[mod] TOTAL REALISM 2.0

Mexico said:
i am sorry, but in our mod we have only DLL for combined razecity+religion mod
but i will try to make razecity DLL ass soon i return home from bussines trip

thank you mexico! i really appreciate that!
 
still having problms with'em

i have extracted the files to the mod directory , but it doesnt work !

any ideas or maybe other file that can help , something !
it's really annoying


thanx
 
Posting again to say- this mod is the 'ultimate'
Can't wait for the stack/time issues to get resolved- anything added other than that for next update is cake.
 
i have a little issue regarding assasins.
i tried to use a few assasins against the spanish durin my current game but even after like 8 rounds stationed in a spanish city nothin happened.is there any mechanism regardin assasins im not aware of ? im just curious cuz there wasnt even a message sayin when the assasin activation is about to take place.
 
kszyhoo said:
Hi, guys.

Houman said:
Kszyhoo said:
I'm quite sure I saw somewhere similar suggestion, but i will ask once again. Is it possible to make number of units builded in the same time depended on amount of required resources. Building 10 battleships with only one source of iron isn't really realistic.
This would be very realistic. Indeed I wished that would be possible with Oil, to make Oil more important as it is in real. However due the Game limitations this won't be possible.

I'm trying to do something like this. I even have some progress (not to much, yesteday was my first contact with SDK :crazyeye: ), but i don't wont to start fight wchich cannot be won.;) So i would be pleased if someone could explain me what are those Game limitations.


It appears TL is actually looking into doing just this, if I understand him correctly. Hasn't done it yet, but he discusses his idea for a Dynamic Resource mod component in this thread (beginning on post 17, I believe):

http://forums.civfanatics.com/showthread.php?t=179993

Ideally his SDK work, along with Sevo's, Mongoose's, Mexico's (I assume he does most of the SDK work...is that right?), 12monkey's, Dale's, etc, will all eventually be incorporated into SimCutie's and TGA's "library", giving modders more tools to work with in one file.
 
Hello, thi is my first post here, but I bagan playing Houman's mod just this past weekend. I have now downloaded total realism 2.0.1

I would, however, like to update to 2.0.2. The problem is that I cannot find the link to download it from. I was wondering if someone could be so kind as to provide me with the link.

The 2.0 mod is fantastic, and a lot of fun.
Thank you in advance.
 
is it possible that the different graphics(of the tiles etc) be another cause besides stack aid of the "lagginess" of the mod:confused:
 
Thalon said:
i have a little issue regarding assasins.
i tried to use a few assasins against the spanish durin my current game but even after like 8 rounds stationed in a spanish city nothin happened.is there any mechanism regardin assasins im not aware of ? im just curious cuz there wasnt even a message sayin when the assasin activation is about to take place.

1. If you reloaded the game with an assassin inside a city, you have to move it out and back in.

2. Very rarely, the assassins will just stop working without apparent reason. Save and reload, then see 1) :)
 
well , gotta say something

this mod is great , reall fun and polished

BUT , it is sooooooooooo slow !
the thing is , cous it takes tons of time to get a tech you can't build anything but units , but when you do taht , you lose money cous you ned to pay them !
so your tech research is slow , and then it takes tons and tons of time to discover new tech !

something has to be done to make it more playable , and then it would be great

another thing , the city map is very bad in europe
you have only 3 cities and cannot spread , and you just build tons of units and lose monewell you got my point
just hope this thing will be solved and mybe we will see some scenario map soon from you

love your mod :goodjob:
 
Helloooo Why can't I build icbm!?!?! I have future tech, ALL buildings built but still the ICBM icon is grayed out! what am I missing? I have all the resources etc. but still - I ahve to enter world builder and add sum whenever i want to use them.
Please any ideas?
Thanx
 
Hi

Can someone please take a look at my saved game.
I want to build ICBM but cannot, and I don't know why!? :sad:

Thanx
 
carnivore said:
well , gotta say something

this mod is great , reall fun and polished

BUT , it is sooooooooooo slow !
the thing is , cous it takes tons of time to get a tech you can't build anything but units , but when you do taht , you lose money cous you ned to pay them !
so your tech research is slow , and then it takes tons and tons of time to discover new tech !

something has to be done to make it more playable , and then it would be great

another thing , the city map is very bad in europe
you have only 3 cities and cannot spread , and you just build tons of units and lose monewell you got my point
just hope this thing will be solved and mybe we will see some scenario map soon from you

love your mod :goodjob:

lend them as mercenaries...:goodjob: or simply delete them after you create them
 
ian.coetzer said:
Helloooo Why can't I build icbm!?!?! I have future tech, ALL buildings built but still the ICBM icon is grayed out! what am I missing? I have all the resources etc. but still - I ahve to enter world builder and add sum whenever i want to use them.
Please any ideas?
Thanx

i think realism team said that in the next patch you will be able to build icbms, currently you cant

and by the way tahts not fair:mischief: when adding icbms, the ai cant build any for a response attack:D
 
Greetings from Italy,

hey guys, I see you are still quite active in my absence and asking the same old questions without using the search button. nothing has changed. :D

Italy is great, since my arrival it kepts pouring water from the skies, day and night until today. I was staying at home all that time and did lots of work on the conversion to the Warlords expansion. :D

About 50% of all XML files are already Warlord compatible. The rest of them like the Python stuff and SDK will be done once I am back to UK. I havent played the vanilla Warlords yet, but from what i see inside the XMl files; the work what firaxis has put into this expansion is only about 1/5th of what our Mod can do. It is amazing....

At the same time a last patch is almost finsihed for the Total Realism 2.0.2. It will add lots of new units as described earlier and probably Dales Combat mod. From then Total Realism requires the Warlord Expansion. I dont think the Total Realism for Warlords would take that long. I assume max 4 weeks from now, since tomorrow I am off to the beach for 4 days and wont take the laptop with me. haha


Cheers
Houman
 
Houman said:
Italy is great, since my arrival it kepts pouring water from the skies, day and night until today. I was staying at home all that time and did lots of work on the conversion to the Warlords expansion.

Working on the mod while on vacation? A true Civfanatic!!:lol:
 
hope that it will balanced the speed and tech in the game and make it more playable

enjoy dude
 
Back
Top Bottom