[MOD] Realism:Resurrected

Exavier said:
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 said:
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:
 
dbkblk said:
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
 
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)
 
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
 
Will this be compatible with my save that kept crashing in 0.62 due to the techs?
 
roofio86 said:
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
 
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")
 
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. :)
 
[to_xp]Gekko said:
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 :)
 
Exavier said:
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:
 
[to_xp]Gekko said:
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
 
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
 
Simetrical said:
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=-
 
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
 
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