very tricky, as the current system is balanced in such way as to prevent (in most cases, Holy War/Imperial Glory is the only exception I can think of) creating units with two or more doctrines available to them. All eras have one doctrine for each of the dominant unit types - therefore, if we wished to preserve the balance, we'd have to shorten the life span of existing ones.

Great work on that front. Easily one of my favorite parts of any mod. I find myself on various games concentrating on specific types of units just to experiment with a new doctrine. (The Imperial Glory one is awesome, but by that time I've usually gone for an all horse army. But sometimes I stick to infantry just to play that out)

I understand the balancing aspect, but there's no harm in a little overlap. (says me, the little power-gamer :) )

Do you know of any other mods that use your system? (or is that something you'd share/allow?) Cause I really can't think of a mod that wouldn't be instantly improved by it.
 
Do you know of any other mods that use your system? (or is that something you'd share/allow?) Cause I really can't think of a mod that wouldn't be instantly improved by it.

I remember someone asking to borrow the component for his mod (which we permitted), but I don't know what mod it was/is. It is extremely easy to import, actually, since it (unlike most modcomps out there) is a, believe it, pure XML component, without a single touch of Python and SDK (since I don't know a tiny bit about these ones).
 
Useful loading 'tool-tip': As many national wonders per city as you like.

Would have loved to have known that last game. :)
 
I don't like the Romans much anymore. One of the best things about them in the last version was their quick access to stone and (especially) gold. That gold mine there would accelerate their early tech-rate beyond belief. But since they're gone on this new map (in fact, a number of formerly solid positions are a bit neutered), Rome has certainly become less appealing. The French still have that custom made spot for their second city to the left in what would be Brittany that has stone. Plus they're Industrious (one of the very few Ind. leaders available in this new version) and Paris is, as always, a great start city. Great food and production resources with ample space for a cottage economy.

I used to assign Rome as my science-city when I wasn't playing them, but without the gold I may look for another candidate. The money city is of course whereever my chosen religion is founded. (usually zoroastrianism. No drawbacks and I love the mini-great artist units)

As for conquering Europe...I guess I never really paid attention. I'd guess usually in the hundreds BC. Though I'd usually ignore England and the Vikings (if they let me) and ride on through til Babylon after I pushed the Russians back past Moscow. (which more often than not is my eastern-most point on the northern part of the continent until I go into globe-clearing mode. Too cold, too forested, and too few resources throughout Siberia-land.)


In this new version, the Barbs are a bit tougher. They've got the Polish barb cities which must be razed since they split up one of my favorite city-positions. Constantinople is no longer as appealing as it once was. (no fish and less resources on those Turkish hills) Moving the city in that area a little further north and West seems practical resource-wise.

The barb city just south of Egypt used to be great, but they removed one of the wheat resources, so now you can no longer cottage/waterwheel/lumbermill it to death...need some more food.

I think the time on conquest will improve as you/I play. Alot of it depends on learning how to best exploit the new system. There certainly aren't as many changes on the tech tree from the last version and the one before that. The barbs are significantly altered and I might have to rethink the best city positions given the new resource dispersal.

I agree with you for most you said, but there is still a positive point for choosing Roman especially if you plan to conquer the world, Roma is more centralized than other capitals and you have less maintenance costs for your cities due to distance from capital. As usually I conquest Europe and the whole North-Africa and some Asia, at the beginning, and I find useful a centralized capital for tech research. As alternative I like german because teutonic knights, but in this version there are weaker than before if I'm not wrong, anyway Berlin is still in a good centralized position. Maybe I'm wrong, but I'm a chessplayer, centre is so important in chess!
 
Back
Top Bottom