It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
So, I've been skimming over the mods over at heavengames, and I've taken interest in the above mentioned mod and, of course, the empire earth IV project. Now, the realism mod adds a lot of lovely nuclear toys to your arsenal, but since from the atomic age onward I'm always getting annihilated by nuclear v2's, ballistic missile subs and other elements of the ai's nuclear capability, seemingly without being able to stop the nukes as you would in the vannila EEII (with aa sites and aa units and with the proper research), I was wondering if I'm missing out on some specific tech or unit.

So, if I'm missing out on something basic or if there are specific strategies to counter these weapons, could you please let me know?

also, anti-infantry artillery seems a bit to effective in this mod...or is it just me and my protective love for the common grunts?

thanks in advance for any helpful response or any advice you have to offer
No posts in this topic were marked as the solution yet. If you can help, add your reply
You're lucky, for me Realistic MOD, ver 48 didn't work (debug on start).

I talked to iwanicki yesterday, and he's all the time working on the new, better version of the mod. Unfortunately he hasn't got much free time, so the next version won't be released soon.

Back to your question: I'm unable to test the mod, but the air-defense should be able to attack any missile which use ProjectileMissileMove after technology upgrade in epoch 14: https://www.youtube.com/watch?v=u7f5IgCRHa0
It's possible that submarines use the other move_type for projectiles.

I'll try to install this mod again, but it will probably fail :(
sorry I'm a bit late with my reply, but I haven't been able to check out my gog anywhere recently
I found that with the normal techs of the original game you can stop ballistic missiles, and there is this unit called a THAAD (at least in epoch 14, can't remember about 13) (-terminal high altitude air defense-) which can stop missiles. So yes, if you rush past the atomic age you do have some means to intercept missiles. Luckily the ai doesn't build nuclear howitzers often, but those are easy prey for jet fighters.

about not being able to run the mod:
If I'm not very mistaken you are the esteemed genitor of the 1.4 patch, correct? :)
Well, I'm afraid the game doesn't work with both your 1.4 patch and the mod installed.
Try a clean gog install, no patches of any kind and then follow the instructions in the readme closely, that got everything working on my pc. Also, don't know wether you read all the tiny letters, but the mod will only work with lightning detail set to low and a few other quirks. I just use the config file that comes with the mod download (as found over at heavengames). I don't know wether this has any effects, but I'll mention it regardless: I utilize 3d analyze to force pixel shader 1.1 on the game, and I've had it like that since before I installed the mod.

I hope you manage to get it working now, as appart from al the shiny new units it has some more depth going on with buildings and warfare and stuff like that. I quite enjoy it, and if you should meet Iwanicki again, give him my earnest congratulations for his work on this mod!

greetings from Flanders,

Carolus
Hi. I was able to start the Realistic Mod, on virtual machine with Windows XP. I've no idea why this mod doesn't work with Windows 8.1. Of course I was trying on unpatched and 1.2 version of the game.

Back to the subject: Some of Nuclear Weapon units in Realistic Mod don't use ICBM ProjectileMissileMove. That's why we can not stop them.

I'm currently working on Unofficial Patch 1.5 I decided to add some units from EE4 / Realistic Mod.
The UP1.5 will have a nice Anti-Missile System:
- A radar which will detect for incoming missiles and play a loud alert siren
- Anti-Missile Rocket Launchers (to intercept them from a low-medium range).
- More nuclear missiles (and the other missiles).
- Better explosion effects, with camera shake, for example: https://www.youtube.com/watch?v=7CH3zQdePVM

I'm making the patch mostly for Multiplayer, that's why everything will be well balanced.

Of course I won't add too much buildings, but some (in my opinion) best features from the other mods will be in the patch.

The patch will support over ~42 screen resolutions (now it's only 6), many graphics bugs will be fixed (for example no-smoke from chimneys).
There is really a lot of changes, I can't remember them now.

Recently added features:
- Free camera mode
- Full screen mode (a hotkey to hide User Interface)
- Modified nights, screenshot: https://www.facebook.com/eearth2/photos/a.645638802145417.1073741828.641759909199973/745823272126969/?type=1&theater
- Changed flying height of all air units
- Police car
- Ambulance
- Firetruck
- Gardener
- CityBuilder

I hope you'll test the patch after it's released, maybe you'll like it :)
Looking forward to that new patch already! :)
I did quite enjoy the features of your previous 1.4 patch, but alas, I sacrificed them in order to be able to play the realism mod :/.

It would indeed be nice if you could add some bling from a variety of mods as long as they have a positive impact upon balance and depth of the gameplay. Stronger, bigger but far more expensive tanks were a fine addition from the mod, I found. If you set the rescource gathering rate lower at the game start, the choices between a bunch of good, cheap old footsloggers and a big mean shiny tank once you had the rescources became quite anguishing. Of course, the mod sometimes also overcomplicates things with its dozens of tank and airplane and ship types...and then unfortunately it just boiled down to building lots of the most expensive tanks which were simply better in every regard.

regarding that point (rps bonusses and stuff), maybe you could also simplify the balancing some. EE2 has many unit types, and keeping track of whos supposed to attack which sod and whom is getting pounced by whom can be... profoundly hellish, espacially to slightly slower and more calculating players like me. If it could be implemented, a feature like homeworld 2s system were if you press control and drag a box arround your enemies with some of your troops selected, your troops attack their favored enemy in the dragged box area would be very helpfull, even if it is not directly implemented like that.

Kind salutations, and grateful you're keeping up your great work on the patches

Carolus