[MOD] Realism:Resurrected

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
 
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..?
 
cargo said:
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.
 
I prefer when there are a few more starting strategies other then going directly for archery in the beginning..
 
cargo said:
I prefer when there are a few more starting strategies other then going directly for archery in the beginning..

I always go for wheel. :)
 
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
 
cargo said:
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
 
KGrevstad said:
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....
 
KGrevstad said:
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
 
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 ! :) )
 
KGrevstad said:
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.
 
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 said:
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
 
Hi!
Is there somes elements always in english ? i can translate them in french before you release the file ?
 
Hi everyone

Im unable to rename units with this mod.

Is this a known bug ?
 
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