[mod] Warlords: Total Realism 2.3a

I can report that Windows Vista works fine with TR 2.2 and that the MAF solutions for Vista in Anaztaziochs' link work also :) Still get the very occasional scroll freeze though.
 
I can report that Windows Vista works fine with TR 2.2 and that the MAF solutions for Vista in Anaztaziochs' link work also :) Still get the very occasional scroll freeze though.

I have a question for you!
Now you say that you played TR how is that posible cause it has a crash bug when you build the guild it crashes on site if you do Not build it and the AI does it will carsh and Never Ever move On how is it posible to play if you can NOT continue cause of the Bug it has.
Test it please start a game and as soon as you hit the guild button you do NOT even have to build it just click on the button and its game Over that sucks how can you enjoy some thing at is broken and you can NOT blame friaxis on this if they did NOT build the Mod futher more NO One gives a Rats butt over at TR they Know about the problem and they do Not care about their Loyal fans...like me :(
 
I have a question for you!
Now you say that you played TR how is that posible cause it has a crash bug when you build the guild it crashes on site if you do Not build it and the AI does it will carsh and Never Ever move On how is it posible to play if you can NOT continue cause of the Bug it has.
Test it please start a game and as soon as you hit the guild button you do NOT even have to build it just click on the button and its game Over that sucks how can you enjoy some thing at is broken and you can NOT blame friaxis on this if they did NOT build the Mod futher more NO One gives a Rats butt over at TR they Know about the problem and they do Not care about their Loyal fans...like me :(

Nope, it is only player-related. AIs can build guild halls - so if you refrain from building it yourself, it won't crash the game. It's a bugged button reference - and AI doesn't use interface buttons. And this issue is fixed altogether in the upcoming patch.
 
I am getting crashes to desktop when I try to make a custom game. If I try to make a game with custom_contients, huge size, 8 players, and all other settings on default as soon as I click to start the game it crashes to the desktop. I didn't have this problem with TR 2.0 and every other game configuration seems to be fine. I have even uninstalled and reinstalled everything from scratch. As well as updated video/audio drivers.

Are you using a custom map generation script (judging by the name of it, you do)? Try using any of those that come with the game - TR isn't guaranteed to function with third-party map generation scripts, new resources added and all.
 
What does TR offer that ViSa doe Not Please be honest?
I just want to be sure witch Mod is the Most Kick butt out there.:goodjob:

Dunno. Never played ViSa. From the looks of ViSa changelogs and feature lists, it is more like a "community pack", incorporating many modcomps from CFC. TR, OTOH, is, in many ways, built upon team-made content, that you're unlikely to find anywhere else (unless it was borrowed directly from TR) - like Doctrines and Traditions, Pandemics, many smaller changes.

Also, TR doesn't really focus on sheer numbers of added stuff - we never write about "x new units and y new buildings" - we're much more focused on balance and historical realism of the game than adding new content just because it's new. That's why, for example, you won't find any new civs in TR, compared to what has shipped in Warlords - new civs don't exactly add much new functionality. In TR 2.2 the main focus was, probably, on a new tech tree (I think I can safely claim that the tech tree overhaul has been made on a scale rarely seen in Civ mods - only in the largest TCs, like FfH) and on unit interactions, with lots of new classes and rebalancing made, and also on a new industrial system with resource input and conversion (I don't remember any other non-TC mod that does it).

All in all, I should say that comparing modpacks that big is a very subjective experience, almost totally based on a personal viewpoint - when there's so much having been changed, all one can really talk about is "feel". If you need an answer that much, I'd recommend to d/l both and try for yourself.
 
Dunno. Never played ViSa. From the looks of ViSa changelogs and feature lists, it is more like a "community pack", incorporating many modcomps from CFC. TR, OTOH, is, in many ways, built upon team-made content, that you're unlikely to find anywhere else (unless it was borrowed directly from TR) - like Doctrines and Traditions, Pandemics, many smaller changes.

Also, TR doesn't really focus on sheer numbers of added stuff - we never write about "x new units and y new buildings" - we're much more focused on balance and historical realism of the game than adding new content just because it's new. That's why, for example, you won't find any new civs in TR, compared to what has shipped in Warlords - new civs don't exactly add much new functionality. In TR 2.2 the main focus was, probably, on a new tech tree (I think I can safely claim that the tech tree overhaul has been made on a scale rarely seen in Civ mods - only in the largest TCs, like FfH) and on unit interactions, with lots of new classes and rebalancing made, and also on a new industrial system with resource input and conversion (I don't remember any other non-TC mod that does it).

All in all, I should say that comparing modpacks that big is a very subjective experience, almost totally based on a personal viewpoint - when there's so much having been changed, all one can really talk about is "feel". If you need an answer that much, I'd recommend to d/l both and try for yourself.

Wow. That's a good sum-up Walter ! As usual. :goodjob:

TR is in my mind among the best historical mod. Historical is the most important word. Some other mods, like FfH, are also great ones but not all are historical mods.

Now, we are working on finishing the future (and probably last) patch for TR Warlords. Then, we will convert it to BtS.

Hian the Frog
 
I haven't come across the Guilds bug... perhaps I bypassed it. Under Windows XP the game ground to a halt at 2195 but installing Vista with the memory fixes has given it a new lease of life with no MAF crashes so far.
BTW TR has no equal. I put down BTS the minute the new TR was released and have not gone back. I think it's because TR is so good that people get frustrated when they get problems. If it was no good they just wouldn't care.
 
Hi guys, there are any news about the upcoming patch as a list of fix or small changes introduced?

I often entertain myself fancying on a game upkeep-based for the management of military units because now (in all mods) Empires with a very large stack of units are unstoppable and the efforts to do this stop the growth of a small empire engaged only in recruiting (building) more units to contrast the enemy.
I do not know if it is possible or if it fits well in the idea behind TR or if it mirrors well the reality, but I dream on it.

In my current game I am exactly in the middle between two large empires at war each other and in the first time of war they engaged in a very hot nuclear war launching all their nuclear missiles and now because my past bad politic choices (in red, they hate me) they attack my border declaring war at me and remaining in the same time in war theyself. In few turns they will crush me like an ant :cry:
Anyhow more they growth conquering my cities more they became rich!!!
 
Hi guys, there are any news about the upcoming patch as a list of fix or small changes introduced?

All i can say is that the patch won't be ready soon. I think that i will take at least two weeks to stabilize the changes we made.

About the changes:
- Some bugs removed (as the Guild Hall one)
- Some units update: conscripts and paramilitary, some other units too.
- Zulu Ikhanda
- Ressource AI
- Pandemic system
- Celtic Dun
- etc.

I often entertain myself fancying on a game upkeep-based for the management of military units because now (in all mods) Empires with a very large stack of units are unstoppable and the efforts to do this stop the growth of a small empire engaged only in recruiting (building) more units to contrast the enemy.
I do not know if it is possible or if it fits well in the idea behind TR or if it mirrors well the reality, but I dream on it.

In my current game I am exactly in the middle between two large empires at war each other and in the first time of war they engaged in a very hot nuclear war launching all their nuclear missiles and now because my past bad politic choices (in red, they hate me) they attack my border declaring war at me and remaining in the same time in war theyself. In few turns they will crush me like an ant :cry:
Anyhow more they growth conquering my cities more they became rich!!!

Ah ah ah !!! :lol:
So, funny !

Poor "ant". Beeing close to huge empires is always a problem. We are also looking for a better balanced system: upkeep is a big problem in early game.

Hian the Frog.
 
Dunno. Never played ViSa. From the looks of ViSa changelogs and feature lists, it is more like a "community pack", incorporating many modcomps from CFC. TR, OTOH, is, in many ways, built upon team-made content, that you're unlikely to find anywhere else (unless it was borrowed directly from TR) - like Doctrines and Traditions, Pandemics, many smaller changes.

Also, TR doesn't really focus on sheer numbers of added stuff - we never write about "x new units and y new buildings" - we're much more focused on balance and historical realism of the game than adding new content just because it's new. That's why, for example, you won't find any new civs in TR, compared to what has shipped in Warlords - new civs don't exactly add much new functionality. In TR 2.2 the main focus was, probably, on a new tech tree (I think I can safely claim that the tech tree overhaul has been made on a scale rarely seen in Civ mods - only in the largest TCs, like FfH) and on unit interactions, with lots of new classes and rebalancing made, and also on a new industrial system with resource input and conversion (I don't remember any other non-TC mod that does it).

All in all, I should say that comparing modpacks that big is a very subjective experience, almost totally based on a personal viewpoint - when there's so much having been changed, all one can really talk about is "feel". If you need an answer that much, I'd recommend to d/l both and try for yourself.

Holy crap i am speach-less!!!:eek:
I wonder if i can ask you for some help in how to install more units in you great Mod TR.
Spoken like a true gentlemen:goodjob:
 
Holy crap i am speach-less!!!:eek:
I wonder if i can ask you for some help in how to install more units in you great Mod TR.
Spoken like a true gentlemen:goodjob:

More units as in more flavor variants for different civs, or as in more unit classes? Either would require quite some XML work, if you're up to the task. And it is not me you should be asking for that, unfortunately, as I have little expertise in that area - most of the adding was done by Hian the Frog, I'm the graphics guy. :)
 
Is there any way to counter opponent assassins/informers ?

I can see them entering my borders because I have my own assassins stationed on border cities but there seems to be no way to dispatch the intruders... I can walk into the same plot as them with my own assassin hoping I would get a new icon to kill the intruder or at least ban him but there is not...
 
Hi guys, there are any news about the upcoming patch as a list of fix or small changes introduced?

I often entertain myself fancying on a game upkeep-based for the management of military units because now (in all mods) Empires with a very large stack of units are unstoppable and the efforts to do this stop the growth of a small empire engaged only in recruiting (building) more units to contrast the enemy.
I do not know if it is possible or if it fits well in the idea behind TR or if it mirrors well the reality, but I dream on it.

In my current game I am exactly in the middle between two large empires at war each other and in the first time of war they engaged in a very hot nuclear war launching all their nuclear missiles and now because my past bad politic choices (in red, they hate me) they attack my border declaring war at me and remaining in the same time in war theyself. In few turns they will crush me like an ant :cry:
Anyhow more they growth conquering my cities more they became rich!!!

That sounds like tough luck, probably not something to modify the system about. You want to be able to take on two large empires surrounding you ? That would be completely unrealistic. But in such a situation there are some tactics you can use. Use whatever airpower you have to perform strafing runs on the enemy stack to weaken them as themapproach your cities. when they are just outside a city, sacrifice whatever artillery you got to further weaken their stack. Just use collateral damage units at first. Then once you used them all up, if you have units to spare start picking off their guys or just let your defenders take care of them. If they still overwhelm you then it just wasn't mean to be... start a new game- this one is lost!
 
Is there any way to counter opponent assassins/informers ?

I can see them entering my borders because I have my own assassins stationed on border cities but there seems to be no way to dispatch the intruders... I can walk into the same plot as them with my own assassin hoping I would get a new icon to kill the intruder or at least ban him but there is not...

When your own spy unit is on the same spot with the enemy one, they get drastically reduced success chances. So, an assassin or two stationed in the city is a good protection against enemy espionage missions. Also, many civics have a profound impact on espionage efficiency.
 
I am getting crashes to desktop when I try to make a custom game. If I try to make a game with custom_contients, huge size, 8 players, and all other settings on default as soon as I click to start the game it crashes to the desktop. I didn't have this problem with TR 2.0 and every other game configuration seems to be fine. I have even uninstalled and reinstalled everything from scratch. As well as updated video/audio drivers.

Can you provide more info ?
It can be that custom_continets only is bugged, i will check that later.
 
I have a question for you?Whitch Mod is better TR or ViSa?

I have never played ViSa and was with TR since The Third Ressurection. Played FFH II ocasionally.

If you prefer ViSa addons more than TR, than TR.
If you prefer ViSa stability (MAF?) more than TR, than TR.
:D

I like TR most, as Im working on it, to make it better for me and comunity.

And as Walter said, its more about weather you are a fan of ViSa or TR, you agree or disagree with me, so i find this question meaningless.
 
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