Realism Invictus

I mean, I really liked the concept of science works when they were first implemented. Because you had a difficult choice: You could either get short term benefit by building a scientific work, or you could settle the scientist for a smaller benefit for the rest of the game. Once you build a scientific work or two you had another difficult decision to make: You want to delay to discover the tech that rendered the science works obsolete, but how much?

And now with the current state, the science works are a too dull. Just build one of them in the city that produces the most science.
 
Hi All,

I have carefully read your comments about the Science Works. Balancing such a bonus is quite difficult, particularly because most (all ?) players use the farming method (me included :D)

The research bonus is now set to 15% instead of 25%, unless Relativity set to 25% instead of 35%.
All other bonus remain as they are.

Let's test now. Feedbacks are welcome, as usual.:goodjob:
 
I used to play this mod on my old laptop and I wanted to get it for my new laptop however I keep getting a NSIS Error when trying to launch the setup.
I have the steam version of Civ BtS on a portable hard drive.
The error says "Installer integrity check has failed. Common causes include incomplete download and damaged media. Contact the installer's author to obtain a new copy"
I have tried downloading it multiple times but I don't think it's a problem with downloading it because the setup.exe shows up. I also tried to just extract the files myself and put them into a folder and run it that way, but I kept getting data error for everything.

Could you please help, I would really like to play this mod again.
 
Hi All,

I have carefully read your comments about the Science Works. Balancing such a bonus is quite difficult, particularly because most (all ?) players use the farming method (me included :D)

The research bonus is now set to 15% instead of 25%, unless Relativity set to 25% instead of 35%.
All other bonus remain as they are.

Let's test now. Feedbacks are welcome, as usual.:goodjob:

I think this will be ideal! Thanks for your responsiveness :) This is why playing a game with devoted volunteer devs is so much better than normal commercial games :D
 
Hi All,

Update your SVN to revision 4895: the Mayas are now playable ! :D

This civ isn't fully finished as we still have to add two or more leaders as well as a few flavor units and buildings. Meanwhile it's fully playable.

Enjoy.
 
I'm currently entering the medieval era with Maya on immortal. Wow - very powerful aggressive civilization. Might need a couple small nerfs to the early UUs. I'm not near jungle so I haven't had a chance to use the UI.

the science wonder change is excellent - there are more choices now about whether to settle the GS or build a wonder.
 
I'm currently entering the medieval era with Maya on immortal. Wow - very powerful aggressive civilization. Might need a couple small nerfs to the early UUs. I'm not near jungle so I haven't had a chance to use the UI.

the science wonder change is excellent - there are more choices now about whether to settle the GS or build a wonder.

Good sum-up: Maya civ is very powerful in attack and is interesting to play if you're an aggressive player.

NU may need to be reworked. I wait for more feedbacks before updating them.
Did you test the Hornet Throwers ?

Good day,
 
Good sum-up: Maya civ is very powerful in attack and is interesting to play if you're an aggressive player.

NU may need to be reworked. I wait for more feedbacks before updating them.
Did you test the Hornet Throwers ?

Good day,

oh yeah I tested the hell out of the hornet throwers. I have four hornet throwers with GGs pushing 200-600 xp. They're kinda good. You can just take out cities with them. Well, by now they've been upgraded to light infantry but yeah... the Maya skirmishers in general are bonkers because of woodsman III. Basically the key to winning with Maya is to rush to Hornet Throwers, put GGs on them, and have them engage in combat for as many turns as humanly possible

also Ball Court is nuts

will be nice to get a leader who is not Megalomaniac because Maya really wants to build coliseum

Also, a more general comment: I think that Protectionism needs a buff. I don't know why you would ever choose it over Free Market. Welfare state is also pretty useless

is it intentional that there is no doctrine for skirmishers?
 
Of course there's a new, interesting civilization to test out when I'm on holidays and don't have a decent computer anywhere near me for weeks. :rolleyes:

SVN notes look really promising though.
 
Whenever I open RI, I get to "Init XML (uncached)," and then Civ IV stops responding. I have RI installed in:
"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods".
(I set the install directory to "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword".
I did not touch the mod beyond installing it, but it ctds every time I start it up. How can I fix this problem? The mod looks really cool.
 
Of course there's a new, interesting civilization to test out when I'm on holidays and don't have a decent computer anywhere near me for weeks. :rolleyes:

SVN notes look really promising though.

It's better than promising. It's close to be finished. :)

Four leaders, one NI, two NUs, some flavor units, buildings and wonders...and a lot of fun for those who like jungles.
 
Hi, I found a big flaw in the tech tree: You can completely by-pass Enlightenment so that many wonders like Parthenon and Temple of Artemis don't go obsolete. I'd propose you to make Social Contract and Enlightenment prerequisites for Civil Liberties, so the problem does not occur.
 
Hi, I found a big flaw in the tech tree: You can completely by-pass Enlightenment so that many wonders like Parthenon and Temple of Artemis don't go obsolete. I'd propose you to make Social Contract and Enlightenment prerequisites for Civil Liberties, so the problem does not occur.

Yes. I Know. There's some minor problems with early renaissance tech tree.
Some changes will be done in the next days.
 
I may have find a little bug : when playing as industrious, a craftsman specialist should grant 3 production, right? 2 base + 1 from civ bonus?
Well, as i'm playing ramses, they only grant a +2 bonus when i look into the of the production bar. It does show a +3 bonus when pushing alt while hovering the specialist face, but it doesn't seem to be taken in account while calculating the current production.
 
Tiny thing - Last SVN - taoism needs priesthood to be inveted - arrow is overlaping monotheism and it looks strange.
 
I have encountered a serious bug in the last SVN: My city didn't grow beyond the size 1, even it collected all the food, and i was producing surplus food. I started another game, and no problem occurred. So I don't know, how often that bug would appear. (Edit: I did not encounter this bug again, maybe it was a coincidence.)

I have read that with the last SVN, you have updated that the AI now prioritize the food a bit more. It is a good change, because I realised in my last game, that somewhere around late middle ages/renaissance, i have 15-20 sized cities, and all my opponents have mediocre cities with size 8-10 or so. Except for the Korea, which had magnificent 20+ sized cities. As a matter of fact, I and the Korea were dominating the game. The thing is, Korea has this very nice Farms with extra :hammers: so the AI automatically prioritize those improvements, and builds them all over the place, while the other civs think that normal farms are not good enough and build cottages (and don't work them afterwards :S).

But now, I'm playing the last version, and I did not observe any changes in the AI's choice of working tiles: Since you seem to be happy with the AI, I start to think, that there is a problem in my computer. My problem is this: I clear all the worked tiles. And turn the citizen automatization on. AI selects the worked tiles, and it actually makes a good choice. So I leave the things as they are, and play further. And at some point, AI suddenly decides not to work the cool 3:food: 1:hammers: 1:commerce tile any more and changes to a 0:food: 3:hammers: 0:commerce: tile. And as a result, AI lets to city grow in 12 turns instead of 4.

Now lets do some math: Lets say, I work the 3-1-1 tile for 4 turns and after the city grows I start the work the tile 0-3-0 additionally. At the end of 12 turns I've produced:
(3-1-1)*12 + (0-3-0)*8 = 36-36-12

Whereas AI works the 0-3-0 tile for 12 turns. He produces:
(0-3-0)*12 = 0-36-0

So I've produced 12 extra :commerce:, same amount of :hammers:, and my city grew to the next level.

So my problem is, actually AI starts well, but at some point messes things up, and I wonder, does the AI the same in your computers too?
 
I have encountered a serious bug in the last SVN: My city didn't grow beyond the size 1, even it collected all the food, and i was producing surplus food. I started another game, and no problem occurred. So I don't know, how often that bug would appear. (Edit: I did not encounter this bug again, maybe it was a coincidence.)
Is it possible that you had the 'no-growth' option selected?
 
Top Bottom