[mod] Warlords: Total Realism 2.3a

Fine mod this one, but why do the viking berserkers require plated armour? The old vikings did not were any plated armour:confused:
-only makes them appear to late in game.

Amd while playing "vikings" it includes no longboats or seafaring, but the barbarians have the longboats.. a bit too Swedish:lol:

The tech requirement is indeed there to make this powerful unit appeatr later in game. Maybe there is another tech we could choose for them in about the same era. As for the longboats, in 2.4 vikings will have them as well as their drakkars (with longboats being less powerful and coming earlier).
 
Hey Walter!
thanks for TR, and the continued development! I am playing a massive multiplayer hotseat on my own, where I retire civs after giving them a good start. Makes for much better AI! Now I am in industrial age, and is down only 7 civs on my own.
The bug I have mentioned before.
when a unit gets to high withdrawal percentage, it wont be able to promote anymore.
eks
1. Chariot with flanking I+II +tactics(30% general )= unable to promote any more.
2. Horse archer with flanking I+II and then promote it to pistollier(got high withdrawal) and then it cant be promoted any more. But if I have the horsearcher and skip pistollier uppgrade, and waits for hussar, then its ok.

All this points to that there is a limit of withdrawal rate, in which promotions get locked by accident or purpose. I have not figured it out, but i believe this limit is between 80-90%

If you could lower natural withdrawal rate on pistollier, and make tactics unavailable for for chariot and maybe all horse units, then the prob would be history.
I dont know about more advanced units, but if it is any modern units with higher than 35% natural withdrawal rate, theese should be reconsidered!

What do you think, could it be done?

Thanks anyhow!!

PS: Anyone wants my savegame? Earthmap, multiplayer hotseat, around 1700 ad(industrial), 8 player civs controll most of planet, balanced, anything could happen

Faithchild
 
Hey Walter!
thanks for TR, and the continued development! I am playing a massive multiplayer hotseat on my own, where I retire civs after giving them a good start. Makes for much better AI! Now I am in industrial age, and is down only 7 civs on my own.
The bug I have mentioned before.
when a unit gets to high withdrawal percentage, it wont be able to promote anymore.
eks
1. Chariot with flanking I+II +tactics(30% general )= unable to promote any more.
2. Horse archer with flanking I+II and then promote it to pistollier(got high withdrawal) and then it cant be promoted any more. But if I have the horsearcher and skip pistollier uppgrade, and waits for hussar, then its ok.

All this points to that there is a limit of withdrawal rate, in which promotions get locked by accident or purpose. I have not figured it out, but i believe this limit is between 80-90%

If you could lower natural withdrawal rate on pistollier, and make tactics unavailable for for chariot and maybe all horse units, then the prob would be history.
I dont know about more advanced units, but if it is any modern units with higher than 35% natural withdrawal rate, theese should be reconsidered!

What do you think, could it be done?

Thanks anyhow!!

PS: Anyone wants my savegame? Earthmap, multiplayer hotseat, around 1700 ad(industrial), 8 player civs controll most of planet, balanced, anything could happen

Faithchild

This bug is fixed in 2.4. It is already finished, and will be shortly made available for download here.

Walter, it is interesting to make the download version 2.4 here in civ fanatics and create a new thread for her.

Yeah, tomorrow or the day after.
 
So.. could this be true? A new version coming soon.... I'm really excited... these long dark winters here in Northern Alberta Oil Sands will be made so much easier to take!!! Well working over Christmas sucked, but at least I'm getting a good present!!

Any Idea Walter when we should be expecting the next version?
 
So.. could this be true? A new version coming soon.... I'm really excited... these long dark winters here in Northern Alberta Oil Sands will be made so much easier to take!!! Well working over Christmas sucked, but at least I'm getting a good present!!

Any Idea Walter when we should be expecting the next version?

you can download it here: http://sourceforge.net/projects/civ4mods/files/
 
Giddie Up... I guess I can wait a couple more days, and no more sleep for a while... LOL.
 
Hey gang, can we use the test installer? or just wait for the real one?
 
Of course you can! Since Josh, who makes installers, is a bit busy these days, it might be several more days till final version. The test version has no major bugs and is quite stable.

Cool, thanx for the heads up... I tried to install and when I try to play a game a get a random error. Think I will start from the beginning and reinstall everything again, is there anything special I should install with this? a new update perhaps? or just the usual 2.08 and 2.13.

Thanx and looking forward to a new civilization!

CJ
 
I installed the 2.4 version (from http://sourceforge.net/projects/civ4mods/files/) and everytime I try to play a network game (hot seat, lan, email, direct ip etc) it crashes when trying to start the game. Single player works fine. I had version 2.2 previously and it worked fine. when I updated to this version I completely deleted all trace of the old version to make sure would be no conflicts. I'm running on Vista x64bit with warlords 2.13, all other pc games work fine, vanilla warlords can start a game on network fine, warlords + other mod can start a game on network fine. pc is not overclocked (and big games like far cry2, crysis have no crashes) Seems to be just this one. When it crashes it gives just a random error. Sometimes it says the is a fault with the warloads.exe, other times says its with one of the DLL files in the total realism mod directory. I'm not sure if its crashing because it can't find a file? I tried unistalling/reinstalling civ4 but has same issue. I installed it on my friend's pc (brand new from the shop) and has same issue (but he is also running vista x64). Any ideas? is there anything I'm missing?
 
Hey TR guys. Is it expected if a bronze smith or a destilary stops working all of the military production queues stop as well? Sorry if this has been answered before.
 
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