Realism Invictus

:blush: Oops. I thought the same thing...

me too lol :lol:

I also wanted to know, why the SVN folder always has a red icon since i reverted to another revision once. I don't know how to get the green checked status again. Please help.
 
me too lol :lol:

I also wanted to know, why the SVN folder always has a red icon since i reverted to another revision once. I don't know how to get the green checked status again. Please help.

Red means some file(s) is/are changed compared to current version. You can try following the red sign through the mod's folder structure to find the culprit; it might also just be a TortoiseSVN glitch, and a Cleanup of the folder could fix it.
 
Red means some file(s) is/are changed compared to current version. You can try following the red sign through the mod's folder structure to find the culprit; it might also just be a TortoiseSVN glitch, and a Cleanup of the folder could fix it.


Ok. The game couldn't start but i used the revert command and it repaired the folder and it worked luckily. Thanks for your help.
 
In the civilopedia: going from the "Recon Tradition" to the promotion it gives via the first link goes to the Skirmisher unit not the Skirmisher promotion.

Also is the XP from barbarian units capped now?
 
Also is the XP from barbarian units capped now?

Yes, at 25. There's promotions you can get that both increase your strength against barbarians as well as increasing the level cap.

I find it useful in my games to have a couple of cavalry with barbarian promotions. Early on they can help take down invasions, and later on they can be used to put down rebellions. :goodjob:
 
Okay, so I just updated to the latest revision (4433), after being stuck on the June 1st revision for awhile! :blush:


First thing I noticed was the Civlopedia changes! Sweet! My only gripe with it is that the few units that don't have the requires/promotions/special info sections look terrible in comparison. (Is this a bug? Should I type up a list of all the units that are missing these?) EDIT: Also, the "Concepts"/Help page is broken, clicking of the various items in the selection menu on the left shows nothing in the larger right pane. And it always says "Air Units" up top.

I think the slightly larger left side of the city screen looks fine, the buildings list looks... better. I can't figure out what changed (is it the icons?), but it reads easier and I can get more information out of it at a glance, which is a big plus for an UI change!

Have barely started playing, but I wanted to check on something I would have bug reported a week ago, but then realized I was a few versions out of date:

The Mujahid starts with Religious. Which is fine from a flavor point of view, but as a Promotion it is useless. The Fervor promotion line is only available to Melee units, and Mujahid units cannot take any of the further promotions. If this is intended, then I don't think the Mujahid should start with the promotion, as it provides false incentive to build them unless you have built on and then gone, "oh".
 
First thing I noticed was the Civlopedia changes! Sweet! My only gripe with it is that the few units that don't have the requires/promotions/special info sections look terrible in comparison. (Is this a bug? Should I type up a list of all the units that are missing these?) EDIT: Also, the "Concepts"/Help page is broken, clicking of the various items in the selection menu on the left shows nothing in the larger right pane. And it always says "Air Units" up top.

Yep there is still some work left to be done before the new Civilopedia is considered release quality. I have a pretty good bunch of feedback from the team that I'm going to be working through, so you may want to wait until those updates are done before typing up your extensive feedback quite yet.

Most notably, the World and Help sections aren't done yet, some of the layouts still need some adjustment (especially at higher resolutions), some tooltips need to be improved, and some of the relationships between entities have yet to be listed.

By the way, you can see a few more details in the commit log.

Thanks!

-Josh
 
For all of you that are playing off of the Subversion repository and haven't gotten the word yet, there was an update to our SourceForge hosting a couple of weeks ago that changed the URL of the repository. To continue receiving updates, you will need to perform the following:

Relocation Instructions

  1. Right-click on the Realism directory
  2. Navigate to the TortoiseSVN submenu
  3. Click on the "Relocate..." menu item
  4. Enter the new URL for the Subversion repository (listed below)
  5. Click "OK"

Updated URL of Repository
Code:
https://svn.code.sf.net/p/civ4mods/code

Thank you and happy beta testing!

-Josh
 
Something about Ragnar being a (semi)mythological figure, I seem to recall.

Ok, thanks :)

After seeing a recent flag change in SVN, I would like to request the removal of the bull from the spanish flag. Putting aside how I personally feel about bullfighting (I don't want to derail the thread with a potentially thorny topic), the bull is not part of the official flag (and never has been either) and for this reason IMO it should not be present in Realism Invictus' version of the flag either.
 
Ok, thanks :)

After seeing a recent flag change in SVN, I would like to request the removal of the bull from the spanish flag. Putting aside how I personally feel about bullfighting (I don't want to derail the thread with a potentially thorny topic), the bull is not part of the official flag (and never has been either) and for this reason IMO it should not be present in Realism Invictus' version of the flag either.

What bull are you talking about? Spain in RI uses (perhaps somewhat uninspiredly, since for most part we don't use modern flags for civs) the current national flag: http://en.wikipedia.org/wiki/File:Flag_of_Spain.svg :confused:
 
The Mujahid starts with Religious. Which is fine from a flavor point of view, but as a Promotion it is useless. The Fervor promotion line is only available to Melee units, and Mujahid units cannot take any of the further promotions. If this is intended, then I don't think the Mujahid should start with the promotion, as it provides false incentive to build them unless you have built on and then gone, "oh".

You're right. It's a bug. We will update this soon.
Good catch. :goodjob:
Thx.
 

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Most of the time when I discover "Commerce Code", Satan speaks to me.

Or more accurately, the audio goes really slow for some reason. The discovery "ding" is slower and lower, and then the voice is played at a slower speed, causing it to sound garbled and extra low in volume.

There doesn't seem to be anything wrong with the sound file in assets, I can double click on it and it plays fine... I've been having this issue for many revisions, so it's not a recent addition. I'm just puzzled as to what is causing it for this particular tech compared to others. I'm often alt-tabbing, so I thought that might be the culprit at first, but it's never done for any of the other techs... *scratches head*
 
Most of the time when I discover "Commerce Code", Satan speaks to me.

I noticed this too. I thought it was deliberate, though I still jump every time :devil:

I'm 500 turns into an Armenian Huge Earth game, and am loving how all of the changes are coming together.

I couple of random thoughts (more as I remember them):

1) Pretty much as soon as I got the tech, the Berbers suddenly wanted to be my vassal (though they quickly broke it, then re-offered). As a wild civ, before they wouldn't even open borders, now this. Working as intended, or are the minor civs supposed to remain neutral?

2) For a while now I've been thinking: can we please turn down the Great Artist culture bomb yield? In the early eras, 12,000 or 24,000 culture when prime cities are only generating 20 or 30 points a turn changes the landscape more than if Archimedes had invented nukes, especially since (I think thanks to Kmod), the AI loves to culture bomb early and often.

Otherwise still having a lot of fun. I noticed a few more typos here and there, but none come to mind -- I'll point them out when I remember. I still lament that Armenia has no real military power in the early Medieval era (as opposed to being a juggernaut in the Classical), but I'm sure that's intentional. Fortunately the Turks also offered to be a vassal before they even left their start area :)
 
Most of the time when I discover "Commerce Code", Satan speaks to me.

Or more accurately, the audio goes really slow for some reason. The discovery "ding" is slower and lower, and then the voice is played at a slower speed, causing it to sound garbled and extra low in volume.

There doesn't seem to be anything wrong with the sound file in assets, I can double click on it and it plays fine... I've been having this issue for many revisions, so it's not a recent addition. I'm just puzzled as to what is causing it for this particular tech compared to others. I'm often alt-tabbing, so I thought that might be the culprit at first, but it's never done for any of the other techs... *scratches head*

Also getting this audio slowdown on Commerce Code. Does each tech entry include it's own trigger for popups and sound or is there a general section of code that handles that? If it's a local trigger that tech may have a typo or syntax issue.

I noticed this too. I thought it was deliberate, though I still jump every time :devil:

I'm 500 turns into an Armenian Huge Earth game, and am loving how all of the changes are coming together.

I couple of random thoughts (more as I remember them):

1) Pretty much as soon as I got the tech, the Berbers suddenly wanted to be my vassal (though they quickly broke it, then re-offered). As a wild civ, before they wouldn't even open borders, now this. Working as intended, or are the minor civs supposed to remain neutral?

2) For a while now I've been thinking: can we please turn down the Great Artist culture bomb yield? In the early eras, 12,000 or 24,000 culture when prime cities are only generating 20 or 30 points a turn changes the landscape more than if Archimedes had invented nukes, especially since (I think thanks to Kmod), the AI loves to culture bomb early and often.

Otherwise still having a lot of fun. I noticed a few more typos here and there, but none come to mind -- I'll point them out when I remember. I still lament that Armenia has no real military power in the early Medieval era (as opposed to being a juggernaut in the Classical), but I'm sure that's intentional. Fortunately the Turks also offered to be a vassal before they even left their start area :)

I second the request for a change to Great Artists, could they maybe instead create an Academy of Arts building akin to the Science Academy?

In a Huge Earth Game awhile back I did very well early on as the Romans (praise to the gods of cows and wine) and when I achieved the Vassal tech I had over a dozen nations offer fealty and it just steamrolled after that. Rome had +40 happiness and no city of mine was under 2 digits of happiness. It eventually turned into a whack a mole game as various vassals decided they wanted to leave and I beat them back into submission.

Great thanks to the mods for all the work!
 
I was wondering if you are going to continue with the schism idea, as I think its ingenius and something unique.

Thought I'd contribute afew things:

Zoroastrianism(Main Religion)
-Mazdaism(Schism Religion), was a sect of Zoroastrianism that developed late in the Sassanid Persian Empire.

Christianity(Catholic is Main I think)
-Orthodox(already in game)
-Protestantism

Islam(Sunni, Main Religion)
-Shi’ite Islam(Schism)
-Kharijite Islam(small sect of islam that exists in North Africa, smallest of the three main branches of Islam)

Theravada Buddhism(Main Religion)
-Mahayana Buddhism(Taught universal salvation, anyone can reach the purity of Buddha)
-Vajrayana(Tibetian) Buddhism(A more secretive form of Buddhism)


Taoism(Main Religion)
-Orthodox Unity Taoism(Developed in the Middle Ages in China from a group called the celestial masters)
-Complete Perfection Taoism(A more monastic form of Taoism that came about in the 12th century)

Sun Cult(I believe this represents Mesoamerican Religion, so I suggest:
-Andeanism(Schism, the religion of the Incans), not exactly elegant, but it makes sense in a world map.

Not sure about Judaism.

Hope this helps. Also, I've attached a sound file you can use either as a new sound for Sun Cult or the schism, whatever you need(I made it myself)
 

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I mean the one shown in the attached screenshot. Nice Civilopedia layout, BTW :)

Ah, you meant button. The buttons aren't supposed to be flags, they are aiming more at displaying national symbols - including in many cases national animals (eagle for US, lion for England). It is in this sense the bull is used for Spain; I didn't even realized that could be referencing bull fighting until you pointed it out. I am a bit reluctant to change that, because I can think of no better and commonly known image to symbolize Spain.

Most of the time when I discover "Commerce Code", Satan speaks to me.

Or more accurately, the audio goes really slow for some reason. The discovery "ding" is slower and lower, and then the voice is played at a slower speed, causing it to sound garbled and extra low in volume.

There doesn't seem to be anything wrong with the sound file in assets, I can double click on it and it plays fine... I've been having this issue for many revisions, so it's not a recent addition. I'm just puzzled as to what is causing it for this particular tech compared to others. I'm often alt-tabbing, so I thought that might be the culprit at first, but it's never done for any of the other techs... *scratches head*

That's interesting. I never encountered it myself, but I can definitely check. I even have a theory on why that might be happening, and if it is true, it is quite fixable.

I was wondering if you are going to continue with the schism idea, as I think its ingenius and something unique.

Thought I'd contribute afew things:

Zoroastrianism(Main Religion)
-Mazdaism(Schism Religion), was a sect of Zoroastrianism that developed late in the Sassanid Persian Empire.

Christianity(Catholic is Main I think)
-Orthodox(already in game)
-Protestantism

Islam(Sunni, Main Religion)
-Shi’ite Islam(Schism)
-Kharijite Islam(small sect of islam that exists in North Africa, smallest of the three main branches of Islam)

Theravada Buddhism(Main Religion)
-Mahayana Buddhism(Taught universal salvation, anyone can reach the purity of Buddha)
-Vajrayana(Tibetian) Buddhism(A more secretive form of Buddhism)


Taoism(Main Religion)
-Orthodox Unity Taoism(Developed in the Middle Ages in China from a group called the celestial masters)
-Complete Perfection Taoism(A more monastic form of Taoism that came about in the 12th century)

Sun Cult(I believe this represents Mesoamerican Religion, so I suggest:
-Andeanism(Schism, the religion of the Incans), not exactly elegant, but it makes sense in a world map.

Not sure about Judaism.

Hope this helps. Also, I've attached a sound file you can use either as a new sound for Sun Cult or the schism, whatever you need(I made it myself)

We intended to have schisms only for later religions, to compensate quick spread rates. Earlier ones will thus not need them. Most likely, there will be only for Islam and Christianity; maybe for Taoism, Buddhism or Solar as well, but not guaranteed.

For Taoism, we'll likely use Confucianism as its schismatic part - the two arose more or less at the same time and were often opposed to each other, though of course they never were part of the same pre-schism religion.

For Solar Cult, since it's a blanket religion covering many particular instances, I'm not sure if an elegant schism is even possible. Maybe another blanket religion could serve as schismatic, like https://en.wikipedia.org/wiki/Imperial_cult
 
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