View Full Version : [MOD] Realism:Resurrected


KGrevstad
Jan 03, 2006, 10:43 PM
Civilization 4's - Realism:Resurrected Mod
by Kristine

This thread is now dead. For future versions of this mod, please see this thread. (http://forums.civfanatics.com/showthread.php?t=160088)

If you've been following the Realism thread then you know I've picked up the code and done some work with it. If you haven't been following that thread, then now you do know. :) Basically, I took the last release from Jaynus (v0.6), cleaned it up, updated it for v1.52 and then added several mods, which are listed in the changelog.

This is my first mod for ANY Civ, so please be gentle with me. What I'd like to do now is bug fix, stabilize and do some balancing and time tuning, but I will consider additional mods, if they're reasonable and don't involve a huge amount of work and change.

v0.63
- Added the Sevopedia v1.9
- Add TechConquest v0.3
- Fixed a CTD bug when discovering any Industrial+ tech.

v0.62
- Update Lost Units to v1.2.
- Added Snaitf's Unit Allegiance mod, not tested.
- Added in some missing art.
- Fixed a bad call to a CulturalDecay function.

- Changes and additions for the new initial release (v0.61)
- Desert deastically reduced
- Increased barbarian (and animal) frequencies, allowed the barbs to build
whatever they want, increased MAX_XP from barbs and animals
- Emancipation upkeep is now NONE (was LOW)
- Free Speech upkeep is now NONE (was LOW)
- Slavery upkeep is now LOW (was NONE)
- No City Razing defaulted to false.
- Reset reveal of uranium to physics
- Cottage now buildable with Pottery, as it is in vanilla Civ4.
- Winery now build with Priesthood
- Castle is buildable with Monarchy now, not Engineering
- +2 health with recycling center
- supermarket now costs + 1/3
- supermarket +25% food
- added Lost Units v1.x
- added Lost Wonders v1.00
- added SD-UnitXP v1.00
- added SD-CultureConquest v1.30
- added Terraform
- added Special Domestic Advisor v0.92
- added Cultural Decay v0.2
- added homegrown's clock mod
- added Proper Score Graph v1.7
- added Real Fort v0.4

v0.6
- Thanks dearmad for some more changes
- Universal Suffrage now gives +25% War Weariness
- pacifism now gives +125% great person rate
- organized realigion now gives +20% culture
- Theocracy now gives +10% Unit speed build.
- Caste system now gives +1 free specialist
- Cannon now requires gunpowder (not steel)
- Dry Docks with engineering (not steel)
- Maceman (and samauri) now avialable with fuedilism + metal casting (not machinery)
- Knights (and camelarcher and consquistidor) now avialable with civil service (not guilds)
- Pikeman now at civil service
- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)
- Rifleman now has 16 combat strength
- Redcoat now has 17 combat strength
- Redcoat got +1 moves (they were extremely discaplined, and better marching skills seems appropriate)

- All gun units below rifleman got +50% vs melee
- All Gun units rifleman and higher got +150% vs melee
- All tank units got +250% vs. melee & + 250% vs mounted

- Musketman (and musketeer) got +30% defense vs. knights (knights killing musketman every first try is just stupid)

- Castle cost reduced to 80 ( was 100)
- Forge cost reduced to 100 (was 120)

- No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.



--------------------------------------------------------------------------------------------


v0.5

- ICBM now *PROPERLY* requires Oil as well as uranium
- Nuclear Carrier now has a more presentable pedia entry
- 'Musket Factory' renamed 'Gunsmith'

- Lag issue fixed

--------------------------------------------------------------------------------------------


v0.4

- Got game working in the 'Mod' directory, as a loadable mod
- Because this is a working mod instead of a gamewide change, removed all other gamespeeds for the mod


- Framework for natural disasters has begun to be implemented. This will not effect gameplay right now.
- Next version will contain a way to turn this on and off at your leisure
- Framework for expendable resources has begun to be implemented on the Musketman only, though it is not operational yet and should not effect gameplay

- Musketman now uses 'Muskets' built at a 'Musket Factory'
- NOTE: The above is being tested still before it is implemented in all other units. Welcome to the world of betas!

- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board
- Future Tech removed to make way for *real* future techs
- 'Nuclear Reactor' should show up in its own place on the tech tree now
- 'Nuclear Reactor' Pre-reqs were broken. THey are now fixed. Yipee.

- Navy Seals can now board Submarines and Nuclear Submarines

- 'Nuclear Carrier' Added
- Requires 'Nuclear Reactor' Tech now in addition to Flight
- Requires Uranium
- Costs 200
- Has Carriers standard of 5 moves
- Has 17 Combat instead of 16
- Has a Cargo Space of 8

- Axemen now have an innate +25% in woods & jungles as well as +25% vs. swordsmans
- Swordsman melee bonus is being reduced to +25% as well as +15% defense bonus vs. Archers
- Tanks, Panzers receive +1 Movement (3 instead of 2)
- Modern Armor, Mechanized Infantry gained +2 Movement (4 instead of 2)
- 'Nuclear Submarine' now *reallY* requires 'Nuclear Reactor' tech
- Nuclear Submarines now have 28 combat strength instead of 26
- Carrier now has a cargo capacity of 5 (instead of 3)
- Carrier can now upgrade to 'Nuclear Carrier'

- Nuclear Reactor tech, Musket bonus, and Musket Factory should have relivent pedia text now, only in english

- Free Speech now gives 25% War Weariness


--------------------------------------------------------------------------------------------


v0.3

- Settler cost Lowered again by 45% (now only a 25% raise from vanilla)
- Lowered research to 225%
- Lowered Construction to 125%
- Fixed 'Realistic' speed culture thresholds

- Changed Research/Gold/Lux percantage increments to 5, Thanks Roma Victa
- Hill defense modifier upped to 30% (was 25%)
- Heal rate of units in enemy territory dropped to 5 (was 10)
- Building destruction from Nuclear weapons raised to 70% chance (was 30%)
- Global Warming probability from nuclear weapons dropped to 0% for now until massive testing of this effect (Nuke away!!!)
- Base plunder for cities raised to 100 gold, and +50 gold per population. Plundering is now more lucrative

- You can now build scotland Yard with nationalism, not communism
- Spys can now be built from scotland yard with nationalism, not communism

- Submarines can now upgrade to 'Nuclear Submarine'

- ICBM Triple requirement didnt work, removed it

- 'Nuclear Submarine' Added
- Same tech requirements as Submarine
- Requires Uranium *only*
- Costs 190 (Instead of 150 of a regular sub)
- Requires 'Nuclear Reactor' Tech now in addition (now requiring fission, combustion, and radio)
- Receives 9 power (INstead of 8 of Submarine)
- Now has a Capacity of 3 Cargo (Instead of 1)
- Now has a 70% chance of withdrawl (Instead of 50%)
- Now has 9 Moves (Instead of 7), is a +2 bonus from submarines

- Added Technology 'Nuclear Reactor'
- Requires Computers, Fission, and Refrigeration
- Required by NUclear units, and Nuclear reactor
- Costs 3500 points
- NOTE: Needs a quote, civolopedia icon & description, positioning, and translations.
- GRID LOCATIONS NOT SET
- Uses Fission Presets
- NOTE: Does not show up in civolopedia


--------------------------------------------------------------------------------------------

v0.2

- Settler cost Raised another 25% (Total raise of 75% from vanilla)

- Lowered Inflation to 10% and offset to -220 to compensate for no money in ancient era and expansion
- Raised research to 275% to slow down things just a little bit more with the new year increments
- Raised barbarian encounters to 210%, they were too plentiful
- Lowered BuildPercent to 80%
- Raised growthPercent to 200% to slow down city growth a little more

- Removed Uranium requirement from the following units to add realism of oil requirements
- Transport
- Destroyer
- Battleship
- ICBM now requires Uranium, Aluminum, *AND* Oil

- Galley, Caravel, Galleon, Frigate +2 movement each
- Battleship +1 Movement
- Submarine -1 Movement (subs dont travel at 30knots submerged)
- Chariot, Egyptian War Chariot, Persian Immortal, Knight, Spanish Conquistador,
Russian Cossak got +1 Movement
- Horse Archer, Mongolian Keshik, Arabian Camel Archer got +2 movement


--------------------------------------------------------------------------------------------

v0.1

- Added GameSpeed 'Realistic', copy of 'Epic' GameSpeed
- Doubled the amount of turns in a game
- Changed Turn increments to increments posted by Toft
- Raised reasearch to 250
- Lowered Building & Training to 100

- Fission now reveals Uranium
- Wineries can now be built at Pottery (Was Monarchy)
- Cottages not avialable until Monarchy (Was Pottery)
- Railroads buildtime increased by 300%

- Raised Settler cost by 50%
- Raised Worker cost by 50%
- Thanks to CdGGambit for these changes I liked and didnt think of
- Swordsmen and Praetorian gain +50% vs. melee and cost 10 more hammers (50)
- Axemen cost 5 hammers less (30)
- Macemen cost 20 hammers less (50)
- Frigate enabled at gunpowder
- Machine Gunner enabled at Assembly Line
- Crossbowman reduced by 10 hammers (50)

- Added CultureInfo entires for gamespeed 'Realistic', copying Epic's values for culture increments (To avoid culture bomb)
- Added text for 'Realistic' Gamespeed select ::NOTE:: English Only changed
- Added text for 'Realistic' gamespeed slect ::NOTE:: English Only changed

----- **** Mods included **** -----
- TechConquest
- Lost Wonders
- Lost Units
- Sevopedia
- UnitUpgrades
- Terraform
- CulturalDecay
- UnitXP
- CultureConquest
- Proper Score Graph
- Unit Allegiance
- Special Domestic Advisor
- Simple Game Clock
- Barbarian Hordes
- RealFort

----- **** Credit and thanks **** -----

This mod would not have been possible without the wonderful work of the
following people:

- Exavier, for help and advice

- Frontbrecher
Lost Wonders and Lost Units
- Bhruic
TechConquest, RealFort and CulturalDecay
- Sevo
Sevopedia
- Vovan
UnitUpgrades (included in the Sevopedia)
- Tywiggins
Terraform
- Stone-D
UnitXP and CultureConquest
- Ulfn
Proper Score Graph
- Snaitf
Unit Allegiance
- Requies
Special Domestic Advisor
- Homegrown
Simple Game Clock
- Kattana
Barbarian Hordes

<link removed>

--Kristine

Sisonpyh
Jan 04, 2006, 01:03 AM
Thanks Kris. ^^

:cool:

V. Soma
Jan 04, 2006, 01:54 AM
I am glad to see that now we have this first post :)

Bhruic
Jan 04, 2006, 03:40 AM
I'm happy to see you're using some of my mods, but I must admit that it'd be nice to get at least some credit somewhere for them. ;)

Bh

Tunch Khan
Jan 04, 2006, 03:46 AM
Will this be compatible with some new civs?

dbkblk
Jan 04, 2006, 04:24 AM
So i update my translation :)

dbkblk
Jan 04, 2006, 08:43 AM
Heyhey!
I've finished the translation French of your mod:
http://perso.wanadoo.fr/hamsterfury/Realism.0.63.(Fr-Translated.v1.11).rar

(For Frenchies) Si vous trouvez des bugs, ou des problèmes: Faites m'en part merci.
:goodjob:

FIX 1.1: Tsukiji market & Book Civilopedia Bugs
FIX 1.11: Gunsmith / Muskets translated
Vaisseau de la ligne > Vaisseau de ligne


I put here the document for help modders to translate very easily in french:

Badmojo
Jan 04, 2006, 08:44 AM
Thank you for not letting this first and greatest Mod die :goodjob:

dbkblk
Jan 04, 2006, 08:46 AM
Hey Kristine, i think the Sevopedia isn't so good :/ I would prefer to keep the old one !

Lachlan
Jan 04, 2006, 09:11 AM
Good ! Continue at least to 1.0 :)

Good work !

_C4_Nemesis
Jan 04, 2006, 09:33 AM
Nice work

Just i note i have added to the realism thread which I think you should be aware of

v6.0

- Removed riflemans (and redcoats) +25% vs. cavalry bonus (a bonus against a moving target, wtf?!)

Actually rifleman and redcoats were very effective against cavalry. When confronted by a cavalry charge they would adopt a infantry square formation. This consisted of a hollow square facing our on all side with fixed bayonets.

Once formed cavalry had almost no effect against it. During the battle of Waterloo the British adopted four rank squares and withstood eleven unsupported cavalry charges. The idea was to fire volleys either by file or by rank at the last possible second. It was even possible to trap cavalry charges with companies of infantry taking up infantry square formation and manoeuvre to mass fire. Think of a chess board but with gaps - the cavalry would be funneled around the squares and meet up with yet more infantry squares.

Now perhaps you understand why Civ 4 gave riflemen and redcoats +25% against cavalry :)


Regards

Nem

Leif
Jan 04, 2006, 09:53 AM
Which addition removed copper? When I tried your mod there was no copper o nthe map at all.

Draskar
Jan 04, 2006, 01:08 PM
Why you don't remove the ocean movement handicap of ironclads?

KGrevstad
Jan 04, 2006, 01:19 PM
I'm happy to see you're using some of my mods, but I must admit that it'd be nice to get at least some credit somewhere for them. ;)

Bh

My most sincere apologies, Bh. Failing to give credit for the work of all those who created the mods I included was not intentional.

--Kristine

KGrevstad
Jan 04, 2006, 01:24 PM
----- **** Credit and thanks **** -----

This mod would not have been possible without the wonderful work of the
following people:

- Exavier, for help and advice

- Frontbrecher
Lost Wonders and Lost Units
- Bhruic
TechConquest, RealFort and CulturalDecay
- Sevo
Sevopedia
- Vovan
UnitUpgrades (included in the Sevopedia)
- Tywiggins
Terraform
- Stone-D
UnitXP and CultureConquest
- Ulfn
Proper Score Graph
- Snaitf
Unit Allegiance
- Requies
Special Domestic Advisor
- Homegrown
Simple Game Clock
- Kattana
Barbarian Hordes

[to_xp]Gekko
Jan 04, 2006, 01:57 PM
any chance to see abbamouse's religious mod included in the future?

by looking at the thread's title, it seems like the treshold of PC has already been trespassed. some christian might be offended by the name of the mod now ;)

Exavier
Jan 04, 2006, 02:06 PM
Woohoo i am on the list and i haven't actually done anything yet :p
Am I good or what lol.

hehe but like i said if you need any help feel free to give me a holler... though I am having fun playing with the tech tree in my Mod :lol:

dbkblk
Jan 04, 2006, 02:07 PM
Hey Kristine, i've found a bug in multiplayer:

The first time we launched, we've got a "Out of Sync" error. I've searched and i just found an error of installation from my buddy. but after 15min of multiplayer, we've got this error again. I've checked ours folders, they are EXACTLY at the same size (they are the same).
When i create with the save and he try to join, the game says him that he had to launch the game again ! (The mod is already loaded !).
I hope this can be fixed!

I dunno what can cause this Syncronization error. :/

[to_xp]Gekko
Jan 04, 2006, 02:09 PM
Woohoo i am on the list and i haven't actually done anything yet :p
Am I good or what lol.

hehe but like i said if you need any help feel free to give me a holler... though I am having fun playing with the tech tree in my Mod :lol:

well, some features of your mod would be equally nice here too, I guess... namely the "tree nursery" or half price unit upgrades. but I like the lost wonders a lot :p

Edit: dbkblk, isnt that a general 1.52 bug?

KGrevstad
Jan 04, 2006, 02:16 PM
Will this be compatible with some new civs?I don't know, but I don't see why it wouldn't be compatible.
Hey Kristine, i think the Sevopedia isn't so good :/ I would prefer to keep the old one !Well, I like the Sevopedia, as do many others, so that's why it's included. If you don't like it, then you can remove it by removing the following files:
./Assets/Python/Screens/CvPediaMain.py
./Assets/Python/Screens/CvPediaBuilding.py
./Assets/Python/Screens/CvPediaCivic.py
./Assets/Python/Screens/CvPediaCivilization.py
./Assets/Python/Screens/CvPediaFeature.py
./Assets/Python/Screens/CvPediaHistory.py
./Assets/Python/Screens/CvPediaImprovement.py
./Assets/Python/Screens/CvPediaProject.py
./Assets/Python/Screens/CvPediaPromotion.py
./Assets/Python/Screens/CvPediaReligion.py
./Assets/Python/Screens/CvPediaScreen.py
./Assets/Python/Screens/CvPediaSpecialist.py
./Assets/Python/Screens/CvPediaTech.py
./Assets/Python/Screens/CvPediaTerrain.py
./Assets/Python/Screens/CvPediaUnit.py
./Assets/Python/Screens/CvPediaUnitChart.py
./Assets/Python/Screens/CvPediaBonus.py
./Assets/Python/Screens/CvPediaLeader.py
./Assets/Python/Screens/CvScreenEnums.py
./Assets/Python/UnitUpgrades/lib/networkx/__init__.py
./Assets/Python/UnitUpgrades/lib/networkx/base.py
./Assets/Python/UnitUpgrades/lib/networkx/paths.py
./Assets/Python/UnitUpgrades/lib/networkx/queues.py
./Assets/Python/UnitUpgrades/lib/networkx/search.py
./Assets/Python/UnitUpgrades/lib/networkx/search_class.py
./Assets/Python/UnitUpgrades/UnitUpgradesGraph.py
./Assets/XML/Text/CIV4GameText_UnitUpgrades.xml
Now perhaps you understand why Civ 4 gave riflemen and redcoats +25% against cavalryI do now understand, and if it's OK with most everyone, I'll put it back. BTW, I didn't make that change, it was done by Jaynus in the original Realism mod.
Which addition removed copper? When I tried your mod there was no copper on the map at all.That's part of vanilla Civ4. Copper is revealed when Bronze Working is researched.
Why you don't remove the ocean movement handicap of ironclads?Those who know better than I will tell you that ironclads were not ocean going vessels. If I recall correctly, they were exceptionally unsuited for open water. I did, however, increase the movement from 2 to 3.

--Kristine

KGrevstad
Jan 04, 2006, 02:22 PM
Woohoo i am on the list and i haven't actually done anything yet :p
Am I good or what lol.
Exavier, I'm surprised your head fits through a standard doorway. :p

hehe but like i said if you need any help feel free to give me a holler... though I am having fun playing with the tech tree in my Mod :lol:
Like I said, I'll just shamelessly steal all sorts of stuff from your mod. :)

--Kristine

KGrevstad
Jan 04, 2006, 02:37 PM
Heyhey!
I've finished the translation French of your mod:
http://perso.wanadoo.fr/hamsterfury/Realism.0.63.(Fr-Translated.v1.11).rar

Do you have just a plain text file with the translations? Or a diff of the changes? Or just a copy of the changed file(s)?

--Kristine

[to_xp]Gekko
Jan 04, 2006, 02:38 PM
Like I said, I'll just shamelessly steal all sorts of stuff from your mod. :)

--Kristine


That's good news. There is just sooo many nice tweaks to steal from his modpack and a couple others...
:mischief:

KGrevstad
Jan 04, 2006, 02:40 PM
Hey Kristine, i've found a bug in multiplayer ... I dunno what can cause this Syncronization error. :/

I don't know anything about MP, since I don't play it. Perhaps [to_xp]Gekko is correct, that it's a general v1.52 bug?

--Kristine

dbkblk
Jan 04, 2006, 03:36 PM
Edit: dbkblk, isnt that a general 1.52 bug?
I don't think so, we never had this bug before with the normal version.

Kristine:
I've put the modified files on the .Rar files but in my previous post i also putted the modified text in a word document !(except for the short names in gametextinfo.xml)

Exavier
Jan 04, 2006, 04:12 PM
I can elaberate on MP (after all thats what i wrote my mod for in the first place :p ). The sync error pops up for some of my friends as well even with a fresh unzip/install of my mod. Its something thats been poping up since the 1.52 patch. I am assumming it has to do with the changes they made to make it so you can't use CustomAssets Mods in multiplayer.

hehe your right I can be too full of myself but I thought it was funny :lol:
Actually Feel free to pull anything you want out of my mod as long as I get credit lol. Actually I have made it quite easy as all the major changes are at the bottom of the XML Files (new units and such). Though next release I am going to organize it a bit (group stuff together so i can find things), finish my descriptions, and make the thing multi-language support :P

Well that and several other changes lol.

BTW I didn't add any of the Lost Wonders to my mod as IMO I don't have room for them in the tech tree... but that will change just give me time :lol:

EDIT: oh and if you want specific sections of my code feel free to ask and I will rip them out for you. That way you don't have to track down all my pointers... my current version is confusing even for me sometimes :P

roofio86
Jan 04, 2006, 04:38 PM
Will this be compatible with my save that kept crashing in 0.62 due to the techs?

KGrevstad
Jan 04, 2006, 04:47 PM
Will this be compatible with my save that kept crashing in 0.62 due to the techs?

I believe it's compatible, but if it's not, you can simply remove the in-line XML comments from Assets/XML/Technologies/CIV4TechInfos.xml.

--Kristine

dbkblk
Jan 04, 2006, 04:52 PM
Lol, ok for the crash. I hope this will be fixed in the next CivIV patch ! (I would have a box for check "Allow mods")

[to_xp]Gekko
Jan 04, 2006, 05:10 PM
come to think of it, another feature of exavier's mod which would be great in this mod is the soldier citizen specialists generating great generals. :)

Exavier
Jan 04, 2006, 05:14 PM
Gekko']come to think of it, another feature of exavier's mod which would be great in this mod is the soldier citizen specialists generating great generals. :)

lol that came from Snaif's Great General Mod and if you noticed some of the wonders are modified to give Great General Points as well :)

[to_xp]Gekko
Jan 04, 2006, 06:18 PM
lol that came from Snaif's Great General Mod and if you noticed some of the wonders are modified to give Great General Points as well :)

I know the Great General was only included and not realized by you, but since this is not my mod I don't have to give credit to anyone involved :p

making some wonders generate GG point is smart too, didnt notice it before.

---------

hey KGrevstad, you know the one single thing that would make civ4 much more REALISTIC? no more armies getting kicked out of foreign borders just because war was declared.

"hi, I'm Mr. Nice, I'm here to kindly ask you to follow me to the nearest border, thank you"

....yes, this is so realistic. :mischief:

KGrevstad
Jan 04, 2006, 06:53 PM
Gekko']hey KGrevstad, you know the one single thing that would make civ4 much more REALISTIC? no more armies getting kicked out of foreign borders just because war was declared.

"hi, I'm Mr. Nice, I'm here to kindly ask you to follow me to the nearest border, thank you"

....yes, this is so realistic. :mischief:

First, please call me Kristine.

Second, on your request, how realistic is it to allow foreign armies to walk around within your borders? Yea, yea, I know, the U.S. has a military presence in dozens of countries, but that's different because the U.S. is benign. ;)

"Hi, I'm Napolean, and yes, I'm seriously here just to see the Smithsonian. And all these folks? Oh, they're just my personal assistants."

--Kristine

Simetrical
Jan 04, 2006, 09:52 PM
Realistically, Open Borders shouldn't allow military units in. You should have to have a separate agreement for that.

Houman
Jan 05, 2006, 02:49 AM
Hello,

I like this Mod. However is it possible to include abbamouse Religious Mod into this one? abbamouse Mod gives a very realistic flavor to the religions.

How can I include it meanwhile for myself? Please help
Many thanks
Houman

lordroy
Jan 05, 2006, 06:05 AM
Realistically, Open Borders shouldn't allow military units in. You should have to have a separate agreement for that.

I am in total agreement for this, but I do not believe we have the power to fix this yet.... not within the realm of moddability....


-=R=-

roofio86
Jan 05, 2006, 06:24 AM
Err...http://www.imagedropbox.com/images/roofio86/civprob.jpg

Ive got a 256MB gfx card?!?! Didnt happen with 0.62!

The Great Apple
Jan 05, 2006, 06:39 AM
I get this when the game tries to play a video which doesn't exist... probably a bad link somewhere.

roofio86
Jan 05, 2006, 06:47 AM
But it seems to happen randomly during gameplay tho

Exavier
Jan 05, 2006, 08:35 AM
If you go into the ini file in the main game install folder and find this entry:
NoMovies=0
change it to:
NoMovies=1

it will probobly fix it... its what i had to do. I never got that message untill after the 1.52 game patch so its something Fraxis broke :p

[to_xp]Gekko
Jan 05, 2006, 10:33 AM
Realistically, Open Borders shouldn't allow military units in. You should have to have a separate agreement for that.

that's the solution to our problem, Kristine ;)
so the question now is... is it possible to add a new "open military borders" option ?

KGrevstad
Jan 05, 2006, 11:49 AM
I get this when the game tries to play a video which doesn't exist... probably a bad link somewhere.

Yep, it's a bad link. In the file Mods/Realism/Assets/XML/Art/CIV4ArtDefines_Movie.xml, change all instances of the directory name "Lost Wonders" to "Realism". I just fixed this in the current release.

--Kristine

KGrevstad
Jan 05, 2006, 11:51 AM
But it seems to happen randomly during gameplay tho
I don't know the answer to this problem. Perhaps it is a movie related problem. Try fixing the links I mentioned or disabling movies and see if that helps.

--Kristine

KGrevstad
Jan 05, 2006, 11:53 AM
Gekko']that's the solution to our problem, Kristine ;)
so the question now is... is it possible to add a new "open military borders" option ?

Conceivably it's possible to add this as a tradable option, but it's currently not possible to enable the effects we'd like.

--Kristine

[to_xp]Gekko
Jan 05, 2006, 12:19 PM
That is only until the SDK comes out I guess... I hope ;)

KGrevstad
Jan 05, 2006, 12:59 PM
Hello,

I like this Mod. However is it possible to include abbamouse Religious Mod into this one? abbamouse Mod gives a very realistic flavor to the religions.

How can I include it meanwhile for myself? Please help
Many thanks
Houman

Houman, at this time I'm not particularly inclined to add the religious mod, largely because it makes changes to so many files. You can include it yourself by simply merging abbamouse's changes with my mod, but I can tell you up front that it's going to be a considerable task.

Perhaps when the religious mod is stable and largely done will I consider it.

--Kristine

dbkblk
Jan 05, 2006, 01:20 PM
Hey, on others forums, people said me that isn't the 1.52patch which making the OOS error. So i hope you will can fix this :p I think this is an integrated mod which cause problems. Did you ever had some OOS errors with the 0.60 version ?

Houman
Jan 06, 2006, 02:31 AM
Kristine,

It is really not easy to integrate the mod. I try to upload the XML files on a Unix system and will try the diff command to see the changes. Otherwise it is impossible to find all changes. If it works I will let you know. :)

Houman

KGrevstad
Jan 06, 2006, 04:54 AM
Hey, on others forums, people said me that isn't the 1.52patch which making the OOS error. So i hope you will can fix this :p I think this is an integrated mod which cause problems. Did you ever had some OOS errors with the 0.60 version ?

Like I said, I don't play MP, so I NEVER got the OOS error. :) But I didn't hear of any other people having OOS problems in any of the versions I've released. I think you might have to discusss this with my good friend Exavier. He knows everything. ;)

--Kristine

KGrevstad
Jan 06, 2006, 04:55 AM
Kristine,

It is really not easy to integrate the mod. I try to upload the XML files on a Unix system and will try the diff command to see the changes. Otherwise it is impossible to find all changes. If it works I will let you know. :)

Houman

I told you so!!! :) Actually, I use a Linux system to do all my integration, with Emacs as my editing and diff tool. It's also where I keep everything under source code control.

--Kristine

keldath
Jan 06, 2006, 05:59 AM
hi

first off all -veru nice work - im just sorry for not seeing it before....

say, is this mod copmatible with multiplayer game?

keldath
Jan 06, 2006, 06:18 AM
another thing - you didnt included promotion trait mod right?
it could be a good addition

Houman
Jan 06, 2006, 07:17 AM
I told you so!!! :) Actually, I use a Linux system to do all my integration, with Emacs as my editing and diff tool. It's also where I keep everything under source code control.

--Kristine

I just downloaded Emacs for Windows. It works great, only it seems that I have to download the diff tool seperately. Any idea where I could get it from for windows?

Thanks
Houman

Fanatic Demon
Jan 06, 2006, 08:35 AM
First of all, I think your Mod is the best, however, after player a game I was missing something. What I was missing where more intermediate units between certain key units.

I therefore added the following units:
- Dragoon (situated between Knight and Cavalry, using cavalry graph)
- Trebushet & Bombard (situated between Catapult and Cannon)

We also needed some aditional units for more realistic gameplay
- AntiTank kannon (Defence only, +50% vs Armored units, using artilery graph)
- Selfpropeled Artilery (Double movement)

Some units were altered to increase strategic realism
- All artilery units gain 25% advantage versus soft infantry targets (meglee, anchers, firearm unirs)
All cavalry units gain 25% bonus siege units, (making them more effective defending or artacking siege units)
- All firearm units gain 25% bonus city attack (making them realisticly more effective assaulying cities)
- Crossbowman gain 25% bonus vs Knights (crossbow bols could easily penetrade armor knights)
-Longbowman gains 25% bonus vs anchery units when attacking (missile bombardment)
- Swordman gains 25% bonus versus Anchers (making them more effective attacking ancher located in cities then macemen)
- War elephant gain trapling bonus (max 3 unit calateral damage) making them more effective agains stacks
- Horse ancher +50% more effective versus War elephants (Dhendis Khan defeated persian War elephants with ease by running in circles around elephanhts)
- Nuclear weapons damage increased by 50%to justify their high political costs

Exavier
Jan 06, 2006, 08:38 AM
@KGrevstad - in responce to the previous poster I have a question. Have the Howitzer (Modern Artillary) and the Mobile SAM Truck been added into realism yet or not?

I pulled the Howitzer out of Lost Units Mod and was pointed to the models for the Mobile SAM (yes both have unique models that were in the vanilla release but not given code for) which will be in the next version of my mod if you need a copy of them.

Fanatic Demon
Jan 06, 2006, 09:15 AM
To answer you first quest, I didn't see any Modern Howitzers or additional SAM units in units file, but you probaly already knew that.

Anyway, it seams that I have some catching on to do. If only I could work together with someone to create some ultimate mod, that would be great

Exavier
Jan 06, 2006, 09:40 AM
hehe well guess i will prepare the code as I know this will be wanted :P

What do you consider an ultimate mod? Cause even helping out with other mods is nice. Heck I offered to help with this one and I have also been cutting out parts of my own code for Sevo's mod :P

Fanatic Demon
Jan 06, 2006, 09:52 AM
hehe well guess i will prepare the code as I know this will be wanted :P

What do you consider an ultimate mod? Cause even helping out with other mods is nice. Heck I offered to help with this one and I have also been cutting out parts of my own code for Sevo's mod :P

Well, That would be the Realism mod, combined with SevoMod and some of own ideas

Exavier
Jan 06, 2006, 09:58 AM
Well, That would be this mod, combined with my own ideas and some cultural imodification deas found in other mods.

Personally i consider my mod the ultimate mod :P
I've added 16 new units to the game (i don't remember if i included the units from the WW2 era i added in for the next update) :p

KGrevstad
Jan 06, 2006, 02:20 PM
I just downloaded Emacs for Windows. It works great, only it seems that I have to download the diff tool seperately. Any idea where I could get it from for windows?

Thanks
Houman

If you're using GNU Emacs, it has a built in diff facility. Put up the two files in two windows and use M-x compare-windows and it will place the cursor at the first difference it finds. Move each window's cursor to a new place of concurrence and then you can run compare-windows again to find the next difference.

As for external diff programs, I know there's kdiff3 (http://kdiff3.sourceforge.net/) which is available on sourceforge, and it has a windows executable.

--Kristine

KGrevstad
Jan 06, 2006, 02:21 PM
@KGrevstad - in responce to the previous poster I have a question. Have the Howitzer (Modern Artillary) and the Mobile SAM Truck been added into realism yet or not?

I pulled the Howitzer out of Lost Units Mod and was pointed to the models for the Mobile SAM (yes both have unique models that were in the vanilla release but not given code for) which will be in the next version of my mod if you need a copy of them.

The howitzer is part of Lost Units and is in the Realism mod. It's called UNIT_MARI, but I don't know why. I have not inserted the mobile same unit yet.

--Kristine

KGrevstad
Jan 06, 2006, 02:26 PM
@keldath -- I have not yet included the promotions and traits mod, it is on my list of things to do. As for MP, I don't play MP, so I don't know if this mod is compatible or not. dbkblk has reported out-of-sync errors, and believes they are related to this mod, but others have reported generalized OOS errors with mods.

--Kristine

Exavier
Jan 06, 2006, 02:27 PM
The howitzer is part of Lost Units and is in the Realism mod. I have not inserted the mobile same unit yet.

--Kristine

Ok well as far as I know only me and the guy with the Green Mod are playing with the script for the Mobile SAM so if you want a copy of it let me know.

KGrevstad
Jan 06, 2006, 03:18 PM
First of all, I think your Mod is the best ...

Thank you. It's been a lot of work, and most of it's not mine.

I therefore added the following units:
- Dragoon (situated between Knight and Cavalry, using cavalry graph)
- Trebushet & Bombard (situated between Catapult and Cannon)


CivII had a dragoon unit that was real effective. But I do think the timeline is too quick in this period. It often seems I go from horse archer to knight to the mark v tank, but maybe that's just an artifact of how I play the game. Most of the time, I'm not warring too much from knights to armor. This mod does already have a trebuchet, available with the guilds tech.

We also needed some aditional units for more realistic gameplay
- AntiTank kannon (Defence only, +50% vs Armored units, using artilery graph)
- Selfpropeled Artilery (Double movement)

I do agree that we need some more effective anti-armor unit. And a faster movement artillery would (perhaps) be useful. Usually when I go conquering, I load up on armor and air units, using the latter for bombardment to reduce defenses and strike to reduce HP. If it's a water assault, then I use naval bombardment to reduce the defensive bonus and throw the troops at the city, establishing a beachhead where I can subsequently base air units. I very seldom get involved in amphbious assaults before the modern era. I guess what I'm saying is that the current artillery is not real useful to me because it can't keep up with the armor.

Some units were altered to increase strategic realism
- All artilery units gain 25% advantage versus soft infantry targets (meglee, anchers, firearm unirs)
I thought artillery was strictly siege/bombardment.

All cavalry units gain 25% bonus siege units, (making them more effective defending or artacking siege units)
- All firearm units gain 25% bonus city attack (making them realisticly more effective assaulying cities)
- Crossbowman gain 25% bonus vs Knights (crossbow bols could easily penetrade armor knights)
-Longbowman gains 25% bonus vs anchery units when attacking (missile bombardment)
- Swordman gains 25% bonus versus Anchers (making them more effective attacking ancher located in cities then macemen)
- War elephant gain trapling bonus (max 3 unit calateral damage) making them more effective agains stacks
- Horse ancher +50% more effective versus War elephants (Dhendis Khan defeated persian War elephants with ease by running in circles around elephanhts)
- Nuclear weapons damage increased by 50%to justify their high political costs

I think it would be very appropriate and useful to have a protracted discussion about the various units from an historical and realism perspective, about their strengths, weaknesses and bonuses. I am not a military historian so I rely upon the kindness of strangers to give me the information.

--Kristine

dbkblk
Jan 06, 2006, 03:33 PM
heyhey! Someone apart of me have tested it in multiplayer??? because it doesn't work !!! (at most, it work during 10min..then OOS) ??

jimdeb
Jan 06, 2006, 04:20 PM
Thanks for the work done so far...

Is there any though to making arty able to bombard adjacent tiles/units without taking damage, seeing as that is what real arty can do - they can fire over the horizon if big enough.

Jim

KGrevstad
Jan 06, 2006, 04:27 PM
heyhey! Someone apart of me have tested it in multiplayer??? because it doesn't work !!! (at most, it work during 10min..then OOS) ??

No. I was referring to what Exavier said about OOS errors showing up when playing other mods. I don't know if anyone but you is playing this mod MP.

--Kristine

KGrevstad
Jan 06, 2006, 04:37 PM
Thanks for the work done so far...

You are quite welcome. I hope you're enjoying this mod and that there aren't too many flaws.

Is there any though to making arty able to bombard adjacent tiles/units without taking damage, seeing as that is what real arty can do - they can fire over the horizon if big enough.

Yes, there's been plenty of thought concerning that, as well as allowing unit damage and maybe even lethal damage, which should include defensive naval bombardment. The problem, though, is I don't know if this is changeable without the SDK. Whether with artillery or navy, you will note there is no targeting reticle, such as you get with aerial bombardment. Perhaps some adaption of the aerial bombardment is possible, but there may be some unwanted side effects with that.

I have not looked into any of this, though, so I may be completely lying to you. :)

--Kristine

OTZ
Jan 06, 2006, 05:21 PM
I thought artillery was strictly siege/bombardment.


Not quite...you can use stacks of arty as offensive units. They act jsut like any other military unit in the game.

naf4ever
Jan 07, 2006, 10:04 AM
No City Razing defaulted to true. I dont like this option. You should be forced to deal with a capture.

I never understood why this was in the Realism mod. I think you can find plenty of instances in history where conquering armies basically wiped out and torched cities they had just conquered and then enslaved and shipped off the population.

Also this feature might be ok in a game with just humans. But not being able to raze stupidly placed computer AI or barbarian cities kinda blows..

KGrevstad
Jan 07, 2006, 11:57 AM
I never understood why this was in the Realism mod. I think you can find plenty of instances in history where conquering armies basically wiped out and torched cities they had just conquered and then enslaved and shipped off the population.

Also this feature might be ok in a game with just humans. But not being able to raze stupidly placed computer AI or barbarian cities kinda blows..

I didn't understand either why Jaynus put this in, so I removed it.

--Kristine

OTZ
Jan 08, 2006, 06:13 AM
I was just wondering if the Barbarians were meant to be as brutal as they are - before I even have archery, they are throwing chariots at me. It's a little disheartening, but a challenge nonetheless...

KGrevstad
Jan 08, 2006, 11:56 AM
I was just wondering if the Barbarians were meant to be as brutal as they are - before I even have archery, they are throwing chariots at me. It's a little disheartening, but a challenge nonetheless...

Yes, they are meant to be that brutal. To make them a little easier, you can tweak the values in Assets/XML/GameInfo/CIV4HandicapInfo.xml for the level you're playing on. Compare that file to the original to get some suggested values, checking all the tags that have "barbarian" in them. There are several. On the other hand, for a real exciting experience, you could always switch on "Raging Barbarians" on the game options page! :)

--Kristine

tyball
Jan 08, 2006, 01:51 PM
A very nice mod. But why are all the maps being generated almost entirely of grassland and no plains or desert? That doesn't seem very realistic to me. Also the arid and rocky options in the beginning don't seem to have any effect on the de map generation anymore.

KGrevstad
Jan 08, 2006, 03:15 PM
A very nice mod. But why are all the maps being generated almost entirely of grassland and no plains or desert? That doesn't seem very realistic to me. Also the arid and rocky options in the beginning don't seem to have any effect on the de map generation anymore.

I toned down the generation of deserts (I HATE deserts), probably too much, so in the next release I'll tweak things a bit. As for the arid and rocky options, there's no reason why they shouldn't still work, unless it's because of changing the percentage of desert.

If you want to change it for yourself, this is what I changed, in Mods/Realism/Assets/Python/CvMapGeneratorUtil.py:

< # $Id: CvMapGeneratorUtil.py,v 1.2 2005/12/30 02:16:12 kristine Exp $

975,977c974,976
< def __init__(self, iDesertPercent=5, iPlainsPercent=20,
< fSnowLatitude=0.9, fTundraLatitude=0.8,
< fGrassLatitude=0.5, fDesertBottomLatitude=0.2,
---
> def __init__(self, iDesertPercent=35, iPlainsPercent=20,
> fSnowLatitude=0.7, fTundraLatitude=0.6,
> fGrassLatitude=0.1, fDesertBottomLatitude=0.2,

--Kristine

Rumpullpus
Jan 09, 2006, 08:56 PM
i not sure if anyones tryed this but what i would like to see from a realisim mod like if enough people in your nation become unhappy it would be cool if like they were unhappy long enough they would revolt and the city could become like a new nation or somthing not sure how you could do this mabe barbarian states or somthing.

Porto
Jan 10, 2006, 05:12 AM
can someone tell me as to remove the possibility from the privateer to go to the ocean? because in 1000 already the whole world is known and is not for me a very realistic fact. I hope to have been clear and I apologize me for my language. hi to everybody

sidwannabe
Jan 11, 2006, 05:46 PM
Hola! I am not nearly as technically saavy as any of you, I'm sure, but I spend a lot of time thinking of ways to make Civ4 more realistic :crazyeye: - chronologically and historically. The first thing that jumps out at me is building a Spaceship to Alpha Centuri, seemingly the easiest and quickest way to win, should come lastly in the game. All of that technology should be in Future tech, no? Maybe future tech should have a separate tech tree that would allow you to build that ship. Being able to build nukes should come waaay before flying into space...

My 2 cents...what do you think?

Rumpullpus
Jan 11, 2006, 08:02 PM
i like my idea better:)

taltos
Jan 11, 2006, 08:19 PM
Thanks for the mod.

A few points you should address:

I really love the increase in exp from fighting the barbs... one problem i see in it though... when i upgrade , say a horse archer to knight, the total exp needed to get the next level stays the same but your accumulated exp drops to 10 ( for horse archer to knight) ( this i noticed from my 12 hours straight playing the mod) ... example i had a horse archer with 36/38 exp, upgraded to knight, it's exp was 10/38. notice the drop in exp?

the other thing i noticed about your mod is in the top left of screen, the game has a running list of the happenings in the world. ( so and so built this and so and so built that etc..) while i was playing with 0.63 of your version numbers would come up instead of whatever the number represents. I would see a number come up and if i click on the log it would show that one of your barbarian cities was destroyed. this would have to be fixed sometime.

Exavier
Jan 11, 2006, 08:32 PM
I really love the increase in exp from fighting the barbs... one problem i see in it though... when i upgrade , say a horse archer to knight, the total exp needed to get the next level stays the same but your accumulated exp drops to 10 ( for horse archer to knight) ( this i noticed from my 12 hours straight playing the mod) ... example i had a horse archer with 36/38 exp, upgraded to knight, it's exp was 10/38. notice the drop in exp?


This is actually a feature of Civ4 in general... everytime you upgrade it drops the XP to maximum of 10... its to ensure that super units don't make it to late game from the beginning. sort of a learn a new skill penalty :P

Houman
Jan 12, 2006, 07:58 AM
Kristine,

Thank you for your editor recommendation. I have succesfully integrated your Realism Mod with abbamouse's realism Religion Mod. I have tested it and it works great. :)

Shall I open a new thread and publish it? There were some people interested in this combination. We can also publish it here as a second file, if you wish to. :)

Many thanks
Houman

KGrevstad
Jan 12, 2006, 03:37 PM
Kristine,

Thank you for your editor recommendation. I have succesfully integrated your Realism Mod with abbamouse's realism Religion Mod. I have tested it and it works great. :)

Shall I open a new thread and publish it? There were some people interested in this combination. We can also publish it here as a second file, if you wish to. :)

Many thanks
Houman

I'm sure it was a good bit of work! You can publish it either or both as a new thread or here.

--Kristine

KGrevstad
Jan 12, 2006, 03:59 PM
Last call for changes and inclusions! I will be releasing a new version in a few days and if you have things you want changed or added, please speak up now. At a minimum, it will include Snaitf's Great General mod, portions of Master Lexx's GreenMod, Zuul's Promotions and Traits mod, 12monkey's re-init mod and probably a couple of advisor mods.

As of this afternoon, there have been 860 downloads of the last release nine days ago.

--Kristine

[to_xp]Gekko
Jan 12, 2006, 05:05 PM
this is a copy-paste on some suggestions I already posted in another thread. I'll post here as well since, well, my suggestions haven't changed in the meanwhile ;)

-rodman49's Religious Victory ( great! ) http://forums.civfanatics.com/showthread.php?t=144052


-Cyberchrist's enhanced Wonders info ( invaluable for those who love wonders, like myself for example ) http://forums.civfanatics.com/showthread.php?t=145253

- a nice little thingy you could "borrow" from Sevo's mod :
"-- Explorers and Scouts can build forts and explore temples. They're a little more useful now." ) temples are a greenmod's resource, the only one that Sevo included in his mod. http://forums.civfanatics.com/showthread.php?t=151611

-some great tweaks included by Exavier in his Composite Mod http://forums.civfanatics.com/showthread.php?t=147560 :


Quote:
-Missile Silo: Required in city before said city can build ICBMs. (makes sense)
-SDI: Efficiency reduced to 60%, Cost raised to 2500 Hammers. (nukes are sooo weak right now. this is a badly needed change IMHO )
-Tree Nursery: Turns into a forest after 25 turns. ( a must-have, IMHO )
-Agressive Trait: Added the free promotion to the rest of the unit types (not just Melee and Gun) ( which makes sense I guess )
-Unit Upgrade: Upgrade costs reduced by about 50% ). ( because, let's face it, unit upgrade gold costs right now are OUTRAGEOUS )
-National Wonders: Made it possible to build 3 National Wonders per city instead of 2. ( a little more freedom can't hurt )



-also, a couple of tweaks I miss a lot from Dearmad's mod http://forums.civfanatics.com/showthread.php?t=138005 :


Quote:
WINERIES possible with POTTERY:
well, all it takes to make wine is the container, and pottery does just that ( amphoras anyone? ) . plus, wine and alcohol in general is one of the most ancient discoveries made by man: it came waaaaaaay before Monarchy.

COTTAGES NOT possible until Monarchy (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slightly better knowledge of civics before you have suburbs. (makes sense IMHO )

KGrevstad
Jan 12, 2006, 10:45 PM
Gekko']-rodman49's Religious Victory ( great! ) http://forums.civfanatics.com/showthread.php?t=144052
A clever idea. Do you think it's cooked?
-Cyberchrist's enhanced Wonders info ( invaluable for those who love wonders, like myself for example ) http://forums.civfanatics.com/showthread.php?t=145253
I'll take this one under consideration.
"-- Explorers and Scouts can build forts and explore temples. They're a little more useful now." ) temples are a greenmod's resource, the only one that Sevo included in his mod. http://forums.civfanatics.com/showthread.php?t=151611
This is nice. I'm planning on adding portions of the GreenMod, but I was thinking primarily of the bonuses. I'll have to look into the temples.

-some great tweaks included by Exavier in his Composite Mod http://forums.civfanatics.com/showthread.php?t=147560 :
Quote:
-Missile Silo: Required in city before said city can build ICBMs. (makes sense)
-SDI: Efficiency reduced to 60%, Cost raised to 2500 Hammers. (nukes are sooo weak right now. this is a badly needed change IMHO )
-Tree Nursery: Turns into a forest after 25 turns. ( a must-have, IMHO )
-Agressive Trait: Added the free promotion to the rest of the unit types (not just Melee and Gun) ( which makes sense I guess )
-Unit Upgrade: Upgrade costs reduced by about 50% ). ( because, let's face it, unit upgrade gold costs right now are OUTRAGEOUS )
-National Wonders: Made it possible to build 3 National Wonders per city instead of 2. ( a little more freedom can't hurt )
Missile silos: Requiring missile silos at the place missiles are manufactured doesn't make a lot of (realism) sense. Missile silos should be found out in the open areas. But I do understand the desire to make ICBM's a little more difficult.

SDI: Good change on SDI/Nuke issue.

Tree nursery: There are a handful of mods out there that in some form allow for the forced propogation of forests. Do you prefer having to construct a tile improvement prior to the creation of a forest, as opposed to having a worker directly plant a forest? Perhaps we could have a Botany tech which results in being able to build a greenhouse which provides a limited number of "forest seedlings" at any one time that can be subsequently planted? You can also add in the needed maturation time of the seedlings if you want.

-also, a couple of tweaks I miss a lot from Dearmad's mod http://forums.civfanatics.com/showthread.php?t=138005 :
Quote:
WINERIES possible with POTTERY:
well, all it takes to make wine is the container, and pottery does just that ( amphoras anyone? ) . plus, wine and alcohol in general is one of the most ancient discoveries made by man: it came waaaaaaay before Monarchy.

COTTAGES NOT possible until Monarchy (was Pottery):
The economy heats up too fast too early otherwise. I figure you need a slightly better knowledge of civics before you have suburbs. (makes sense IMHO )

Wineries: In this mod, wineries are enabled with Priesthood. I was thinking of the ancient but continued connection between religion and alcoholic beverages. And at least for me, it gives me a more compelling reason to research Priesthood.

Cottages: I'm real ambivalent about this one. Jaynus had moved Cottages all the way up to Monarchy (which he probably got from dearlymad), which made the intervening years very difficult, economically, so I moved it back to Pottery. Perhaps we could weaken cottages until Monarchy?

As for Monarchy, Heriditary Rule is not something that came along with traditional Eurocentric mondarchy. I mean, what's the difference between Egyptian dynastic rule and European heriditary rule? I'd rather rename it to Dynasty, but then it's also later in the tech tree than it should be. And I'm not real comfortable with the Castle, either. It's perhaps placed well time-wise, but castle has the connotation of European castles, sort of excluding the notion of citadels and such. But I guess, in lieu of a better name, it will have to do. Actually, I would consider enabling it with Feudalism, which rather makes it important to lengthen the usefulness of castles.

Pottery: Having Pottery depend on the Wheel and Sailing (or Agriculture, which does make some sense) doesn't work for me. There was plenty of pottery happening before the wheel, and even in civiliations that never did anything with the wheel.

Sailing: This is not a good name for this tech, at least as far as what it enables. It should be something like "Coastal Navigation". And I do not agree that galleys should be limited to coastal waters. I think it should revert back to being able to traverse ocean waters, but with a high chance of disappearing.

And then there's Mathematics and the Calendar and ... :lol: I guess I'm thinking the whole early era needs re-working.

--Kristine

Exavier
Jan 13, 2006, 04:56 AM
@KGrevstad - little more clearification on why i mad those changes listed in your previous post (might help it make sence)

Missle Silo - I wanted to make it so that you couldn't just outright build nukes. And since I couldn't make it a tile improvement (since ICBMs are immoble by default) I figured a Nuclear Silo would work fine for this tast. After all Civ4 is not really an EXACT game so just because its considered in a city doesn't mean its not 30 miles outside the city limits :)

SDI - I made this change to try to create a bigger window for Nukes... It didn't actually work as planned. It did make nukes more effective but a good production city can still manage to build it in about a half a dozen turns. The next update of my mod will have a tech tree rewrite that stuffs about 10 techs between Fission and the SDI :P

Tree Nursery - The way I see it instead of making your worker spend 30 turns to make a forest (what alot of ppl had done) I would have them build a facility thats faster to assemble and then after time (25 turns) it becomes a forest. That way your workers can be doing other things while the trees are actually growing. Think of it more as planting the baby trees and cordoning off the area while they grow (just like in RL). :)

Lachlan
Jan 13, 2006, 05:32 AM
When the next version ???

Houman
Jan 13, 2006, 06:03 AM
Kristine,

Nice changes!!! That would be fantastic.

You were right, it was a lot of work to combine the mods. Since your Mod will have a major change soon as well as abbamouse's mod. I will wait for both versions before publish the combination. ;)

BTW, which Earth Map Mod do you use for sake of realism?

Thanks
Houman

The Great Apple
Jan 13, 2006, 06:10 AM
Missle Silo - I wanted to make it so that you couldn't just outright build nukes. And since I couldn't make it a tile improvement (since ICBMs are immoble by default)
Hmmm, I'm sure you could get this to work if you really wanted it to.

Exavier
Jan 13, 2006, 06:49 AM
Hmmm, I'm sure you could get this to work if you really wanted it to.

LMFAO... trust me I will bring back Airfields LOOONG before I make a stand alone Missle Silo... :p

The Great Apple
Jan 13, 2006, 06:53 AM
LMFAO... trust me I will bring back Airfields LOOONG before I make a stand alone Missle Silo... :p
Right, I was going to make a smart comment along the lines of "do it then".

Then I released that airfields are quite a bit harder than silos...

noid
Jan 13, 2006, 07:28 AM
Maybe You could rename sailing to watercraft, and put sailing somewhere later in the tech tree ?

Exavier
Jan 13, 2006, 07:41 AM
Right, I was going to make a smart comment along the lines of "do it then".

Then I released that airfields are quite a bit harder than silos...

lol besides why would one garrison an ICBM outside a city when this game is based off city defence :P

[to_xp]Gekko
Jan 13, 2006, 10:07 AM
A clever idea. Do you think it's cooked?[\QUOTE]
dunno what "cooked" would mean in this context, actually :D I do think it's worth to be included :goodjob:

[QUOTE]This is nice. I'm planning on adding portions of the GreenMod, but I was thinking primarily of the bonuses. I'll have to look into the temples.
Are you going to add the extra resources too? I would if I were you, I like a little variety in the resources I will come up with.

Missile silos: Requiring missile silos at the place missiles are manufactured doesn't make a lot of (realism) sense. Missile silos should be found out in the open areas. But I do understand the desire to make ICBM's a little more difficult.

SDI: Good change on SDI/Nuke issue.

Tree nursery: There are a handful of mods out there that in some form allow for the forced propogation of forests. Do you prefer having to construct a tile improvement prior to the creation of a forest, as opposed to having a worker directly plant a forest? Perhaps we could have a Botany tech which results in being able to build a greenhouse which provides a limited number of "forest seedlings" at any one time that can be subsequently planted? You can also add in the needed maturation time of the seedlings if you want.

Exavier already answered to these issues and I agree with what he said ;)


Wineries: In this mod, wineries are enabled with Priesthood. I was thinking of the ancient but continued connection between religion and alcoholic beverages. This is only true regarding christianity. Islam for example would be a very different matter.

And at least for me, it gives me a more compelling reason to research Priesthood. The Oracle is already more than enough for most people ;)


Cottages: I'm real ambivalent about this one. Jaynus had moved Cottages all the way up to Monarchy (which he probably got from dearlymad), which made the intervening years very difficult, economically, so I moved it back to Pottery. Perhaps we could weaken cottages until Monarchy? then there would be little reason to build them until monarchy... I think monarchy is a good milestone for the creation of cottages. not that I care THAT much since I rarely build them anyway :p

Pottery: Having Pottery depend on the Wheel and Sailing (or Agriculture, which does make some sense) doesn't work for me. There was plenty of pottery happening before the wheel, and even in civiliations that never did anything with the wheel. I agree taking away the need for wheel would have its sense.

Oh, and btw I think abbamouse's mod would make for another great addition.

and the icebreaker mod is awesome too! :goodjob:

KGrevstad
Jan 13, 2006, 02:16 PM
When the next version ???
It probably won't be until late Sunday or Monday.

--Kristine

KGrevstad
Jan 13, 2006, 02:18 PM
BTW, which Earth Map Mod do you use for sake of realism?
Actually, I don't use any particular map in the name of realism, although, given the name of the mod, I probably should. :)

--Kristine

KGrevstad
Jan 13, 2006, 02:25 PM
Maybe You could rename sailing to watercraft, and put sailing somewhere later in the tech tree ?
It's already implied that you have watercraft, though, because of fishing and the workboat. And what would a later sailing tech do? I did consider it. There were definitely ocean-going cultures around before the invention of optics and the modern compass.

--Kristine

KGrevstad
Jan 13, 2006, 02:31 PM
lol besides why would one garrison an ICBM outside a city when this game is based off city defence :P
Well, in reality, city defense has little effect on the defense of missile silos. And perhaps I'm mistaken, but 30 miles outside of town for a missile silo seems awfully close to the city. I still think they should be outside of the city square and hence, more vulnerable, but still with pretty hardened defenses. But you're right, it's a moot point at the moment, and you still want to make it more difficult to build nukes.

--Kristine

Exavier
Jan 13, 2006, 02:35 PM
Well, in reality, city defense has little effect on the defense of missile silos. And perhaps I'm mistaken, but 30 miles outside of town for a missile silo seems awfully close to the city. I still think they should be outside of the city square and hence, more vulnerable, but still with pretty hardened defenses. But you're right, it's a moot point at the moment, and you still want to make it more difficult to build nukes.

--Kristine

hmmm... looks at the map with the 3 Silos (retired and otherwise) near the city he lives in... 30 miles isn't that far off :P

KGrevstad
Jan 13, 2006, 02:57 PM
Gekko']dunno what "cooked" would mean in this context, actually :D I do think it's worth to be included :goodjob:
Cooked would mean that it's not an alpha or beta release, that it has relatively reasonable values for the victory condition. As I read it, there was still some discussion about that.

Are you going to add the extra resources too? I would if I were you, I like a little variety in the resources I will come up with.

Terrain bonuses include resources, so yes, I was going to include the new resources.

This is only true regarding christianity. Islam for example would be a very different matter.

You are correct as far as Islam is concerned but remember that Muhammad was not born until late in the 6th century CE. Also, from History of Alcohol and Drinking around the World (http://www2.potsdam.edu/hansondj/Controversies/1114796842.html), by 1,700 B.C., wine making was commonplace, and during the next thousand years wine drinking assumed the same function so commonly found around the world: It was incorporated into religious rituals

... then there would be little reason to build them until monarchy... I think monarchy is a good milestone for the creation of cottages. not that I care THAT much since I rarely build them anyway :p

I do think they should come before Monarchy. What we're talking about are nascent villages, akin to the roadside inn with stables which eventually grows into a village and then town. I don't think Dynastic rule was necessary for people to start putting up Ye Olde Cock and Bull.

Oh, and btw I think abbamouse's mod would make for another great addition.

You are not the only one who thinks that. Houman is ALL over that one! However, it's an intense amount of integration work, which I may farm out to Houman after this next release.

and the icebreaker mod is awesome too! :goodjob:

I am including this in the mod even though his choice of editor has caused some significant integration problems for me.

--Kristine

KGrevstad
Jan 13, 2006, 03:00 PM
hmmm... looks at the map with the 3 Silos (retired and otherwise) near the city he lives in... 30 miles isn't that far off :P

I said I may be mistaken!!! Still seems close to me. I sure wouldn't want to live 30 miles from a silo farm that the enemy was trying to take out with nukes! :eek:

--Kristine

Exavier
Jan 13, 2006, 03:17 PM
hehe think of it this way... at least i will go out with a BANG :lol:


BTW if you need help merging any files feel free to ask... I told you i would help you on this project if you needed it :)

KGrevstad
Jan 13, 2006, 03:55 PM
hehe think of it this way... at least i will go out with a BANG :lol:
But what a huge loss to the gaming community!!!

BTW if you need help merging any files feel free to ask... I told you i would help you on this project if you needed it :)

Are you saying you think I'm not capable? That I NEED some help???? :D
Seriously, though, I will ask when I do need some help. For example, where do you change the cost of an upgrade?

--Kristine

Exavier
Jan 13, 2006, 04:56 PM
hehe :)

upgrades are handled by the GlobalDefines.xml

<Define>
<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
<Define>
<DefineName>BASE_UNIT_UPGRADE_COST</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
<Define>
<DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>


First one is obvious... thats what makes you loose all by 10 XP when you upgrade a unit (Default Game)

Not really sure how the other 2 play into the cost equation but the 2nd one is pulled from my mod (normally its like 25) and its a noticable reduction in upgrade costs.

Houman
Jan 14, 2006, 03:50 AM
Regarding the Wine issue:

It is true "Priesthood" matches more the Christianity era. However Wine existed in the ancient Greece and in ancient Iran where there was Greek Polytheism in Greece and Zoroastrism in Persia.

The question is now if alcoholic beverages are always bound with some sort of religious leaders like Priests or Monks. I know that the Zoroastrian Priests until today use a plant called Haoma to gain a narcotic kind of beverage. So can we say that the first kind of nartotic drinks, 3500 years ago in Iran, were also initiated by the "Prieshood"?

Whats about ancient Greece though? They never had Monotheism and probably had never such a thing as Priesthood. I am not sure in the latter one though, if Polytheist priest existed and if they played any role in wine production.

However do not alter the Wine values for the different religions. Because we will integrate Abbamouse Religion mod very soon, which will take care of the problem that Muslims won't drink wine etc.

Regards
Houman

Morbius
Jan 16, 2006, 05:17 AM
actually it's not that easy.
there are some areas where muslims make and also consume alcoholic beverages.
it's a matter of koran interpretation.
in palestine, which is 90% muslim, beer is being brewd and consumed. it's popular amongst muslims, too. and it's not forbidden as long as its not drunken in excessive amounts :)
and i think that in malaysia muslims may drink wine, as long as it's -- again -- in moderate amounts.

Houman
Jan 16, 2006, 05:32 AM
actually it's not that easy.
there are some areas where muslims make and also consume alcoholic beverages.
it's a matter of koran interpretation.
in palestine, which is 90% muslim, beer is being brewd and consumed. it's popular amongst muslims, too. and it's not forbidden as long as its not drunken in excessive amounts :)
and i think that in malaysia muslims may drink wine, as long as it's -- again -- in moderate amounts.

It is true. Iran for example has a very old Wine making tradition that goes back at least to 1000 BC. Even after the Muslim invasion to Iran in 651 AD the wine making wasn't stopped. Until 1979 when the Islamic Revolution began and the fundamentalists came into power, Wine and other alcoholic beverages were fully allowed. Since then the wine tradition is dying since it is forbidden. The most famous recipe’s like the Shiraz Wine or Khayyam Wine have been hidden exported and are still being produced in South France and Australia. (I am not sure if the famous Australien Shiraz has actually something to do with the Iranian Shiraz Wine from the City Shiraz; rumors say it has something to do).

Even though, just for the distinction and game play, we should just be like the fundamentalists and forbid Wine for all Muslim Civs in the Game. ;) Otherwise it is just too hard to implement.

Regards
Houman

KGrevstad
Jan 16, 2006, 08:25 PM
The next release will be delayed until I can figure out how to merge some changes in the GameFont.tga files. Both the GreenMod and the Lost Wonders mod have made changes to those files.

--Kristine

KGrevstad
Jan 17, 2006, 12:18 AM
If you are interested in testing the next release of this mod, please send me a PM.

--Kristine

[to_xp]Gekko
Jan 17, 2006, 04:30 AM
The next release will be delayed until I can figure out how to merge some changes in the GameFont.tga files. Both the GreenMod and the Lost Wonders mod have made changes to those files.

--Kristine

I guess you are talking about the book resource added by the Gutenberg wonder...
I thought books had no icon in the GameFont.tga file... but even if they have, you can just forget about it I guess, no big deal in missing a minuscle icon for ONE resource ;)

Houman
Jan 17, 2006, 09:31 AM
Kristine,

Send me the tga file and I will try to put them together.

Regards
Houman

KGrevstad
Jan 17, 2006, 01:05 PM
Gekko']I guess you are talking about the book resource added by the Gutenberg wonder...
I thought books had no icon in the GameFont.tga file... but even if they have, you can just forget about it I guess, no big deal in missing a minuscle icon for ONE resource ;)
I am talking about the book icon, and the tuna icon. I wouldn't worry about it, but given that part of the XML code expects the right thing to be there, it could cause a minor problem, although it won't cause a game crash or anything like that.

--Kristine

Optimizer
Jan 17, 2006, 04:37 PM
I am including this in the mod even though his choice of editor has caused some significant integration problems for me.

--Kristine

The easiest way could be reverse engineering. I have mentioned all changes of values in the documentation.

Nighthammer
Jan 19, 2006, 08:15 AM
Does anyone know why I don't see text in menus? Maybe problem with Radeon graphics card? I have civ 4 version 1.52 installed.

bornie
Jan 19, 2006, 09:48 PM
Does anyone know why I don't see text in menus? Maybe problem with Radeon graphics card? I have civ 4 version 1.52 installed.

I had the same problem when upgrading from Jaynus til kGrevstad's version of this mod. Just reinstall civ 4 and the mod it will work. It did for me.

/Bornie

Master Lexx
Jan 19, 2006, 11:23 PM
Originally Posted by KGrevstad
The next release will be delayed until I can figure out how to merge some changes in the GameFont.tga files. Both the GreenMod and the Lost Wonders mod have made changes to those files.

--Kristine

So do you want to include my GreenMod or just include my bonus resources?
http://forums.civfanatics.com/showthread.php?t=144428

KGrevstad
Jan 20, 2006, 12:34 AM
So do you want to include my GreenMod or just include my bonus resources?

At the moment, my primary interest is in the new resources.

--Kristine

Yecos
Jan 22, 2006, 10:44 AM
First of all let me thank you for this wonderful mod.

I have one question, I don't know if it's a known bug but it looks like I' m unable to rename units...

Lachlan
Jan 23, 2006, 06:24 AM
At the moment, my primary interest is in the new resources.

--Kristine

If you include the 9 new ressources : can you update the Rhye's Earth Map with the 18 Civs ??? I love world map

Nighthammer
Jan 23, 2006, 11:19 AM
Now it works perfectly, thank you. And huge thanks to KGrevstadt for this great mod!

Desert Fox
Jan 23, 2006, 03:13 PM
Great news, I was hoping for an update too this Mod, new person working on it is even better! Congrats on the Mod I think its the best one out and I intend to use it as our base for a Mod a group of us are trying to put together.

If its okay I want to add your Mod to our downloads please? :D

cargo
Jan 26, 2006, 07:19 AM
please god take away the barbarian chariots. What are you supposed to do when they start appearing at 2800bc and you havent even researched archery yet..?

bornie
Jan 26, 2006, 08:34 AM
please god take away the barbarian chariots. What are you supposed to do when they start appearing at 2800bc and you havent even researched archery yet..?

Research archery earlier.

Do not remove any babarian units. They are excellent as thay are, not to hard and not to easy.

cargo
Jan 26, 2006, 01:18 PM
I prefer when there are a few more starting strategies other then going directly for archery in the beginning..

Houman
Jan 26, 2006, 01:49 PM
I prefer when there are a few more starting strategies other then going directly for archery in the beginning..

I always go for wheel. :)

KGrevstad
Jan 26, 2006, 05:47 PM
For reasons of personal circumstances and obligations, I am no longer able to work on this mod. If anyone is interested in picking it up and doing something with it, you have my blessing.

--Kristine

KGrevstad
Jan 26, 2006, 05:54 PM
please god take away the barbarian chariots. What are you supposed to do when they start appearing at 2800bc and you havent even researched archery yet..?
FWIW, I always research a couple of other techs before I go for archery, although I do keep some focus on military, training warriors and expecting to lose several. The increased challenge of the barbs is just part of the slightly increased challenge of this mod. If you really don't like the way barbs are now, you can revert back to the vanilla style by removing the file Mods/Realism/Assets/XML/GameInfo/CIV4HandicapInfo.xml.

--Kristine

Houman
Jan 27, 2006, 05:10 AM
For reasons of personal circumstances and obligations, I am no longer able to work on this mod. If anyone is interested in picking it up and doing something with it, you have my blessing.

--Kristine


Nooooooooooooooo :eek: :cry:

But you were so close to finish the last version with those great ideas....

cargo
Jan 27, 2006, 02:00 PM
FWIW, I always research a couple of other techs before I go for archery, although I do keep some focus on military, training warriors and expecting to lose several. The increased challenge of the barbs is just part of the slightly increased challenge of this mod. If you really don't like the way barbs are now, you can revert back to the vanilla style by removing the file Mods/Realism/Assets/XML/GameInfo/CIV4HandicapInfo.xml.

--Kristine

as americans:
mining->bronze working->settler at 2900bc, killed by a chariot inside the cultural border one turn later = game ruined

Oettinger77
Jan 28, 2006, 06:05 AM
buhuuuu no more "final"-version before retirement Kristine? :/


Regards

[to_xp]Gekko
Jan 28, 2006, 07:50 AM
I recommend you use this .py file to substitute the one you have in your Mods/Realism/Assets/Python folder: it will fix the "way too much grassland and way too less plains" in the latest version of the mod, while still greatly decreasing the amount of desert.


P.S. : on a side note, you might want to check out this mod http://forums.civfanatics.com/showthread.php?t=155784
as I've added in most of the tweaks from this mod.

(sorry for threadjacking, Kristine. :p Hope to see you coming back soon! thanx for everything you've done so far ! :) )

rumbold
Jan 28, 2006, 02:20 PM
For reasons of personal circumstances and obligations, I am no longer able to work on this mod. If anyone is interested in picking it up and doing something with it, you have my blessing.

--Kristine

Thank you for the time and effort you put into breathing new life into this mod. Both you and Jaynus have done a wonderful job.

Houman
Feb 08, 2006, 10:52 AM
Hey Kristine,

Do you have a list of features that needed to be added or altered to the next version?

I could try to revive this mod. :)

Thanks
Houman

Bilas
Feb 08, 2006, 06:06 PM
Did he really die? Strange he was so into that MOD. Well I will download this updated version and let you know looks good to me.;)

Houman
Feb 09, 2006, 09:00 AM
he? Kristine is a lady. :)

KGrevstad
Feb 09, 2006, 06:01 PM
he? Kristine is a lady. :)

Thank you, Houman! But I think the poster was referring to Jaynus. If you'd like, I can make available my working files. The last thing I was working on was integrating portions of the GreenMod 2.0, specifically the new bonuses (resources). I had pretty much finished the integration except for the graphic images in GameFont[_75].tga. And it needed testing to locate integration mistakes and such.

Here are the latest changes:

v0.64
- Desert percentage changed, from 5 to 15, original value is 35.
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.5
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat
- Changed movement Privateer to match that of Caravel, which is now 5.
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith.

--Kristine

dbkblk
Feb 10, 2006, 03:52 AM
Hi!
Is there somes elements always in english ? i can translate them in french before you release the file ?

Yecos
Feb 10, 2006, 05:35 AM
Hi everyone

Im unable to rename units with this mod.

Is this a known bug ?

Houman
Feb 10, 2006, 07:40 AM
Kristine,

I have sent you a PM.
I try to make these changes, eventhough I don't have any Internet at home right now. :)

Cheers
Houman

KGrevstad
Feb 10, 2006, 12:51 PM
Hi!
Is there somes elements always in english ? i can translate them in french before you release the file ?

I've released the files to Houman, so coordinate with him if you want to translate any more files.

--Kristine

KGrevstad
Feb 10, 2006, 12:52 PM
FWIW, over the course of a little more than a month, there were about 2500 downloads of the last release.

--Kristine

Houman
Feb 13, 2006, 08:12 AM
Ok, I will try to finish the 0.64 in this week. No promise though.

v0.64

Can't find the value list:
- Desert percentage changed, from 5 to 15, original value is 35.
- Changed movement Privateer to match that of Caravel, which is now 5. (There is no Privateer)

Todo:
- Added Snaitf's Great General mod, adapted as per Exavier, not giving soldier specialist for Palace and Barracks
- Fixed links for the Lost Wonders movies How Do I fix this?
- Added French translations from dbkblk of Lost Units, Lost Wonders, Nuclear Reactor, Nuclear Sub and Carrier, Gunsmith. I have no internet at home, I try to do them at work


Fixed:
- Increased BASE_REVOLT_FREE_UNITS to 2, from 1.
- Increased NUKE_POPULATION_DAMAGE_BASE to 50, from 30.
- Increased NUKE_UNIT_DAMAGE_BASE to 50, from 30.
- Increased minimum city distance to 3.
- Increased max national wonders per city to 3
- Added Promotion and Traits mod v0.8 (Do you guys think I should rather take the newest Version 0.8 or 0.5? Because in the newest are somebugs fixed)
- Returned the original 25% bonus against Cavalry for Rifleman and Redcoat Did you mean against Mounted unit in general or only US_Cavalry?

Thanks
Houman

KGrevstad
Feb 13, 2006, 04:17 PM
Houman, that list of changes was work that was already completed, so you shouldn't have to do anything to implement them.

The Desert map values can be found in the file CvMapGeneratorUtil.py.
The Privateer is referred to as "UNITCLASS_PRIVATE" in the xml code.
The Lost Wonders links are already fixed, but you can find them in CIV4ArtDefines_Building.xml and CIV4ArtDefines_Movies.xml.
The French translations are already installed.
The original 25% bonus against Cavalry is actually for UNITCOMBAT_MOUNTED.
I think you should use the latest version of all the mods, if at all possible.

--Kristine

Houman
Feb 14, 2006, 02:45 AM
Sorry for late response. I have no internet at home. (Thanks to the crappy British Telekom that has always some sort of troubles when I am moving home)

Yesterday in the tube, I was looking at your 0.64 version. You have already finished a lot of work. :)

The list from above is already solved as you said. You even have integrated the complete Greenmod (However not the version 2.1), is this correct? :)

I am still trying to figure out if you have also inserted the "Snaitf's Great General" Mod into the XML files.

Regarding your TODO list there, this are huge changes that affect the whole game mechanics. ;) Very nice but tough ideas.

I still need some more time for analysis of what has been already integrated that need to be replaced with a newer version etc.


EDIT: You even have finished the Gunfactory (musket). Kristine, lol tell me what you have not accomplished. You were so close to release the 0.64 ;)

EDIT2: According to my analysis, you have really finished everything but the tga files. Everyone; please have a look at the screenshot, if i join all the missing icons from the GreenMod into Realism, I would overwrite 2 of them. Is this supposed to be like this?

Thanks
Houman

KGrevstad
Feb 14, 2006, 10:50 PM
Houman,

Like I believe I said, I think I've done all the changes indicated in the v0.64 notes, with the exception of integrating the .tga files. However, if you just overwrite them, you will destroy two of the images that are part of the Lost Wonders mod. So you must ADD the Greenmod images to the existing tga files, or ADD the Lost Wonders images to the Greenmod files.

Other than the tga files, I think it just needs testing to discover whatever mistakes I made doing the integration of various mods. As for upgrading all the included mods, that's up to you. If I were you, I would fix the tga files, test it and then release it, otherwise it wil be some time before you release, because of having to upgrade all the included mods.

As for the TODO list, that is not mine but Jaynus's, and I wouldn't put any stock in that. What you want to do with the mod now is your decision.

--Kristine

Houman
Feb 15, 2006, 02:50 AM
Kristine,

You are right. I will do it like you said, so everyone has a new version to play with meanwhile.

I only have one question about the tga file. If I add the two icons from Lostwonder to the end of the queue, how does Lostwonder "know" that they are located in there? I assume I have to correct the positions as well, is this correct? Where in the XML do I find the icon-positions in the tga file?

Many thanks,
Houman

KGrevstad
Feb 15, 2006, 05:25 AM
According to MasterLexx's tutorial (http://forums.civfanatics.com/showthread.php?t=153584), under the title "The ingame icons artwork" : The order in which the resources appear in CIV4ArtDefines_Bonus.xml tell the game which miniicon to use. If there are more resources than minicon sqauares with a blue/green dot on the side, the game will start over at the beginning.

--Kristine

Houman
Feb 15, 2006, 09:07 AM
I see. Now I see the challenge. But I like to do it. :) It only takes few days. i can't promise the release for this weekend, but I try to.

Thanks
Houman

Superfly
Feb 16, 2006, 08:15 AM
I hope that you will get something out for the weekend :D
Anyway I'm glad that someone will continue to work on this great mod :goodjob:

Houman
Feb 16, 2006, 09:00 AM
Ok, the TGA is fixed. :)

I will have to test it tonight. Only one last thing dear Kristine, then I won't be bothering you anymore.

It seems to me you only have taken the ressources from the GreenMod, however, the Units etc are not picked correct? The Units seem to be taken from LostUnits mod.

It is confusing because the GreenMod is not mentioned in the history at all.

So if everything else is done, the release might be finished for this weekend.

Greetz
Houman

KGrevstad
Feb 16, 2006, 04:30 PM
Ok, the TGA is fixed. :)

I will have to test it tonight. Only one last thing dear Kristine, then I won't be bothering you anymore.

It seems to me you only have taken the ressources from the GreenMod, however, the Units etc are not picked correct? The Units seem to be taken from LostUnits mod.

It is confusing because the GreenMod is not mentioned in the history at all.

So if everything else is done, the release might be finished for this weekend.

Greetz
Houman

Houman,

I do appreciate you picking up this work. As for the GreenMod, it's not in the ChangeLog because I hadn't finished it. And you are correct, I only took the resources from the GreenMod. Of course, you can take whatever you want. One other change I made is the IceBreakerMod, v1.0. I believe it's completely integrated but I forgot to put it in the ChangeLog.

And do NOT forget to give attribution to all those authors of the included mods.

--Kristine

Houman
Feb 17, 2006, 03:15 AM
Thanks Kristine,

You are welcome. :)

It is going good. Both TGA files are fixed. And I am now working on version 0.65. I didn't have the time to test 0.64 yesterday because I had work to do. (I usually develop everything in the metro or when i have downtime at work)

I need few testers who can test the 0.64 version. I would like asking you for your discreation please. Please PM me.

Thanks
Houman

candeavladimir
Feb 20, 2006, 02:15 AM
The link for Realism 0.63 file is no working. Please can someone repair the link or send to my mail an attachement of it.

I'm using patched civ 4 v152 and when I load realism mod v0.6 no text is displayed on screen. Does anyone know how to repair this problem?

KGrevstad
Feb 20, 2006, 02:29 AM
The link for Realism 0.63 file is no working. Please can someone repair the link or send to my mail an attachement of it.

I'm using patched civ 4 v152 and when I load realism mod v0.6 no text is displayed on screen. Does anyone know how to repair this problem?

The Realism_0.63.zip file is still there and the link works for me. I don't know why it won't work for you, and the file is too large to send to you as an attachment. If you will be patient, Houman will be releasing v0.64 any day now.

--Kristine

Houman
Feb 20, 2006, 04:17 AM
Hello everyone,

Yeah the MOD is finished and in testing phase.
Have a look for yourself:
http://forums.civfanatics.com/showthread.php?t=160088

Any future releases will be published in there.

Thanks to everyone for helping and keeping this Mod alive.

Houman

candeavladimir
Feb 24, 2006, 01:57 AM
Hello

Sorry for the first report the link is good. Got the 0.63 and the 0.64 versions.

I play civ4 especially in MP and I enjoy very much the realism mod. However when I try to play it in MP after 20 min I get the OSS desync message.

I try several times with the same result. Virtually the mod is not playable in multiplayer.

I am almost sure that this is not a matter of bandwidth because when I play a normal game I don’t get the OSS message instead I get sometimes for a few seconds a message that the computer is trying to reconnect a player then everything is ok. In realism mod in multiplayer this message does not appear instead the OSS message pops up.

I think this is happening because of the modified speed of the game (REALISTIC which is the only option while the normal game has several other options for speed) flow of in game time and perhaps the score log.

Please can someone give a look an maybe fix this or can you tell me what commands do I have to modify in Assets in order to deactivate the above modifications.

Even if you think that this is not the problem please tell me what are the commands for realistic speed to deactivate and try for myself

Thank you