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[mod] Warlords: Total Realism 2.3a

Discussion in 'Civ4 - Modpacks' started by Houman, Aug 21, 2007.

  1. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083


    * This mod requires Civilization IV: Warlords 2.08 or 2.13

    Please visit the Website for more Information about Units, Civics and much more:
    http://www.civ4.houmie.com

    Please visit our Forum for game suggestions and bug reporting. However we intend this place not only as a tool for reporting bugs and sharing ideas, but as a place where TR players can socialize with each other and with us. We want you to feel yourselves at home there. But it would be nice to leave some comments here as well so this thread doesn't die. ;)

    http://www.civ4.houmie.com/forum


    Warlords: Total Realism 2.3a
    Download the 2.3a version here:

    Warlords: Total Realism 2.3a - DLL Patch
    Download the 2.3a - DLL Patch here:

    -----------



    -----------


    I would like also to thank those who helped us in this path making this mod happen. If I have forgotten to mention you in the credits below please forgive me (and send a PM)

    Warlords: Total Realism Gold Team:

    Houman “Houmie” – Team Leader
    Peter “Mexico” – SDK Developer
    Yann “Hian the Frog” – Designer, XML Developer
    Andreas “Charly77” – 2D/3D Artist
    Walter Hawkwood - Designer, Developer, Skinner
    Anaztazioch - Beta Tester, Designer
    Derwin "Ankenaton" - Quote voices
    Tomasz "Vitez" - Forum designer

    Thanks and credit to all these modders:
    TheLopez, asioasioasio, Rabbit White, Snafusmith, MaxRiga, The Conquests, Never mind, C.Roland, Ploeperpengel, Notarzt, Chalid, sharick, Chamaedrys, esnaz, ArdRaeiss
    ComG, baal_isidro, seZereth, Hunter, LittleRedPoint, heroes182, Expositus, Von Zeppelin, Robo Magic Man, nautil, tlucky4life, RogerBacon, Mumin, krowtrobot, Zuul, Aranor, Hell's Angel, villo, Tremo, Snaitf, 12monkeys, Frontbrecher, Bhruic, SupremeOverlord, Cafegio, AlazkanAssassin, Stone-D, Thalassicus, Optimizer, Master Lexx, Mylon, Patricius, naf4ever, abbamouse, Sevo, Willowmound, TheFourGuardian, Arne and all others which can be forgotten


    -----------------------------
     
  2. Houman

    Houman TR Team Leader

    Joined:
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    Messages:
    1,083
    reserved for future.....
     
  3. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    reserved for future....
     
  4. Anaztazioch

    Anaztazioch Hit in the head too much

    Joined:
    Apr 22, 2006
    Messages:
    1,181
    Location:
    Kraków, Poland (southern Poland)
    You could use Spoilers to make the front post with changelog shorter.
    Spoiler :

    This
     
  5. Grishnash

    Grishnash Mad Scientist

    Joined:
    Sep 20, 2005
    Messages:
    446
    Location:
    Varrock :P
    Congratzs on the release! After two deadlines... a couple delays, one mad fan(Not me) a debat and a stone we shell never see again <,< >,> you guys got it done :) :goodjob:
    Good job and thanks!:cool: Hope the impi's better;)
     
  6. Anaztazioch

    Anaztazioch Hit in the head too much

    Joined:
    Apr 22, 2006
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    1,181
    Location:
    Kraków, Poland (southern Poland)
    Now there is actually quite a high chance your arquebusiers/redcoats will meet Impis on World Map !
     
  7. Mahazael

    Mahazael Chieftain

    Joined:
    Aug 15, 2007
    Messages:
    1
    Great!! :goodjob:
    I will download immediatly, I was waiting 2.2 with apprehension! :p

    Only 2 litte questions:
    Is better to download the lastest 2.13 warlords patch or it will perfectly work also with the 2.08?

    And we have to uninstall the 2.1 of TR? Or simply "overwrite" ?


    Thanks and Gratz for the incredible work! :eek:
     
  8. Mexico

    Mexico TR senior programmer

    Joined:
    Dec 2, 2005
    Messages:
    578
    Location:
    Slovakia, Kosice
    regarding patch: it doesn't matter (2.13 patch for warlords bring some problem with DirectX and all changes are incorporated into our dll)

    you don't need uninstall 2.1 manually - installer take care of this
     
  9. PLTORR

    PLTORR Chieftain

    Joined:
    Jan 30, 2006
    Messages:
    48
    Masterful work guys. You've really outdone yourselves this time.

    Now, about that BtS release...:rolleyes:
     
  10. Grishnash

    Grishnash Mad Scientist

    Joined:
    Sep 20, 2005
    Messages:
    446
    Location:
    Varrock :P
    Not any time soon. Theres people (unlike myself :D ) who got lives to tend to. Plus, it'll be alot of work so no luck with BtS for a year or two :p
     
  11. Schben

    Schben Chieftain

    Joined:
    Jun 19, 2005
    Messages:
    22
    Location:
    Pittsburgh
    Is this mod compatible w/ the mac?
     
  12. PLTORR

    PLTORR Chieftain

    Joined:
    Jan 30, 2006
    Messages:
    48
    There's still hope; remember, the Warlords version was released just before Christmas, 2006. Almost exactly 5 months following Warlords being available in stores.
     
  13. darkedone02

    darkedone02 The Suggestor

    Joined:
    Mar 9, 2006
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    1,728
    Location:
    Louisville, Kentucky
    please advance to beyond the sword, you really need to convert really badly.
     
  14. GeneralMatt

    GeneralMatt Chieftain

    Joined:
    Jul 10, 2005
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    1,980
    Location:
    Canada
    Just wondering where you got the main screen music? I recognize it from another game I used to play..
     
  15. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
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    2,951
    Location:
    Moscow, Russia
    Unfortunately, no, as far as I can tell - any mod that uses SDK for dll changes (and our does, and does so extensively) is Mac-incompatible.
     
  16. Houman

    Houman TR Team Leader

    Joined:
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    1,083
    hehe it has not been released since 24 hours and you guys are asking for BtS release? haha sweet No worries, we move on BtS as soon as possible. ;)

    @Schbn
    Our mod cannot be cmpatible to the Mac version. Firaxis ever published a SDK for Mac. Curse them. ;)

    @GeneralMatt
    Recognize the music? yep it is a nice one. :p (tip: Remember that medieval game?)
     
  17. Elrikk

    Elrikk Chieftain

    Joined:
    Dec 22, 2005
    Messages:
    37
    Love the TR Gold (ver2.2) mod. :)

    Love Blue Marble. :)

    Hate the cloud density and thickness as preset in TR Gold. :mad:

    How can I adjust these as I did with the scale tool in my main Blue Marble Install ? :confused:



    Elrikk
     
  18. Mexico

    Mexico TR senior programmer

    Joined:
    Dec 2, 2005
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    Location:
    Slovakia, Kosice
  19. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
    2,951
    Location:
    Moscow, Russia
    The file you need to edit is Total Realism/Assets/XML/Misc/Civ4Detailmanager.xml

    The key you need to change is
    Code:
    <Fader>
    		<Name>DF_SKY</Name>
    		<Key>4000, 0.00</Key>
    		<Key>8000, 1.0</Key>
    		<Key>%CAMERA_MAX_DISTANCE, 1.00</Key>
    	</Fader>
    To fully remove the clouds, set
    Code:
    <Key>8000, 1.0</Key>
    to
    Code:
    <Key>8000, 0.00</Key>
    Any values in-between will, of course, result in intermediate values. If I understand correctly, first two keys control the altitude where the clouds begin appearing and the altitude where they're fully visible (as well as their density there).

    All the scale tool does is alter these values - and it doesn't work with mods because it only alters XML in vanilla game folders. Be sure to back up your files before you try anything! :)
     
  20. mithrandi

    mithrandi Chieftain

    Joined:
    Apr 2, 2007
    Messages:
    11
    Thanks, great job!!
    I've been waiting for this release with anticipation!
    I'm downloading it right now, and will give some feedback in the near future!
     

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