[mod] Warlords: Total Realism 2.3a

Well I am glad the discussion is rolling on this.

Have a good break team, you deserve it!
 
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.

it is intentional - pandemic colony is available until Medicine and is usable only under pandemia and is destroyed when pandemia ended

I get a CTD whenever I try to build the Guild Hall. I tried this several times to make sure it actually happens only when I try to build it in any city.

please post this in our new forum also with save - this can speed bug hunting
 
@Mexico

I did report the CTD I got in the new forum however the upload file size limit there wasn't enough to attach a save. (BTW 512 KB is a little too low limit)

I thought I better upload it here. On next turn you will be able to select a new building to build in a city try selecting Guild Hall - It should CTD - Try another building or unit and it should proceed normally. Try the same in any other city.

http://forums.civfanatics.com/uploads/115758/Tamer_AD-1504-TR-Egy.rar
 
No feedbacks or complains ? WOW...... It's that the mod is running not so badly.... :p

Hian the Frog.

I have found a minor bug - slaves can swim. :D

I attacked a goody hut from a galley (running Slavery). I won the attack.

Next turn I noticed I had a slave on the same tile as my galley - I assumed it was in the galley and sailed away. Leaving the slave on its own in the water (luckley it could swim).

I was able to move it back on land - so no harm done. :)
 
Been playing some and so far just a couple things.

1. I need more RAM. :(
2. Might it not be better to reverse even just the Names of Man-o-War and Ship of the Line? The original I think of pre-1750 the latter from 1750-the end of wood and sail, even if the differentiated from the line (As at Trafalgar). Though I kind of perceive them as the same..
 
Just the installer alone was superb! Nice desktop shortcuts too. Very professional looking. :goodjob:

About to start playing to find all the new goodies. :D
 
Bronze & Steel are alloys not resources. More accurate would be Tin which combined with copper allows for Bronze. Bronze is actually stronger and less brittle then steel, but because of the relative scarcity of tin vs the plentfulness of iron everyone made the switch.

Steel is actually Iron "smelted" with charcoal in its most early form. Later versions include manganese and other metals. Steel would be obtained from a building like to be most realistic. There are also a variety of techniques developed later that make steel even stronger and more flexible.

I only nitpick this because the mod is Total Realism.
 
Bronze & Steel are alloys not resources. More accurate would be Tin which combined with copper allows for Bronze. Bronze is actually stronger and less brittle then steel, but because of the relative scarcity of tin vs the plentfulness of iron everyone made the switch.

Steel is actually Iron "smelted" with charcoal in its most early form. Later versions include manganese and other metals. Steel would be obtained from a building like to be most realistic. There are also a variety of techniques developed later that make steel even stronger and more flexible.

I only nitpick this because the mod is Total Realism.

we know that this is alloys, but if we say "resource" it doesn't mean natural resource - it is something which can be used as source for other products
like copper->bronze, iron+coal->steel etc...
 
It's Brilliant!
Only problem is it crashes for me - I get an error: 'problem with warlords.exe, program must close'
it was turn 148 playing as america on the world map and reloading earlier saves still results in the crash at exactly the same point! anyone else having similar problems, any advice?

(didn't experience this problem with previous TR version using warlords 2.08, now i've installed 2.13 and TR 2.2 and have a sporadic problem)
 
It's Brilliant!
Only problem is it crashes for me - I get an error: 'problem with warlords.exe, program must close'
it was turn 148 playing as america on the world map and reloading earlier saves still results in the crash at exactly the same point! anyone else having similar problems, any advice?

(didn't experience this problem with previous TR version using warlords 2.08, now i've installed 2.13 and TR 2.2 and have a sporadic problem)

Please, post a save in our forum. A save with a reproducible crash bug might help us eliminate it.
 
Hello there volks,

As the new proud member of TR team, I greet all of you. Enjoy the mod!
 
1. Ok first great mod, big thanks for all the hard work put into making it.

2. Just a few annoying bugs

* Playing lan play with human vs ai team games and getting what seems to be random sync errors every so often , i have to save and rehost the game but it can be annoying and yes both players have the exact same files

* Playing lan play with human vs ai team games, moving an informant into a AI base causes an instant sync error
 
Thanks for a truly masterful and brilliant mod. This is the one and only way to play regular CIV for me.

Though, it is more or less impossible for me to get to the Middle Ages (playing on world map with no Celts) because of the MAF problem. It is so bad by the end of the classical age (or beginning of medieval age sometimes) I have to quit and begin a new game.

Are there anyone who know how to cut down the frequency of the appearance of this problem, I do know it’s not this mods fault, it’s the games fault.

I have patch 2.13 of Warlords installed.

My current rig is Intel Core 2 Dual at 3.4GHz, 3GB 800MHz DDR2 ram, 8600GTS 256MB ram, XP professional.
I play with all graphical options maxed out at a resolution of 1680*1050 (native to my screen).

Other than the MAF the game is flowing pretty fast and the graphics are running very smooth.
 
Are there anyone who know how to cut down the frequency of the appearance of this problem, I do know it’s not this mods fault, it’s the games fault.

I have patch 2.13 of Warlords installed.

My current rig is Intel Core 2 Dual at 3.4GHz, 3GB 800MHz DDR2 ram, 8600GTS 256MB ram, XP professional.
I play with all graphical options maxed out at a resolution of 1680*1050 (native to my screen).

I'm in mid Classical ages now and no MAFs at all. Even during testing I had no MAFs at all till late industrial eras.
Try lowering the resolution if possible and/or tuning down graphical settings, although I play at max settings as well.
Or just save every turn and load when necessary - wastes minimum time.
 
Hello after my vacations :) Below my few HOT comments:

1. I confirm the bug. Guild Hall caused CTD for me too.
2. Regarding MAF - I confirm that - it's quite too often now.
3. Regarding the speed of the game - it is significantly improved!
4. Regarding gameplay, I've noticed that you took into consideration some of my ideas! Thanks :)
5. Regarding Republic civic. I think "Republic" is represented already by "Representation". If you didn't like "Classical democracy", you could choose: "Direct democracy".

P.S.
Did you changed AI? It is somehow... less aggressive? And less willing to trade any resources.
 
Hello after my vacations :) Below my few HOT comments:

1. I confirm the bug. Guild Hall caused CTD for me too.
2. Regarding MAF - I confirm that - it's quite too often now.
3. Regarding the speed of the game - it is significantly improved!
4. Regarding gameplay, I've noticed that you took into consideration some of my ideas! Thanks :)
5. Regarding Republic civic. I think "Republic" is represented already by "Representation". If you didn't like "Classical democracy", you could choose: "Direct democracy".

1. Confirmed bug - wrong definition of button (forgotten comma at beginning...)
2. don't have MAF ...
3., 4. - thanks ;-)
5. hmm..we will think of it
 
Hi all. I use my first post to congratulate with you for this fantastic mod.
I played it since firt version and I have built a little althar near my pc with you avatars.
Only two things:

I play this mod online in MP, I know that it's not completely supported, but can you solve the problem of OOS when I or AI use an informant?

And...

One of TTR TEAM can explain me how a civ can lost a Holy city or began a new holy city? thanks :goodjob:
 
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