Warlords: Total Realism 2.0

it is +100 Defence.

The first values with a "-" means -strength ... so you have to subtract them.



But i have to ask again: If i learn 4 times defend ... I got a unit that cannot attack anymore.

Why the hell should my swordsman (with at least 27 Experience) unable to attack another swordsman? Did my swordsman drop his sword, because he has to do a step toward the other swordman in order to attack him?

Such a promotion system might be nice in tactical aspect for a game ... but this mod is called "TOTAL REALISM" ... sry, but this name sucks for something like this :(
 
Houman I extracted the hotfix to Civ\warlords\total realism now I see a hotpatch folder is this right.Because I just was playing Beta2 with hotpatch and City attack promotion is 20% should this be 25%?Did I put the patch in wrong place or is this correct?
 
You can simply check it:

Go to you Civ4 directory:
-> warlords -> mods -> total realism -> assets -> xml -> units

Then you see the "CIV4PromotionInfos.xml" check the date of the file. The hotfix file has the date 11.10.2006. I did not test it myself - but the file say, that the promotion is 25%.

Try to patch again. Maybe copy the "CIV4PromotionInfos.xml" manual in the directory. Of course you have to overwrite the old file.
 
Guys,

We have to compromise. Gameplay is also important. We need to specialize the promotions in one direction with pros and contras. If you would like to attack with your swordman, then don't get 4 promotions in defense. Defense means digging in and being trained in waiting for the enemy to attack. Attack means being trained to attack and not focused on how to defend. Normal Combat means being trained in both attack and defense, but therefore you learn slower.

Regarding the values for hillsman, woodsman, desert etc. This have changed since the hotpatch. hillsman and woodsman give now again 25% per level. Desert and Cold give 30% (1 move discount) but will be changed to 25% no move discount but +1 move.

Defense level 2 gives you 43% defense in all tiles but also -43% attack. But if you take 2 levels in Woodsman. You have 50% defense in hills, + double movement and you get no nagative attackrate. Is this fair enough or shall we make Woodsman, Hillsman, Desert and Cold stronger? I don't think its neccessary...

Houman
 
@ WarKirby

You might check how does the counting go ?
for instance, bonus agains special type of unit, doesnt buff up your units strangth, but lowers that special unit. So 50% bonus for crossbowman (6) does not give him strength of 9, but lowers defanding/attacking axeman and maceman (melee units), axe goes 6 - 50% x 6 = 3 and mace 8 - 50% x 8 = 4.

Now check, does crossbow of strength 6 is better ehen fighting 3 axeman or crossbow 9 better when fighting axeman 6 ?

But attack and defance bonuses buffes up unit that has these bonuses.

Hight defansive bonuses like 200% is good, as when using siege (especialy when dale mod will be implanted), catapults will no longer kill all enemy units, leaving them just flag soldiers (strength 0.000001). Even so, whith 200% bonus they will have 0.000001 + 200% x 0.000001 = 0.000003 :)

And another thing. Is it me or AI cant count... hypaspist whith attack I kills (yes kills not killed) my longbow woodsman II on forest hill grassland like 5 times in 6 fights. Shortswordman attacks (just used to hypaspist name)
 
Hi all,

What is very boring with some comments is that it's ALWAYS big non constructives critics. Remember one thing, guys: Houman and Mexico are doing all this stuff for fun, without beeing paid, on their private time,....
I add also that you are free to criticize but also free to leave this mod if you are really unhappy... or to create your own one (in that be prepared to be criticize if you open it to everybody)
I was in an other Team long time ago and i left it because of unconstructive guys. To the end all the original team had left and all the stuff was lost. Many to criticize but no one to do the job ! It begins to be the same in TR mod. Beware that one day Houman will not leave this mod, who among those who heavily and badly critize is ready to take his role as Team leader or programmer ?

The Frog.
 
Hian the Frog said:
Hi all,

What is very boring with some comments is that it's ALWAYS big non constructives critics. Remember one thing, guys: Houman and Mexico are doing all this stuff for fun, without beeing paid, on their private time,....
I add also that you are free to criticize but also free to leave this mod if you are really unhappy... or to create your own one (in that be prepared to be criticize if you open it to everybody)
I was in an other Team long time ago and i left it because of unconstructive guys. To the end all the original team had left and all the stuff was lost. Many to criticize but no one to do the job ! It begins to be the same in TR mod. Beware that one day Houman will not leave this mod, who among those who heavily and badly critize is ready to take his role as Team leader or programmer ?

The Frog.

Seriously, thank you guys for all of the hard work you put in and I hope that you haven't lost too much sleep(like I have!) I wondered if you by and chance had a source sdk for the Total Realism Mod because I can't figure out how to decompile DLL's and I'd like to make some changes that I fear will run into conflicts.
 
It is not possible to decompile the dll and making changes ... or you need hacking skill 10000 :)

@Houman:

Yeah, if i want to attack with a swordsman, will will learn attack ...
And we can explain the penalty for defence with "equipment" changes for the unit. For example put stuff away, you need only for defence reason - throw the spate away.
Or getting extra spates with the defence promotion.

I just think the penalty is ways toooo high to call it a "compromise". At least -100% means, my unit isn't anymore able to attack or defend, so every standard build unit will beat the hell of a veteran.

To be constructive, let's strech the 100% attack bonus over 5 promos and let the penalty "moderate".

Civ4 is somehow a simulation ...
 
Hian the Frog said:
Hi all,

What is very boring with some comments is that it's ALWAYS big non constructives critics. Remember one thing, guys: Houman and Mexico are doing all this stuff for fun, without beeing paid, on their private time,....
I add also that you are free to criticize but also free to leave this mod if you are really unhappy... or to create your own one (in that be prepared to be criticize if you open it to everybody)
I was in an other Team long time ago and i left it because of unconstructive guys. To the end all the original team had left and all the stuff was lost. Many to criticize but no one to do the job ! It begins to be the same in TR mod. Beware that one day Houman will not leave this mod, who among those who heavily and badly critize is ready to take his role as Team leader or programmer ?

The Frog.

you mean will? right..:lol:

But it will be a sad day when there will be no new additions to the realism mod. My all time favorite mod. :thumbsup:

Been commenting since like May or something:smoke: I basically joined civfanatics because I loved the starting ideas in realism mod, and wanted to comment on new ideas.

No matter how harsh criticisms may be, realize you guys are doing a fantastic job.:salute: And I just hope you guys continue working on the realism mod.
 
@ Exterior.

Lets start from Civ IV TR attack promotion. +15% attack -10% defance witch actually gives you +5 strength and +10 attack. And there is also grassland defance bonus of +10%, making attack I giving you both attack and defance bonus, but attack is higher.

In WTR attack is ?12%? and defance is ?-32%? making this unit capable only to attack.
But to tell truth, i say it would be best to make "defansive" and "offencive" units, not promotions. Like spearman will allways be defancive, buit will have no penalty in attack.
I just remember Civ III and pikeman whith attack 1 and defance 4. And i miss this a bit. Am trying to make some changes in unitinfo.xml on my own, but not knowing "commands" its hard to.


@ to all

And i got time, plenty of it, but not keen in C++. Programming is like Chinese in Korean on German keyboard...

I also asked for a link to a good Editor whith all TR units/resources/building and so on. No reply, or it was lost in CTD spam.

And
@Exerior

I just think the penalty is ways toooo high to call it a "compromise". At least -100% means, my unit isn't anymore able to attack or defend, so every standard build unit will beat the hell of a veteran.

Well thats tactics. Its you who play this game not AI (well maybe some glitches in defanding, as in TR it was that "attack I" unit was defanding before "defance I" unit, but i see its fixed in WTR it self). And I like to cover attack III prom unit behind 2 defance II units, and this way i got a "squad" that eliminates single barbs. I like to have many squads not single units.

Civ4 is somehow a simulation ...
Yes true, thats what Total Realism is for, but note that main reason were here for is FUN.

It is not possible to decompile the dll and making changes ... or you need hacking skill 10000

Well you download TR from Suorceforge.com
Sourceforge allows downloading of source files, hence the name, so decompiled files can be foun there aye ?



@ 2 all and TR Team

If you ever find a "work" i could do in my spare time, let me know. The pay i require is telling me how to do this, like giving commands or source files. But sorry i cant code.

Damn long again...
 
@ Spartan117

I joined for same reason. I remember even when Persians had archer, hypaspist, spearman and immortal witch should replace spearman :lol:

We joined same mo and year, but you spammed more than i did.
 
Anaztazioch said:
@ Spartan117

I joined for same reason. I remember even when Persians had archer, hypaspist, spearman and immortal witch should replace spearman :lol:

We joined same mo and year, but you spammed more than i did.

not spam, "useful" information:lol: :lol:

yea realism mod has advanced quite a bit.:wow:
 
Ah, and i want to see a warrior attacking a tank with -100% defence :)
The Tank has no change ^^
 
Exerior said:
You can simply check it:

Go to you Civ4 directory:
-> warlords -> mods -> total realism -> assets -> xml -> units

Then you see the "CIV4PromotionInfos.xml" check the date of the file. The hotfix file has the date 11.10.2006. I did not test it myself - but the file say, that the promotion is 25%.

Try to patch again. Maybe copy the "CIV4PromotionInfos.xml" manual in the directory. Of course you have to overwrite the old file.

Thanks Exerior
I manualy put the new file in units folder and deleted the old one all set now.
 
I remeber Tank getting "raped" by 3 bears... (WB cheat add tank)

And its a big differance to hear good job in this mod, from sumone that played only lates version and not played from TR 1.0, whith no custom title music.

And to as i 1st played Warlords i had a feeling im playing TR 2.0 whith less units, no mercenaries and "old" terrain textures. Fraxis should pay TR team for their laws :lol: But they dont, only becouse they named "great general" a "warlord" and Houman said he wanted to make g.general and g.leader to be one unit... thiefs...
 
I just wanted to thank Mexico & Houman for all the work that you put into this mod it's great I can't go back to the vanillia Civ4 so keep doin what your doin.
 
Downloaded this yesterday and it's a lot of fun. :) I'm playing the Incans, so's I can have South America to myself. That way I can monopolize the Brazilian Bikini resource (+1 happiness). I thank all of you for making such a cool mod.

I'm getting some CTDs, and I remember someone posting in another thread something that involved clearing the game cache and something else, but I can't remember where I saw that and I don't know how to clear the game cache...could someone repost that info, and I'll give it a shot? Thanks again. :)

Edit: The queucha...ye gods, I know I'm misspelling this...which replaces the warrior for the Incas, should probably upgrade directly to the elite version (replacing the swordsman). It currently does not.
 
@ HHawk72

Quetcha and elite quetcha. Name tells it all why they cant upgrade directly.

As spearman and pikeman does upgrade directly, is becouse they got same skills and tactics. Onky weponary is changed and hence the cost.

But quetcha and elite quetcha si differant. Elite is not the name only becouse they got iron/steal wepons, but they are better trained. You cant just pay the gold and they "suddenly" gain new skills in one turn (where it takes 3 or more to produce elite one). So i say it is good. Same whith canoe... how can a canoe upgrade into Galleon ?!? Its like making artilary cannons out of wooden catapult. Some units should not be upgredable. To make this Realistic (axeman -> maceman is good, mostly equipment changes. Still their technique is to hit as hard as possible. Swordsman ->samurai or knight, catapult/trebuchet should not be able to go cannon)
 
when you are "upgrading" unit. You are basically giving new weapons to the same divisions. So my catapult group, being as they are expert with seige weapons, I would later tell the same group to use canons. Their expertise is seige weapons so it is only reasonable that i would tell the same group of guys to use an advanced form of seige weapons.

The canoes dont turn into galleons.:crazyeye: The people who are sailors would be likely the guys to be choosen to wwork on th galleons. That was the way i thought it was implied.:D
 
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