[mod] TOTAL REALISM 2.0

@Pisces - Yeah I used "Goodie" Huts kinda as place markers for where cities make the most since and seeing as they are villages they would be located in prime spots naturally. So I tried to place resources to promote settling there but I did try to leave some options for different placement.

Ok I might have gone a little overboard with the deer in Siberia but it was late and I was trying to finish. I would love to see your Map tweaks and that goes for anyone else who has some Idea's on resources placement. I Don't have time to play all the Civ's so if you notice something off while playing them fell free to modify and post the map here. I can't guarantee that I will incorporate it in the Official Map but have variation is always a Good Thing.:)

As for your map with the Cities already placed I think that would make an awesome alternative map to play with. If you can get that to me I will work on it tonight to have it ready for tomorrow. :goodjob:
 
Hi all,

I've just started to appreciate the merits of this great mod, then suddenly it crashed ("Civ4 has to be closed" etc. standard popup during the [Total Realism] XML (uncached) phase) when I launched it for the second time the next day.
The first launch was without problems, the game ran smoothly, etc. Why would the second (and all following) launches not work? Something with the registry?

I uninstalled the mod, installed it again, launched, OK. Quit, restarted the system, launched, crash... Any ideas?

Same problem here.
But I'm not angry....
I'm sure that the team did their best and are trying to fix the problems.
(Tried to update my Omega drivers, no luck)

:rotfl:
 
Talamazz said:
Thanks for the quick answer Houman,

i intended to DL the patch on release, but since i noticed others had trouble with it i just choosed to wait a few hours and finish my current game.

For the correction of this "bug", i did not see it mentionned in the bug tracker nor did i remember reading about it in this thread, so i just thought i might ask. Is it explained in the readme how it works now (i'm at work, so i can't check it) ? Does the shrine "travel" with the holy city or is the ability to built just reset (and the first GP used tu built it became another martyr to the pagans ?)

I can't wait to be tonight to try the new version. Once again thanks to the team for this great work.

Now I understand the problem. You are right. This is a feature bug we didn;t think about. The shrine shall be destroyed once the holy city moved. :scan:
 
Same problem here.
But I'm not angry....
I'm sure that the team did their best and are trying to fix the problems.
(Tried to update my Omega drivers, no luck)

:rotfl:

I had a similar problem as well when I updated to the newest version. Are you guys trying to load the mod through the came or are you using the exe that came with the Mod? Using the Realism exe did the trick so if you are not then try that. Also do as Houman said and clear the cache though if you reinstalled the whole game that would basically have clear it out and then some. ;)

@ Pieces - I forgot to mention the gold.... yeah I thought that might help ol Caesar out and as for the one in the Balkans well was watching the History Channel about Alexander the Great while I was working on this and they said that Macedonia had allot of wealth from gold and silver mines which allowed to the finally beat the Greeks so I decided to put on up there and figured that was the best spot. I also wanted to add a little some else up in that area to help balance out the happy resources in Europe and add some contention for that spot.

BTW when you send that map please tell what resources you changed around beside the obvious ones in Siberia, if you can remember that is. ;)
 
Have you guys cleaned the cache? Besides 2.0 savegames are not compatible.

Yes.

**********

Drew77
I have a prob, Everything installs just fine, when I go to load the mod it gets to the xml part of loading and just stops. And sais error send the error or not. I want to try the new version plz help.THANKS

Cytadc

Final. Random crash to desktop. Can't see a reason yet but will post later if I find a standard or pattern.
**********
Can't see the reason too. No pattern.
No problem at all with the other MODs.
One day, someone will have a clue! :science:

:)

Using the Realism exe did the trick so if you are not then try that.

Oups! Let me try your suggestion!
 
@ToysRUs: Heh, I'm not mad at anyone in particular, just at the fact that I played this mod once, had an oportunity to get excited and then it started crashing.

@Houman: Great job! Yes, I've cleared the cache and didn't load any saves, just tried to load the mod (both from the desktop and from within the vanilla). What else it might be which the mod does right the first time I start it but fails to do right any time thereafter... (?)
 
Thosse with white flag problem. Please extract this file and copy this file into your Total Realism/Assets/XML/Art and overwrite the old file.

Let me know if the white flag patch now works properly.

Regards
Houman
 
@ToysRUs: Heh, I'm not mad at anyone in particular, just at the fact that I played this mod once, had an oportunity to get excited and then it started crashing.

I know.
Please do not take it personally.

:D
 
WOW :eek:

Great job guys, the performance is much better with the patch, now I can actually play even on my crapy comp :goodjob:

I also installed the white flag patch, yeah the flags are kinda dark as someone mentioned, but they're visible enough to tell which units belong to which civilization. It's still a lot better than having a white flag for every civ... ;)

Oh, and one tiny lil' bug. I started as Napoleon and realized that I have the German flag and Bismarck has French flag. I don't mind though, I shall take his flags and claim what is rightfully mine!! :cool:

Keep up the good work
 
We will investigate the crash...but i don't think everyone is affected. You should know that the game engine is poorly written. The XML parsers are the last piece of aehmmm. You will notice it after you were spending so much time modding with it.

Meanwhile, try to clean the cache, restart the computer, start the game and load mod, load your savegame. If it crashes, do not restart or do not clean the cache. Restart the game again and load the save game. This evening I will try to reproduce the problem...

Houman
 
PontifexMaximus said:
WOW :eek:

Great job guys, the performance is much better with the patch, now I can actually play even on my crapy comp :goodjob:

I also installed the white flag patch, yeah the flags are kinda dark as someone mentioned, but they're visible enough to tell which units belong to which civilization. It's still a lot better than having a white flag for every civ... ;)

Oh, and one tiny lil' bug. I started as Napoleon and realized that I have the German flag and Bismarck has French flag. I don't mind though, I shall take his flags and claim what is rightfully mine!! :cool:

Keep up the good work

Please download CIV4ArtDefines_Civilization.zip file above and try and see if the flags are better now.

Thankks
Houman
 
this is sweet, like the performance upgrade, and the religion situation is much better. i also like how the barbarians seem MUCH more tough on monarch level.

i was SO surprised to see egypt found zoroastrianism and then promptly be completely overrun by nubian barbarians. i wonder what's going on in there? like the holy zoro city is barbarian and almost everyone else is officially zoro.....so do you think this affect things weirdly?
 
We will investigate the crash...

Maybe something related to CvGameCoreDLL.dll

The problem reappeared, even if I use the shortcut on Desktop.
***
MODs like "The Ancient Mediterranean" or "Fall from Heaven" use a DLL like that.
There's one too in Civilization 4\Assets

Test done while I'm unable to load using desktop shortcut;
All CvGameCoreDLL.dll removed, except the one used by Total Realism.
Able to load immediately.
Need to do more tests.
Just trying to give some clues.
Checksum error ?
:confused:
 
Extract this into public maps. Remember, this is only an alternative map and does not mean any offence to any work done by the team. They work hard and all I did was shuffle a few things around and start the AI civs with a few cities.

THINGS TO REMEMBER

Some civs have a 4th city. This might not seem fair at first but they take a penalty in upkeep to have that fourth city. Location dictated who got 4 and who got 3. Every pre-started city comes with 1 warrior. Every capital city comes with 2 warriors. Using your 4 or 5 initial warriors as a stack to attack with is an option but barbarian cities have all been given a few extra warriors to persuade you not to do that.

The reasons I did this are to cut Siberian hyper expansion, erase the possibilty of barbarians destroying a civ in the first few turns and get rid of the long, painful "pump out a few settlers and pray the industrial civs are making workers instead" phase.

This map is balanced for Monarch level play though of course any level is possible. This is not a hold hands and sing kumbuya map, it makes war inevitable in Europe since there is no room to expand. It makes Asia a battle ground for the last, few remaining spots. It makes barbarian cities more random. Some are easy to conquer, some are not.

Again, this map is not about "fairness" just like the real world. Some civs get shafted and have no choice but war. Some are spread out so far they can't do the war thing for awhile. Many goodie huts are gone because a city now sits in their spot. Remember, this map is "UNOFFICIAL" and the team is not responsable for anything I might have screwed up. This is just another option for the only mod I play with for civ4.

http://www.civfanatics.net/uploads12/pisceswarmap.zip

Again, no offence to the team since their work is beyond description.
 
After installing the patch, and before starting my first game, I just went over a few assets that I had made changes to, to replicate my changes in the new files, if necessary. One of the changes I had made was to fix the Civ4UnitInfos XML to allow the workers to build the terraform improvements. I guess these changes, part of the original terraform mod, must have slipped out at some point. But apparently they are still not present in the new patch. Is this part of the reworked terraform mod? Or is it still a bug? :P

Just to clarify, I am talking about sections like this, that must be added to each instance of worker class units:

Code:
				<Build>
					<BuildType>BUILD_TERRAFORM_GRASS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_PLAINS</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_DESERT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_SNOW</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_PEAK</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_RAISE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_LOWER</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_MAKE_LAND</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_MAKE_JUNGLE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_TERRAFORM_PLANT_FOREST</BuildType>
					<bBuild>1</bBuild>
				</Build>
 
@Nightravn

I can't remember all of them but the strategic resources (iron, copper, uranium, oil) never left the city radius of the city meant to be there. I moved Dehli's iron for example since I moved Dehli.

Food resources I changed a lot. The tundra had a deer culling and fish depopulation. There are some spots left since large cities reside there today and have some history to them. But I still cut their food in half so they did not get to mainland, densely populated size. Omsk is a major city, Uhkta is not. By giving 2 deer to Uhkta, you create a city the size of Chicago. I know this is to give Mongolia a chance to expand however Mongolia had no chance to expand except to invade everyone else. In this case, the balance comes from their military prowess, not their ability to do the same as anyone else.

I added a few more barb cities to north america (Los angeles, Vancouver) that were traditional, native american centres and the Mohawk tribe which were America's cheif opponent during the "Indian Wars". I made the Illinois easier to conquer since they historically fell apart with little resistance. The Cherokee moved home to Kentucky, St. Louis area.

I've done almost nothing to South America since it's simply too vast and I rarely ever deal with it. I've little idea how it plays out. I'm scared to put more barbs cities there since the Incas already have a hell of a time with them. In Brazillian history, the spot Rio de Janeiro resides on now was a major spiritual centre. If anything I'll put one there eventually. Beunos Aries already has a tribe. Monty got Panama since I didn't want to give the Inca's 5 cities.

I added food to Beijing, Washington, London and Moscow out of mercy for the traditional superpower cities. Paris already had plenty. Roma has more fish than land. Request: Is there a way to produce a food resource that would appear after "Sanitation", call it whatever, superwheat or modified argicultural junk that I could plant around cities that did not expand until the late 19th, early 20th centuries? It would be worth a bonus 10 food and would create the massive metropolis needed without giving it that stature so early in the game? I would reduce the food for Moscow and Washington and put in the super food so it does not expand until the industrial era. This would slow down early American dominance and start to leave behind the high powers of the middle ages. It would also give more of a reason to expand and keep those areas if you are playing an ancient era civ.

Food (ahem) for thought.
 
Your changes sound god and reasonable so I will look it over tonight. As for the food producing resource well I think that supermarkets fit that bill as I believe that they give 25% more food so those cities that produce more get more. Maybe we can play around with that percentage and gave them another 25% more food but tie it to certain resources like wheat, corn and cows so those cities that have just have deer and farms wont benefit from it.
 
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