La nouvelle version du mod realism vient de sortir. Maintenant intitulé "Total Realism 2.0", le mod est compatible avec le patch 1.61.
Acceder au thread officiel:
http://forums.civfanaticscs.com/showthread.php?t=173492
Pour le telecharger directement:
http://prdownloads.sourceforge.net/civ4mods/TotalRealism-Setup-2.0.exe?download
PS: l´installeur pese 58 Mo et une fois installé 250 Mo.
Je viens de l´installer. Il a l´air vraiment bien, pas mal de changements.
Mais en revanche, deux problèmes
1- De façon aléatoire, il y a un crash au chargement du jeu. Il faut vider le cache et relancer (parfois deux fois de suite)
2- Le plus gênant : quelle lenteur !! !! Je dois attendre facile 2/3mn entre chaque tour et je n´en suis qu´au début de la partie. Ca promet !
Il est vrai que je joue sur une map vraiment grande mais c´est beaucoup plus rapide en version de base.
Peut-être y a t-il une solution ?
malheuresement les devs ont decide de mettre des textures de bluemarbble ce qui alourdi le jeu si en plus ta carte est grande...
Je ne pense pas que ça vienne de ça. J´utilise toujours Bluemarble.
Tu n´as pas remarqué que l´attente entre les tours était plus longue avec ce mod ?
"Please select a mirror" voila ce que ça me met quand je clik sur ton lien.
C´est un mode réalisme ou miroir?
clic sur le mirroir ou tu veut telecharger c´est tout; les tours sont plus long chez moi aussi mais cela est du au fait qu´il y es beaucoup plus de chose a calculer par tour (du aux nombres de mods presents dans ce mod comme la gestion des forets, banquise , nouvelle gestion des religions etc..).
En plus de cela chez moi je n´est plus les accents (é-è-à etc...) ca le fait chez vous aussi ? sinon je suis entrain de faire la reparation de tout les fichiers xml pour coriger cela, en plus de la traduction en francais du mod dans en vu d´une integration a l´installeur mais si vous voulez les fichiers sans avoir a reinstaller je pourrais vous les fournirs.
Très très bonne idée la traduction Smash
)
bjr tt le monde, je viens de débarquer depuis hier dans l´univers de ce jeux. Juste une question, il est en français ce mod? merci
hum.. ils ont pas mis le char leclerc, ni l´hélicoptère tigre, ni le rafale, ni la légion étrangère, ni nos braves marsouins et nos parachutistes :´/. ou sont donc les chevaliers francs ? pourtant les allemands ont droit a leur Leopard 2A5 Tank et les américains a leur M1A1 Abraham.. :/
nos nouvelles unitées dans cette version
FRANCE:
- French Leader
- Caucasian Scout
- Wild Spearman
- Frank Axeman
- French Musketeer
- French Infantry
- Dragoons
- Renault FT17 Tank
le mod est en très grande partie en français, elle devrait l´etre en plus dans l´avenir avec l´integration de la traduction française dans les prochaines version. Seule quelques partie sont toujours en anglais (comme le menu deroulant dans le conseillé millitaire, car programmé comme ça)
J´ai terminé la traduction du mod, je la fais suivre aux moddeurs, peut-etre une nouvelle version de l´installeur bientot qui sait.
Je l´attends avec impatience
merci pour ce boulot
je sais pas pour vous mais moi avec le mod pour la 1.61, il y a quasiment tout le temps des désyncro en multi joueurs, pas le temps de passer un tour que hop desyncro.
Avez vous ce genre de probleme ou sa vient de moi et mes potes?
je n´est jamais joué a civ en multi, cela dit ce doit etre sympa !
ca l´est, d´aillieur je ne joue qu´en multi avec des potes irl mais bon vu le probleme ont rejoue a la 1.52, c´est bien dommage car il avait l´air encore mieux le mod pour la 1.61, j´espere que pour les autres version le probleme sera régler
un patch du mod corrigeant un tas de bug devrait sortir bientot, peut etre cela corrigera aussi t´es problemes de deconnnection.
Mais qu´est ce que c´est ce mod?
Je vais sur le lien indiqué, une fois avoir choisi un pays et que je télécharge qu´est ce qu´il y a en plus? ou en moins?
faut il tout télécharger?
c´est pas difficile, tu télécharge .exe sur l´un des mirroir ensuite tu l´installe. Une fois installé lance le jeu normalement (le mod créé des icones mais ca a tendance a déconné), tu vas dans "avancé" puis charger un mod, tu choisi "total realism" et tu fais ok.
Pour ce qui est du contenu de ce mod tout est ecrit sur le thread officiel.
voila le changelog pour cette version :
- Civ 1.61 compatible
- Added more than 50 new units. A lot more diversity to the game units. Chinese soldiers look Chinese and Africans look African etc…
- Goodie Huts cannot give a free tech anymore!
- Added High Resolution Graphics for better looking Game (Made by NASA Blue Marble)
- Added Blue Marble general realistic object scale
- Expansionist trait (scout and settler got +1 movement via newly created special promotion)
- Creative Trait (Creative civs ge a free Great Person if city is 12 population)
- Military Academy to give 3xp and 25% production
- Montezuma’s Leader head (skull has no more eyes)
- Uranium gives certain Tanks better ammunition
- Whippet MKA WW1 Tank can do better in stacks of 5 and more
- Any sort of improvement on a Jungle or Forest is now set to correct values. In 1.09 it is faster to chop a jungle/forest with even higher production outcome, if you build an improvement on the tile: Jungle takes 3 times longer to chop than a forest and 10 production outcome while forest has 15 production outcome.
- Mathematics gives now in 1.61 production bonus to forest/jungle chopping. We reduced it from vanilla 50% to 15%.
- More Portraits for Great Generals
- Tanks units can not capture a city anymore. Infantry gets a more vital role in late game.
- SAM Units and Marines can now be upgraded to Mechanized units.
- Marines get City defense AI
- Gunship act now as Air craft (no terrain movement cost)
- Hills give now 25% defense instead of 30%
- Unit upgrades now 20% instead of 25% cost
- Some Color changes for Civ-Text Interface
- Research rate adjusted
- Realistic Ship Scale Mod + Sound Adjustment Mod included and extended to new types of ships in Realism Mod
- Submarines have now 100% vs Transporters and 50% vs Battleships and Carriers
- Tech Tree readjusted: moved Philosophy up to after writing and gave it a requirement of Alphabet with a cost of 350. Changed the path from Philosophy to and the requirement of civil service for Nationalism to a path from Civil Service with a requirement of Philosophy. Change the path from Monotheism to Mediation to Priesthood to Mediation. Changed the path from Theology to Paper to Guilds to Paper. Gave a Path from Monarchy to COL. Changed the Cost of Priesthood from 60 to 100 and of Theology to 500 from 550. Made rifling and military tradition Industrial Era techs and move infantry to industrialism and marine to plastics. Theology to 350 from 500. Gave assembly Line a requirement of steel.
- Chariots and War chariots now cause a little collateral damage as well.
- Zoroastrianism religion has now own picture by founding and real own prayer sound.
Mod components added:
- Ancient Era Flute Music mod
- ActualQuotes diplomacy text 2.01
- PlotListEnhancements 2.03
- UnitXP Mod (Modified By Realism Team)
- Snaitf´s Show Attitude Mod
- TechConquest 0.3 (Modified by Realism Team)
(Large cities gave too much Technology knowledge)
- TechWindow 1b (Modified by Realism Team)
- IceBreaker Mod balanced (Ice disappears now 55% instead of 50% - to solve the problem of overgrowth of ice in the game)
- New exotic Animal Mod 0.1
- Modified Special Domestic Advisor - v1.8e added
- Mercenaries Mod added
- Enhanced Foreign advisor 2.0
- Enhanced Military advisor 1.2
- Assassin Mod 1.3 (However we have rewritten almost the entire code and made lots of improvements)
- CulturalDecay Mod 0.2 ( Readjusted by Realism Team)
- Added Great Person Mod 2.01 Final
- Promotions and Traits 0.81 added (Modified version by Realism Mod)
- Added Military Leader Mod (Almost completely rewritten by Realism Team for better performance and functionality)
- Added FreeSpec Mod (Free Specialist for Creative Trait´s cities bigger than 12)
- Added updated OpenTech Mod
- Added Slave Mod
- Added updated Nationhood Mod (Combat bonus for units within own borders while having nationalist trait)
- Terraform Mod added
- Added StackAid Mod (Rewritten parts of the code)
Units:
- New Nuclear Submarine Model
- American Minuteman is now type of Musketman. Withdrawl 50%, Combat 10, 1 Firststrike, 80 costs (same bonuses as Musketman)
- English Redcoat is now type of Musketman. Combat 11, 25% Mounted, 90 cost + (bonuses as Musketman)
- Machinegun 10% Defense Bonus vs. Early Tanks (WW1) + 50% vs Mounted
- Grenadier % Defense Bonus vs. Early Tanks (WW1)
Ce de la version 1.09 qui est compris dans la 2.0 aussi.
- Map improvement incl. the forgotten Gameoption: NO_CITY_RAZING
- Zoroastrian TXT_... popup message now fixed.
- Catapult/Trebuchet/Artillery Game Crash fixed
- Scouts got their Dog back
- Religion spread rate now :
Judaism 33% | 1 Missionary
Christianity 12% | 6 Missionaries
Islam 37% | 4 Missionaries
Hinduism 50% | 2 Missionaries
Buddhism 50% | 3 Missionaries
Zoroastrianism 45% | 1 Missionary
Taoism 45% | 2 Missionaries
- Religion costs now:
Polytheism cost increased to 160
Dualism cost increased to 130
Monotheism cost increased to 120
- Unit changes:
Immortal is now replacing Archer and not Hyapist anymore and cost now 30
Hyapist costs decreased to 35 from 40.
Cataphtracts need now Iron working (despite the need for Copper or Iron as Bonus)
Mongolian Horse Archer and Keshik´s cost both increased by 25%.
USCavalry doesn´t need any Horse bonus anymore (since they have virtually to import it from Europe) Cost increased by 10%
Nubian Archer (Egyptian UU) gets an additional first strike change + 10% vs Melee
- DownScale patch (without Regiment) provided
- Due more health bonuses from new resources:
All unhealth producing buildings now output twice as much unhealth as before (-1 to -2 | -2 to -4).
Jungle, Floodplain and Fallout now output 33% unhealth instead of 25%.
v1.00
- Assassin Mod implemented
- Adding ActualQuotes_v1.21 Mod
- ReinitInterceptorMission-v1.1 Mod added
- SEVOPEDIA Mod upgrade from 1.9 to 1.93
- Added Leaderhead Mod 1.0
- Added GreatPeople Mod 1.6
- added TechWindow Mod
- Added U.N. Mod (Votesystem + Charta)
- Added Snaitf´s Show Attitude Mod
- Added Disableintro Mod
- Added Snaitf´s Unit Allegiance Mod
- Added TrainingBarracks Mod 1.1
- CIVIC: Universal Suffrage changed to - requires industrialism, +50% great people rate in all cities, No War wariness, instead 25% War Weariness that came originally from Universal Suff. will be given on top of Free Speech.
- StackAid (and other Aid promotions) have been fixed for Naval units. Units inside a ship cannot fight on water anymore!
- All Promotions have been rebalanced. The 3-tier promotions are now 15%, 20%, 25%. 5-tier promotions are 4 times same value, only the last promotion will add a bit more.
- Aid promotions have been nerfed to very little to balance the game.
- Promotion Collateral damage is now possible for all mounted units. Most mounted units with heavy armor can cause col.damage. Not as much as an elephant and to less units as well.
- Arabia has now the two UU.
- More Unit balancing for Persian Immortal, Arabian Camel Archer, Knights, Cataphtracts, Spanish Inquisitor, Persian Knight, Indian War Elephant, Arabian Ansar Warrior, Mali Cavalry, Rome and Greek Cataphtract, Mujahid, Crusader
- Persian Immortal moved from Archer to Hyapist
- Hyapists no longer needs copper or iron
- Ship and Submarine movements adjusted
- Caravel moved to Optics and changed to explorer (special unit cargo)
- Galley now updates to galleon or Frigate
- Private moved to Gun powder
- Minor tweaks in AI for all units
- Financial Trait and Industreous Trait changed. Both give now an additional gold or Hammer to a yield with 3 or more gold/hammer output
- Add leader Ali Ibn Talib for the Arabs.
- removed Exotic Foreign Advisor
- removed Special Domestic Advisor
- Added Plotlist 2.0
- Added Enhanced Foreign Advisor
- Added Classic Domestic Advisor (HomeGrown + Rabbits patch)
- Forest Chopping: Change forest production from 30 to 15 and jungle production for 0 to 10.
- Forest chopping now takes twice as long and Jungle now takes 3 times longer than chopping a forest
- Lumbermill moved to Machinery
- Lower the bonus from Free Speech to 1 commerce to Towns instead of 2 commerce (nerfing Cottage spamming)
- Reduce the production bonus from cash rushing given by the Kremlin from 100% to 25%. Make the Kremlin go obsolete with Satellites instead of Fiber Optics.
- Increased interception rates of Fighters
- Aggressive Trait renamed to Militaristic
- Militaristic Trait now gives a Combat I to all units.
- OpenTech Mod 0.81 implemented
- AI set to aggressive
- State Property CIVIC doesn´t improve food output for Workshop and Watermill. Intead Railroad on those improvements will raise the food output.
- Inquisition Building will now remove every turn all religions other than the state religion and not only when it was once built.
- Unitbalancing (Archers, Catapults and Trebuchets can´t fight Tanks anymore.)
- Samurai, Jaguar II, Teuton and Praetorians rebalanced
- Changed Winery to Pottery and Cottages to Monarchy
- Gold Rush rate now 7 gold for 1 production instead of 3 gold for 1 production
- Moved Theology before Feudalism
- Added New Opening Music
- All Tech Costs from Middleage to futuristic raised by 10%.
- Only living resources are revealed straight away, all the rest will be revealed after the related technology has been discovered.
- Further Promotion balacing
- Moved Trebuchet to Engineering
- Moved Castles to Construction
- Serfdom added +1 bonus commerce from farms
- Pacifism upkeep increased to low
- Slavery upkeep increased to low
- Mercantalism - no longer gives +1 free specialists. Now gives +10% gold to all cities.
- Free Speech - now allows unlimited artists.
- Free Market - now allows unlimited merchants.
- Free Religion - now allows unlimited scientists.
- Caste system - no longer allows unlimited specialists. Only the +1 free specialists to all cities as it was before.
- Improved environmentalist civic (more happiness for recycling and clean energy - less happiness for pollution generating buildings, dangerous buildings like Nuclear Plants and noise pollution like Airports)
- Informant unit (Ancient Spy) added
- Nationalist Promotion will apply to all units within the friendly borders if Player has the Nationalist Civic.
- Zoroastrianism spread rate reduced to 90 and reduced number of missionaries to 2. (Make it a bit harder to spread)
- Make Zoroastrianism dependent on Dualism Tech.
- All Cathedrals need a temple to be built in the same city as the Cathedral since the effects of religions upon the daily life are bound to the temples. In this case the city that builds a Cathedral behaves also as it should (e.g. Muslims don´t eat pork)
- All Cathedrals now have a second happiness or Health goody depending on a resource. (Wine for Christians, Cannabis/herbs for Taoist)
- Temples (33%) and Cathedrals (66%) can now be conquered if the city falls to Enemy hands. In history the religious buildings were not always razed if a city had fallen. Jewish and Muslim temples (40%) and Cathedrals (80%) are harder to raze if the city is conquered. People do not forget their former religion so fast.
- Taoist completely reworked: Each temple now gives +1 health and +1 happiness. However all material luxury goods cause unhappiness.
- Zoroastrianism is as one of the oldest Monotheistic religious quite brake able: its temples (25%) and Cathedrals (50%) are more expensive to build, much easier to conquer (people forget faster their former religion) but they produce 15% more culture than other religions.
- Nuclear Silos (ICBM) problem fixed!
- removed Polytheism pre req. from Literature.
- Monotheism set to 100, Dualism at 120 and Polytheism at 130
- Monarchy costs now 125 and increased it for Meditation about 100, so that Buddhism gets younger. Iron working has also been increased about 100.
- Iron working costs increased by 100
- Theology requires now Monotheism
- Divine Right requires Theology but doesn´t require Monarchy anymore, since Monarchy is prereq for Theology
- changed the Grid of some techs to make it visually more visible.
- Spread rate of Religions and their Missionaries rebalanced
- Capture a city base loot reduced from 100 to 30
- Global warming chance increased from 0 to 20
- Resource bonuses scaled down about 10% smaller
- More TechTree rebalancing (Library moved to Alphabet, Techtrading moved down to Writing.
- Raze city cost now 15 gold per population
- Taking city gives 15 gold loot per population
- Added the Regiment Mod (If you wish not to downscale the Units but still have the Regiments then do not Copy the CIV4ArtDefines_Unit.xml from the Regiment_Patch into the Assets/XML/Art Folder)
- Soldier Specialist now available with Barracks
- Fixed Great General Mod (Now it is possible to set Soldier Specialist in the City)
- Soldier specialist now gives culture and production instead of gold and production (otherwise he does the same as a priest, culture means border expansion and make sense)
- Great General now gives 1 gold less but 1 research instead. (Military has always pushed science)
- Rebalanced Immortal vs Axeman
- Incense now revealed with Calendar not Mining.
- Minor fixes (City Names, More Great General Names etc)