Recent content by israfil

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    Total Realism Team

    ... we are free at last! -Israfil.
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    [mod] TOTAL REALISM 2.0

    We haven't sanity-checked the resource distribution on the various map generators. So far I've had decent luck, but it's luck of the draw. Posted to the tracker already. Posted to the tracker - minor known bug. Workaround: Just select a unit and hover over its icon at the bottom, and...
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    [mod] TOTAL REALISM 2.0

    They sure use it against me. ;) Israfil. [pimp]
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    [mod] TOTAL REALISM 2.0

    Yeah, I was really enjoying this too. Mind you, I almost never take slavery because I can rarely hold out. I'll often institute a short-term slavery to boost production in a desperate time, but will emancipate thereafter. I'm thinking, by the way, that some changes to slavery might make...
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    [mod] TOTAL REALISM 2.0

    Actually, I think it is quite realistic to contract out unique units - think of the mercenary "swiss guards" that guard the vatican. However, I think that if a civ that contracted unique mercenary units were to go to war with the home civ, the units would immediately revert to the civ in...
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    [MOD] Realism:The Third Resurrection

    Funny you should mention this. One of my long-term goals is to re-implement religion - or rather a city's religiosity - to be more like culture, where you have a % of adherence, where all the religions in a city will add up to no more than 100%. (If it's less than 100%, it means that a...
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    [MOD] Realism:The Third Resurrection

    Hey JakeCourtney, Please check out civ4mods.sourceforge.net and civ4mods.sourceforge.net/realism. These sites were automatically generated from a build system called maven, but if you make a good site, we can replace it. However, when you make it, please remember that the realism site...
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    [MOD] Realism:The Third Resurrection

    Greetings all, So the conversation about realism, game balance, unique units, and historical accuracy (especially of russian civ) definitely strikes a chord with me. I came to find this mod whilst looking for a new Balancer mod, which made CivIII worth playing for me. One nice feature...
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    [MOD] Realism:The Third Resurrection

    I was going to post that the patch is ready for download, but Houman already did. That's what I get for not reloading the page before I post. :) Israfil.
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    [MOD] Realism:The Third Resurrection

    FYI... just to keep excitement high, I have found the major 1.61 incompatibility and addressed it. It won't be in the first patch, as the game is really not in good state in 1.61, with lots of xml errors and such. However, it's just to let you know that the problems are now just a matter of...
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    [MOD] Realism:The Third Resurrection

    Houman and Nightravn, my home network is pooched, and therefore I cannot access my e-mail server. You'll need to instant message me. (Nightravn, get my IM from Houman) Israfil.
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    [MOD] Realism:The Third Resurrection

    Fixed in the repository - will be in next patch. Israfil.
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    [MOD] Realism:The Third Resurrection

    Thanks. Good so far... Hmm. Not sure what this is about. Most new units will not get perks/traits. Stacked units will get stacking perks/traits, and you can buy traits with XP. Can you tell us what the expected behaviour in a given example scenario is? I mean that isn't working...
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    [MOD] Realism:The Third Resurrection

    Don't worry, we're masochists. :crazyeye: Israfil.
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    [MOD] Realism:The Third Resurrection

    I would heartily recommend doing as Nightravn earlier suggested, and install a secondary CivIV installation at verion 1.52 to play this mod. I have no idea how long it will take to upgrade the mod to work, and we were so busy with TotalRealism-1.0 that we haven't even gotten to the analysis...
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