Realism Invictus

I decided to install RI on my wife's laptop for an upcomming holiday and ran into a bizzare issue. When launching the mod, the main menu is missing. The background graphic is present, the music plays, but the text for the menu just isn't there. I can click on where it should be and things happen (such as exit), but there's no visual change. I tried reinstalling three times and redownloading twice. The menu is there in vanilla BTS.

Help?

Sprechen sie deutch?
Parlez vous frances?
Habla espaniol?

My guess is that your wife plays in non english, and that this mod doesnt support non english languages ;)
 
I decided to install RI on my wife's laptop for an upcomming holiday and ran into a bizzare issue. When launching the mod, the main menu is missing. The background graphic is present, the music plays, but the text for the menu just isn't there. I can click on where it should be and things happen (such as exit), but there's no visual change. I tried reinstalling three times and redownloading twice. The menu is there in vanilla BTS.

Help?

As pointed out above, this issue reminds me of a Civ 4 version set to a language other than English (especially with non-latin alphabets).

I'm playing a game as the Scandinavians on the world map at the moment, and have one small issue: with the number of civilizations in the game, the scoreboard quickly gets bigger than the screen (even though I'm playing in 1080p), and defaults to the bottom of the list. Would it not be possible to get it to show the top civs and leaving the lower ones out? I have deselected "show minor civs".

You can reduce vertical spacing for civs in the scoreboard in the same menu. It stays quite legible that way even with all the civs shown.
 
I've been thinking... could we have a torpedo counterpart of the Guided Missile? It would have a range of 1 (and thus only hit adjacent tiles), and primarily be carried on Submarines, but also on other suitable units such as Patrol Boats. The Torpedo would pack a powerful punch, but maybe have a certain chance of not doing damage (failing to go off or missing the target entirely).

In my opinion this would allow for more "sub-like" tactics -- sneaking up on the target, attacking, and retreating silently. The current fight-to-the-death system isn't very realistic in my opinion, even with the sub's Withdrawal Chance. In the WWII era, at least, it'd also simulate "special" torpedoes like the German Falke homing torpedo, which packed a powerful punch but were available only in limited numbers.
 
I've been thinking... could we have a torpedo counterpart of the Guided Missile? It would have a range of 1 (and thus only hit adjacent tiles), and primarily be carried on Submarines, but also on other suitable units such as Patrol Boats. The Torpedo would pack a powerful punch, but maybe have a certain chance of not doing damage (failing to go off or missing the target entirely).

In my opinion this would allow for more "sub-like" tactics -- sneaking up on the target, attacking, and retreating silently. The current fight-to-the-death system isn't very realistic in my opinion, even with the sub's Withdrawal Chance. In the WWII era, at least, it'd also simulate "special" torpedoes like the German Falke homing torpedo, which packed a powerful punch but were available only in limited numbers.

I'm not really sure it would be both easy to create such a unit and, especially, to teach AI how to use it. Last couple of months we experimented with different forms of ranged combat, but currently we have no satisfactory results for naval units, especially from AI standpoint.
 
I see 2 problems with this idea: (1) the range would be unrealistically large, and (2) what would the "normal" attack of the subs then represent? I suppose with WWII subs it could be the deck gun, but modern subs really only have one way to attack, with torpedoes (okay, and cruise missiles too...).

Thinking of cruise missiles, can attack subs carry these as it is now? If not, then that might be the answer to your idea, letting them carry these to make "surprise attacks".
 
1 would depend on how you define distance between tiles, I suppose, consider that bombarding catapults have a range of one tile, too. As for 2, the "normal" attack of the sub would just be different types of torpedoes, or torpedoes used with different tactics. If you've played Silent Hunter III, you know that subs had (and probably have) many different kinds of torps they could bring along, some of them common, "standard-issue" torps and other, more rare and specialized kinds such as homing torepdoes, circle-runners, etc.

I'm not really sure it would be both easy to create such a unit and, especially, to teach AI how to use it. Last couple of months we experimented with different forms of ranged combat, but currently we have no satisfactory results for naval units, especially from AI standpoint.
OK, thanks for the reply:).
 
I'm having a hard time finding a use for the Russian gulyay gorod national unit. I always have some forest or jungle when I actually need to take it somewhere to attack and it seems almost completely useless unless you settled on a completely barren wasteland of no trees and all tundra and plains.

I usually end up just have them all sitting right next to the cities that built them because there are forest or jungle in the way and they can't really move. And I don't like using it as a fortress to hold an army since it counts as a unit and I have to have a stack with one less unit because otherwise it will get the overcrowded negative promotion if I have a full army stack on a gulyay gorod.
 
I'm having a hard time finding a use for the Russian gulyay gorod national unit. I always have some forest or jungle when I actually need to take it somewhere to attack and it seems almost completely useless unless you settled on a completely barren wasteland of no trees and all tundra and plains.

I usually end up just have them all sitting right next to the cities that built them because there are forest or jungle in the way and they can't really move. And I don't like using it as a fortress to hold an army since it counts as a unit and I have to have a stack with one less unit because otherwise it will get the overcrowded negative promotion if I have a full army stack on a gulyay gorod.

Whenever I find myself in such situations, I usually bring one or two workers along. Great bombard and gulyay gorod are both powerful units for their age, provided you clear the way for them. And yes, it is a very good defensive unit for flat terrain as well.

Granted, on some map types (like perfectworld, which starts almost all covered in forests) its usefulness is lower than on others.
 
I've been playing the SVN version and am pleased to see that many things have been improved and look very nice indeed! It feels much more balanced combat wise and the AI seems smarter when it comes to handling their military.

Some of the quests still don't really work. I was blessed during one game to get 5 or 6 quest opportunities and I noticed that the quest to build chariots still doesn't work at all and the harbormaster quest seems to have none of the outcomes work properly besides the +1 gold to harbors. Though for that one I have a sneaking suspicion that the combat 1/navigation 1 for all navy unit outcomes didn't work because I was Stalin and he has the cruel trait.

Some of the building art for the solar cult and mesoamerican stuff seems a bit temporary. I've seen some pretty good looking art for big temples in some other mods like Destiny and Powers that Be, which I'm pretty sure were simply the graphics of the two Mayan wonders from Empire Earth 2 ported over to civ 4. But the holy temple right now for solar cult is still the weird looking one that's sunk into the ground and missing half of its textures.

Still no flavor art for generic buildings like theaters, libraries, and granaries. The most recent Rise of Mankind mod has art for many of those generic buildings which I don't think has been used yet besides the current smokehouse is their asian granary building. And the current green tent barracks for modern age just looks out of place among the other city buildings.

Everything in this mod is looking better every single update though and I keep finding nice little things you guys have improved on. Keep up the awesome work :goodjob:
 
Yep, events and quests are one of the things that is still to be fixed for the upcoming release. As for flavor building art, I am adding some over the time, but as they are non-essential for the game experience, they are not considered a high priority.
 
Thanks! There are still some stability issues to iron out before the release. Could you please try playing the Crusades scenario next and see if you can finish the scenario without running into CTDs?

In my first try, the game crash missing 40 turns for the final.
 
I've been playing the SVN version and am pleased to see that many things have been improved and look very nice indeed! It feels much more balanced combat wise and the AI seems smarter when it comes to handling their military.

Some of the quests still don't really work. I was blessed during one game to get 5 or 6 quest opportunities and I noticed that the quest to build chariots still doesn't work at all and the harbormaster quest seems to have none of the outcomes work properly besides the +1 gold to harbors. Though for that one I have a sneaking suspicion that the combat 1/navigation 1 for all navy unit outcomes didn't work because I was Stalin and he has the cruel trait.

Some of the building art for the solar cult and mesoamerican stuff seems a bit temporary. I've seen some pretty good looking art for big temples in some other mods like Destiny and Powers that Be, which I'm pretty sure were simply the graphics of the two Mayan wonders from Empire Earth 2 ported over to civ 4. But the holy temple right now for solar cult is still the weird looking one that's sunk into the ground and missing half of its textures.

Still no flavor art for generic buildings like theaters, libraries, and granaries. The most recent Rise of Mankind mod has art for many of those generic buildings which I don't think has been used yet besides the current smokehouse is their asian granary building. And the current green tent barracks for modern age just looks out of place among the other city buildings.

Everything in this mod is looking better every single update though and I keep finding nice little things you guys have improved on. Keep up the awesome work :goodjob:

If you can take the artfiles and upload in a internet file would be easier for Walter or Hian update in SVN.
 
Inspired by the wave of flavor wonders and heroic epics, I would suggest replacing the guided missile for each of its respective country. For exemple: France´s Meteor or MICA, Russian´s R-77 or Vympel R-27 or AA-10 Alamo, USA´s Raytheon AIM-120 Amraam, or Britain´s Sky Flash and so on ... missiles are pretty cool.:cool:


It would be possible (even though in this time without the art files at moment) create a more one upgraded to recon units?
Like the Hummer nedeed emergency modifications when it appeared that the U.S. troops were completely unprepared to defend against asymmetric threats that have become common in the theater of operations in Iraq and Afghanistan, the Hummer of the game are as well. I feel the computer like to produce them and these units are out of date when they face the enemy.
The suggestion is a unit of the type / class as GAZ 2975 Russian with enhanced armor. The unit would have a strength close to 25 with a range of vision +1.
 
Inspired by the wave of flavor wonders and heroic epics, I would suggest replacing the guided missile for each of its respective country. For exemple: France´s Meteor or MICA, Russian´s R-77 or Vympel R-27 or AA-10 Alamo, USA´s Raytheon AIM-120 Amraam, or Britain´s Sky Flash and so on ... missiles are pretty cool.:cool:

Of course it boils down to having proper art files available.

It would be possible (even though in this time without the art files at moment) create a more one upgraded to recon units?

Like the Hummer have been modifications of emergency when it appeared that the U.S. troops were completely unprepared to defend against asymmetric threats that have become common in the theater of operations in Iraq and Afghanistan, the Hummer of the game are as well. I feel the computer like to produce them and these units are out of date when they face the enemy.

The suggestion is a unit of the type / class as GAZ 2975 Russian with enhanced armor. The unit would have a strength close to 25 with a range of vision +1.

This would be basically a futuristic unit for a mod that ends in 2010. As you know, we aren't very keen on adding those. Moreover, once again, art files...
 
It would be possible to restrict the use of the ICMB and Tactical nuke? As an example of one by source or 5 units? The computer uses like crazy destroyed everything and it should have a strong impact on diplomatic relations that currently can not enter the mod.


I've also seen whole hordes of units with promoting "guerrilla III" (+50% hills atack +25% withdrawal) and seems a very good bonus. It would be possible to restrict this promotion to the "walk units"?
 
It would be possible to restrict the use of the ICMB and Tactical nuke? As an example of one by source or 5 units? The computer uses like crazy destroyed everything and it should have a strong impact on diplomatic relations that currently can not enter the mod.

Wouldn't that make a global nuclear war impossible?

I've also seen whole hordes of units with promoting "guerrilla III" (+50% hills atack +25% withdrawal) and seems a very good bonus. It would be possible to restrict this promotion to the "walk units"?

Probably; I'll look at it.
 
Of course it boils down to having proper art files available.

I thought could use an default art file, after all are small white missile.

This would be basically a futuristic unit for a mod that ends in 2010. As you know, we aren't very keen on adding those. Moreover, once again, art files...

Actually I thought of something already exists like as M1117 Guardian.


Wouldn't that make a global nuclear war impossible?

Course not, just think that this technology would be a last resort. And the computer uses it as the most effective. May be the case the cost of making it more expensive for example, 5 coins for maintenance...
 
I thought could use an default art file, after all are small white missile.

That would be no fun: they'd have identical art, identical stats and only differ in names.

Actually I thought of something already exists like as M1117 Guardian.

Well, I myself don't make animated mechanical unit. So this discussion is pointless anyway, since we don't have any unit art to represent those in-game. I wouldn't use the same art for units of two different technology levels.

Course not, just think that this technology would be a last resort. And the computer uses it as the most effective. May be the case the cost of making it more expensive for example, 5 coins for maintenance...

This may actually be a very promising idea...
 
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