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Civ4 Realism Mod (Extended Gameplay and tweaks)

Discussion in 'Civ4 - Modpacks' started by jaynus, Nov 4, 2005.

  1. john0452

    john0452 Chieftain

    Joined:
    Dec 16, 2005
    Messages:
    20
    Location:
    Melbourne
  2. Oettinger77

    Oettinger77 Chieftain

    Joined:
    Feb 15, 2005
    Messages:
    18
    hm when loading erendirs version i got an error:

    Tag: GAMESPEED_REALISM in Info class was incorrect
    Current XML file is: Interface/CIV4WorldPickerInfos.xml


    and the speed in the game is now epic and not realstic any more :/
    edit: hmhm and when starting the game civ 4 crashes

    Regards
     
  3. Erendir

    Erendir Chieftain

    Joined:
    Oct 31, 2005
    Messages:
    59
    hm....

    try to use CIV4GameSpeedInfo.xml from original mod...
    Your ..\MODS\Realism\Assets folder should contain 31 files, 4.26 MB (4 475 643 Bytes)
     
  4. Kushan

    Kushan Warlord

    Joined:
    Nov 7, 2005
    Messages:
    204
    Location:
    Spanaway, WA
    Dont suppose this is compatible with the new patch is it? v1.52?

    Kushan
     
  5. Erendir

    Erendir Chieftain

    Joined:
    Oct 31, 2005
    Messages:
    59
    I'm thinking about update to 1.52.....
    I prepare me morally...
    (And i'm working on one program for civ4...)
     
  6. staggerbite

    staggerbite Chieftain

    Joined:
    Dec 18, 2005
    Messages:
    10
    Hello
    I would like add to this on-going mod.

    1st:
    I thought abeverat ideas about nukes is a great idea

    2nd:
    pneumatic-Hamme idea about workers is another great idea

    3rd:
    I think seiges are not very affective.

    I think if you get 1 unit (boat or person) around every tile next to the city it should cut of all resources to that city.

    The units inside the city should slowly lose health. The speed being determind by the amount of units and the units abilities.

    Make seigeing an ability.

    4th:
    Update future tech

    Add lasers from statilletes

    A unit with lasers

    *don't know if this is possible but seems really cool*
    Make a moon and be able to put cities on it.

    Updated the settler every time you go through an era so it doesn't look like an anicent settler when your in the 1800's. Let the city start bigger and have some already stuff bulit in it like market and basic stuff from the earlier era.

    ADD MORE TECH

    srry spelling errors it is like 2 am and it can't sleep without posting my ideas
     
  7. staggerbite

    staggerbite Chieftain

    Joined:
    Dec 18, 2005
    Messages:
    10
    No Text with 1.52


    ARRRRGGGGGGG!!!!!!!!
     
  8. SonicX3

    SonicX3 Chieftain

    Joined:
    Dec 23, 2005
    Messages:
    1
    yea man that really sux, i cant even play it. so can you fix it?.. please

    Thanks
     
  9. lordroy

    lordroy God

    Joined:
    Nov 28, 2001
    Messages:
    148
    I hope this does get fixed for 1.52... was just getting into it.


    -=R=-
     
  10. staggerbite

    staggerbite Chieftain

    Joined:
    Dec 18, 2005
    Messages:
    10
    At least the game only quits every 20 turns with 1.52
    It would quit every 5 with 1.09
     
  11. Nadin Bytefelt

    Nadin Bytefelt Chieftain

    Joined:
    May 11, 2005
    Messages:
    85
    Location:
    EU
    make comp. whit 152. I give the one a kiss:) ....
     
  12. Erendir

    Erendir Chieftain

    Joined:
    Oct 31, 2005
    Messages:
    59
    Changelog:

    Code:
    update to patch v1.52 by Erendir
    
    = Formation mod from my previous update...
    = Heal Rates: 3/10/16/22 enemy/neutral/friendly/city. It was so, i only documented it... (original: 5/10/15/20)
    * GlobalWarming set back (20 - original value - instead of 0 - realism value)
    * Because in 1.52 Free Speech has Low Upkeep: War Weariness set to 10 (instead of 25 in Realism 0.6)
    * Organized Religion culture bonus reduced to 10% (instead of 20% in realism)
    * Pacifism great person rate reduced to +50% (instead of 125% in realism). (It has already +100% great person for cities with state religion!)
    * Barb persent reduced to 170 (from 210 in realism)
    * Nuclear Reactor tech costs now 6000 (was 4375 in realism)
    =* "- All Technologies in ren, ind, modern, and future era increased by 25% cost across the board" => i've modified these techs costs with factor 1.25 (+25%). (MODERN_TECH now costs 12500...)
       It is in RenIndModFutX1.25CIV4TechInfos.xml
    * Because of changes in 1.52 (increase of many tech costs), i've created also a .xml, where only tech costs of ERA_RENAISSANCE increased by 25%
       It set by default. 
    ! I didnt test it!!!
    = "- Swordsmen and Praetorian [...] cost 10 more hammers" -> 50 and 55 now
    * removed Swordsmen +15% defence bonus vs Archers. Why should it be???
    * Raised Jaguar jungle defence to +50% (from +25%)
    * Axeman costs again his 35 hammers
    ?= <Type>UNIT_AMERICAN_NAVY_SEAL</Type> [...] <Special>SPECIALUNIT_PEOPLE</Special> changed to NONE, as in 1.52
    * Nuclear Submarine withdraw chance set to 60% (from 70%), because Flanking I + Flanking II give +10%+20% to withdraw...
    ~ because of some reason it produces an error, if GAMESPEED_NORMAL isnt defined... Thus normal speed is back.
    * some minor changes in texts
    so... only about 4 hours of work...

    ..\MODS\Realism\Assets\ folder: 5,82 MB (6 110 625 Bytes) in 29 files
     

    Attached Files:

  13. NEXUS3

    NEXUS3 Chieftain

    Joined:
    Dec 10, 2005
    Messages:
    2
    Thank U for your Christmas gift!;)
    I felt that I was goin' to go crazy, because I was in a middle of a great game!
    I tried to find how to change fonts in the XML files, after I had patched the game, and texts had disapeared. Unfortunately I do not know enough to make this.

    The changes, U have made, are totally acceptable! My present game went unrealistic (however I love it;). It is too easy to win by the previous conditions when U are roman. (I usualy use this civ).

    Thank U again, and merry Christmas!!!
     
  14. Erendir

    Erendir Chieftain

    Joined:
    Oct 31, 2005
    Messages:
    59
    no problem ;)
    and merry Christmas.
     
  15. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    Is there any interest in seriously reviving this mod? Other than Erendir's patches for 1.09 and 1.52, there hasn't been a new release since Nov. 9. I liked this mod and where it was headed, particularly with all the ideas that have been suggested, but there are several (many) limited mods that I would like to add, like Lost Units, Lost Wonders, some of SD's work (UnitXP, eg), Terraform, Real Fort and many others.

    But, there are now some other major mods that already include many of the popular limited mods, so I'm wondering if it's worth the effort to revive this mod or just to start with a different mod. If I were to start with a different mod, I'd be inclined to start with Dearmad's Slower Tech mod.

    As was talked about previously, what is the focus of this mod? What is it's essence? Is there something essential that can be abstracted from this mod and added to a new base? Or should work just continue on with this mod?

    Anyway, I'm contemplating putting some serious effort into this mod, unless someone else, like Erendir, wants to pick up the ball and run with it. Or perhaps we could put together a collaborative effort.

    I'm a long-time programmer (20+ years), so Python and XML don't scare me, but I'm much less knowledgeable about gameplay issues, game balance and all the war/combat/unit stuff.

    --Kristine
     
  16. Kushan

    Kushan Warlord

    Joined:
    Nov 7, 2005
    Messages:
    204
    Location:
    Spanaway, WA
    I was working on a combination mod, using the realism mod as a base. However sine the new patch and with work being so busy I havent had much time to do anything.

    Kushan
     
  17. Tighearnan

    Tighearnan Chieftain

    Joined:
    Dec 27, 2005
    Messages:
    2
    I installed the update provided a few messages up, and immediately started a game...

    On turn 2 all cities on the map expanded to legendary culture status???

    What XML setting got messed up?
     
  18. Erendir

    Erendir Chieftain

    Joined:
    Oct 31, 2005
    Messages:
    59
    Tighearnan perhaps it is because you played at normal speed...

    It was a small mistake...
    I've uploaded xml file, what fixes it. (simply overwrite it)

    (settings for culture for normal speed was not there... You dont need to download this fix, if you will not play the mod at normal speed)
     

    Attached Files:

  19. Tighearnan

    Tighearnan Chieftain

    Joined:
    Dec 27, 2005
    Messages:
    2
    Thanks. :)

    I'm not suprised I did something I wasn't supposed to.
     
  20. Simetrical

    Simetrical Chieftain

    Joined:
    Nov 2, 2005
    Messages:
    96
    Location:
    New York City
    If anyone takes over this mod, I would suggest that you rename it or something. I've seen conflicts over mod ownership when someone disappears and then reappears. Although in the case I saw the new owners changed it so thoroughly that there wasn't much question of who had the rights to it, it's best to head these things off at the pass.
     

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