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)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?![]()
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.
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.![]()
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.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?
so..I have unlocked it ...and I play....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...
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
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)greeg said:so..I have unlocked it ...and I play....
tanklord99 said:Installed the latest patch and the flag issue was solved!![]()
ok, this look that we misunderstand...Los Tirano said:Hold on. cdrommel is right. You cant raze cities without these demolition troops.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!
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.Help us to help you.
Many thanks
Houmie