[mod] TOTAL REALISM 2.0

Concidering it also represents Baltimore, Richmond and Philadelphia, yes it should.
 
Zoo7 said:
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
this part was removed from mod for now (python code was too buggy - depend to constant value, not to xml settings - this can lead to wrong terraform actions. this mod component will be included again after rewriting)
 
Please welcome our new and old member from the original Realism Mod over 6 months ago, Jaynus.

Jaynus is back and is working from now as the 6th main developer in the team.

We will be soon starting with the next feature patch 2.1.1 after this patch is smooth enough.

I still haven;t got any report about the whiteflag patch I had provided additionally. I would like to know if its working now and if we shall include that in the patch. We cannot test it, because we don;t have such old computers. :D Help us to help you.

Many thanks
Houmie
 
Houman said:
Please welcome our new and old member from the original Realism Mod over 6 months ago, Jaynus.

Jaynus is back and is working from now as the 6th main developer in the team.

:eek: How about that! You know, just the other day I was wondering what Jaynus would think about the mod now, after all the evolutions. Same with Kristine.

But welcome back Jaynus.
 
Register666666 said:
err, sorry if this was mentioned before, but how come when I select around more than 8 (err I think it was 8) units on the same tile, I have this annoying feature where I can only select a single unit and can't do anything else with that stack until I move that unit. The game also lags up when that occurs too. Its kinda frusterating to manage my armies like that when apparently I can't have a certain amount of units on a single tile.

Is there a fix for this, something obvious that I'm missing. :(

Other than that, love the mod and great job. :)

I had the same problem. Really problematic
 
joshuakira said:
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?
That is great! The Egyptians (e.g. Khemetians) and the Nubians were raiding, conquering and intermingling with each other for thousands of years. This makes for a more exciting and historically accurate picture of what happened. It sure makes for some interesting developments that they now control Zoroastrianism in your game.
"Pharoah looked upon the Regiment of Ra and was pleased. He said to them woe upon the asiatic (i.e. those who live northeast of the Sinai) , may he be ground to dust beneath our heel; may his member wither; may his wives be barren; may his sons be enslaved; and may his daughters become our concubines; and may his cities be despoiled for the greater glory of your Pharoah, the Son of Ra, and the Father of the Two Lands of Khemet (land of the black earth).:lol: :lol: :lol: "
 
Mexico said:
because mod was not compatible in 2.0 too (but we forget to disable menu for 2.0 release...) - you can find info about it in forum...
so..I have unlocked it ...and I play....
 
Houman said:
Please welcome our new and old member from the original Realism Mod over 6 months ago, Jaynus.

Jaynus is back and is working from now as the 6th main developer in the team.

Many thanks
Houmie
:) The team just keeps getting stronger,it's great to hear Jaynus is back.I am glad to hear nothing has happened to Jaynus,I was wondering when he disappeared from the forum.Welcome back Jaynus:goodjob:
 
Hey I just downloaded the patch, and it definitely makes a difference in performance. I stopped playing version 2.0 after a while because it would take too long between turns, but now its good. One question: how can you raze your own cities? I captured a barbarian city in a really bad place but its one square away from a really good place, but I never got an option to raze the city when I captured it.
 
Since the team is going stronger and still growing, this is good news of mod upgrades and increase of speed, this is very good new to us for future mods.

Edit: i don't know if you have not change the first post, but is the 2.0.1 thing is released?
 
Thanks everyone!!

Im so suprised some of you even remmember me...the mod has gone a long long ways since I originally thought of the concept...I wouldnt take credit for this great teams work in the slightest!!

But..I finally get to help out :)

@darkedone02, its on the sourceforge page under the files section. Notice you'll see 2.0.1 patch there :)
 
""Pharoah looked upon the Regiment of Ra and was pleased. He said to them woe upon the asiatic (i.e. those who live northeast of the Sinai) , may he be ground to dust beneath our heel; may his member wither; may his wives be barren; may his sons be enslaved; and may his daughters become our concubines; and may his cities be despoiled for the greater glory of your Pharoah, the Son of Ra, and the Father of the Two Lands of Khemet (land of the black earth)"

Well said Ankenaton. Its good to hear there is another Pharaoh here.
 
flags dont work for me still. the old art is gone and replaced by different colors, which are hard to recognize.
 
greeg said:
so..I have unlocked it ...and I play....
without problem? because too many peoples reorted OOS (out-of-sync) errors - there is some badly programed/usend methods in older components, which is not MP compatible (like using non-MP random generator)

@Register666666, molson:
and have you istaled latest mod patch? this issue was resolved in 2.0.1

@cdrommel:
you can use demolition troop for raze cities

@darkedone02:
yes, patch is released, first page is changed....link to patch is same as link to mod (at first post) - this link lead to SourceForge download page, where you can find both (mod and patch)
 
tanklord99 said:
Installed the latest patch and the flag issue was solved!:goodjob:


@tanklord

To summerize:
- To have installed the Patch 2.0.1
AND
- You have installed the zip file in my post before

and Now the White FLag problem is resolved?

Thanks
Houman
 
Hold on. cdrommel is right. You cant raze cities without these demolition troops. :confused: Whose idea was this? Its ridiculous. If you have troops and fire you can raze a city. More importantly this means you cant raze a city until engineering. Many many cities have been razed throughout history and they didnt need "demolition troops" to do it.

Please change this back. When it took a few turns to wipe out a city, that was okay, though i prefer it to be instant. But this is just a sad joke, and completley inaccurate!
 
Los Tirano said:
Hold on. cdrommel is right. You cant raze cities without these demolition troops. :confused: Whose idea was this? Its ridiculous. If you have troops and fire you can raze a city. More importantly this means you cant raze a city until engineering. Many many cities have been razed throughout history and they didnt need "demolition troops" to do it.

Please change this back. When it took a few turns to wipe out a city, that was okay, though i prefer it to be instant. But this is just a sad joke, and completley inaccurate!
ok, this look that we misunderstand...
when you capture city, you can raze it. this took some turns (depend on size), and also you must have stationed army in this city.
sometimes when you capture city under size 3, you don't get this option. this is bug, but we don't want wait with patch (this must be solved by 12Monkeys as author of Raze city mod component) - in this case, or if you want raze own , badly placed city, you can use demolition troop - this is addition to vanilla, where you was not able to raze own city
 
Houman said:
I still haven;t got any report about the whiteflag patch I had provided additionally. I would like to know if its working now and if we shall include that in the patch. We cannot test it, because we don;t have such old computers. :D Help us to help you.

Many thanks
Houmie

I installed the patch and the zip file from your post, no changes. But like I said, I don't mind really, the problem is only estetic. So what if the flags are blur a bit? The important thing is that they aren't white anymore and you can recognize which unit belongs to which civ. Those of you who want graphic perfection I would suggest buying a new graphics card ;)

Many thanks to you Houmie and to the rest of the team, I don't remember when was the last time i had so much fun playing a mod...

Oh and great job Pisces, I tried your map, conquered Rome with a handful of WARRIORS! :goodjob: sweeeeeet.....
 
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