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[MOD] Realism:Resurrected

Discussion in 'Civ4 - Modpacks' started by KGrevstad, Jan 4, 2006.

  1. Nighthammer

    Nighthammer Chieftain

    Joined:
    Jan 19, 2006
    Messages:
    5
    Now it works perfectly, thank you. And huge thanks to KGrevstadt for this great mod!
     
  2. Desert Fox

    Desert Fox Fleet Admiral

    Joined:
    Dec 29, 2001
    Messages:
    194
    Location:
    Las Vegas USA
    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
     
  3. cargo

    cargo Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    3
    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..?
     
  4. bornie

    bornie Chieftain

    Joined:
    Jan 19, 2006
    Messages:
    2
    Research archery earlier.

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

    cargo Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    3
    I prefer when there are a few more starting strategies other then going directly for archery in the beginning..
     
  6. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    I always go for wheel. :)
     
  7. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    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
     
  8. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    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
     
  9. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083

    Nooooooooooooooo :eek: :cry:

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

    cargo Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    3
    as americans:
    mining->bronze working->settler at 2900bc, killed by a chariot inside the cultural border one turn later = game ruined
     
  11. Oettinger77

    Oettinger77 Chieftain

    Joined:
    Feb 15, 2005
    Messages:
    18
    buhuuuu no more "final"-version before retirement Kristine? :/


    Regards
     
  12. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

    Joined:
    Dec 16, 2005
    Messages:
    7,943
    Location:
    Seyda Neen, Vvardenfell
    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 ! :) )
     
  13. rumbold

    rumbold Chieftain

    Joined:
    Nov 22, 2005
    Messages:
    83
    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.
     
  14. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    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
     
  15. Bilas

    Bilas Chieftain

    Joined:
    Jan 17, 2002
    Messages:
    28
    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.;)
     
  16. Houman

    Houman TR Team Leader

    Joined:
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    1,083
    he? Kristine is a lady. :)
     
  17. KGrevstad

    KGrevstad Warlord

    Joined:
    Dec 14, 2005
    Messages:
    110
    Location:
    Pacific Northwest
    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
     
  18. dbkblk

    dbkblk Emperor

    Joined:
    Oct 28, 2005
    Messages:
    1,781
    Location:
    France
    Hi!
    Is there somes elements always in english ? i can translate them in french before you release the file ?
     
  19. Yecos

    Yecos Chieftain

    Joined:
    Nov 29, 2002
    Messages:
    42
    Hi everyone

    Im unable to rename units with this mod.

    Is this a known bug ?
     
  20. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    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
     

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