list of components/mods incorporated in RI

Cruel

King
Joined
Jun 22, 2005
Messages
826
Location
São Paulo, Brazil
List of Components:

Components heavily worked/Rewritten or written internally:
  • Inquisitions
  • Pandemics
  • Tech Transfer system/Tech diffusion (Manual)
  • Tech By Conquest (1, 2, 3)
  • Combat Aid System (StackAid Mod)
  • New Logistics system
  • Holy city migration
  • Religion conquest
  • Pillage Own Roads
  • Convert resources
  • Unique Great Person SDK component + GreatPersonMod
  • ActualQuotes
  • Slaves Revolt (Slave Mod)
  • Multiple Derivative Civs
  • New Civilopedia
    + Access techtree from pedia (generic and by civilization)
    + Automatic adjust of techbar in techscreen
    + Era colors
    + New pages
  • Wartime and Unlimited Conscription
  • Building Replacement
  • Building Discontinuation
  • Obsolete Defense
  • Defense Modifiers by buildings
  • Great Generals From Barbarian Combat
  • Barbarian Great Generals
  • Religion Affected Bonuses mod
  • RI tags: more freedom to game effects, like buildings that requires civics, buildings affecting the GP output, etc...
  • Static Leaderheads
  • Expanded agricultural system
  • New Hotkey system
  • Memory for the name of city destroyed in region when rebuild
  • Gigantic size in map scripts
  • BUG mod
    + General (Raw Yields + Specialist Stacker + Plot List Enhancements + Autologger + Wide CityBar)
    + Screens (Military Advisor + Domestic Advisor + Great Person Tech Preferences + Better Espionage Screen + Victory Screen)
    + Advanced Scoreboard (Attitude Icons + Remove Dead Civs from Score + Advanced Scoreboard + Power rating in Score)
    + Dot-Mapping Tool)
    + Alerts and Reminders (Reminders + Civ4lerts + Not Just Another Game Clock - through BUG)
More components:
Several Improvements of game performance:
  • Relation Caching (CvTeam:: processTech and others)
  • PlotGroup Bonus Efficiency
  • PlotGroup City Cache
  • Living Team Member Cache
  • Unit Upgrade Cache
  • Building Activation
  • AI improvement
  • Caching for tech path lengths and costs
  • CvCity::canConstruct
  • CvPlayer:: canConstruct
  • CvPlayer:: processCivics
  • CvPlayerAI:: AI_obsoleteBuildingPenalty
  • CvCityAI::AI_getImprovementValue
  • CvPlayer:canBuild
  • CvPlayer::canProduceImprovement
  • CvPlayer::getBestRoute
  • CvTeam:: processTech
  • Many others

NOT FINISHED:
Release in version 3.3

List of Components suggested: HERE

Version History:
Realism 0.64 - The first public version of Realism mod for vanilla Civ 4 was released in November of 2005
Realism 1.09 (21 April 2006)
Total Realism 2.0 (06 jun 2006)
Total Realism 2.1 (28 ago 2006)
Total Realism 2.2 (24 nov 2007)
Total Realism 2.3 (18 may 2008)
Total Realism 2.3 (23 feb 2009) (Fix)
Total Realism 2.4 (02 mar 2010)
Realism: Invictus 3.0 (13 feb 2011)
Realism: Invictus 3.01 (09 apr 2011) (Fix)
Realism: Invictus 3.1 (23 dec 2011)
Realism: Invictus 3.2 (25 dec 2013)
Realism: Invictus 3.25 (04 mar 2014) (Fix)
Realism: Invictus 3.3 (no date yet)


Threads:
+ Realism:The Third Resurrection = 1,168
+ Total Realism 2.0/2.1 = 2,521
+ Total Realism Gold (2.1.1)= 2,105
+ Total Realism 2.3 = 1,162
+ Total Realism 2.4 = 170
+ Realism Invictus 3.0/3.1/3.2/3.25 = more than 4500 posts, active!


More Informations:




Tecnologies:
• Over 120 new techs across every era. All techs have voice acting!

Civics:
• 39 civics, The “Old” civics are reworked, in many cases completely so.
• Institute slavery, and capture slaves from combat – or free them if you’re fighting a slave-holding nation, while you are not.
• Slaves and serfs can start rebellions that you will have to put down by force.


Promotions:
• Over 80 new conventional promotions, including new promotions exclusive to naval units; this doesn’t cover the traditions and doctrines, providing another 60 unique advantages to your units.

Doctrines and Traditions:
• Great Generals can now found military traditions and discover Great Doctrines, increasing the combat capacity of your troops.

Leaders:
• Actual Quotes for all leaders!
• Over 150 new leaders for existing civs, each with his own personality!
• More leader traits: Humanist, Political, Progressive, Seafarer and Agricultural, Hunter-gatherer to make sure there are many unique combinations to try out.
• Leader drawbacks to flesh out the personalities of leaders even better. Now each leader has one negative trait in addition to two positive ones, from the list of 14 drawbacks.

Civilizations:
• New civilizations for added realism and attention to some usually neglected regions.
• Unique limited national units for each civ
• Unique artstyles assigned to civilizations; many buildings change their looks according to the era and to the particular civ that built them
• Take a look in our manual and know more of new civilizations added!

Units:
• 8 broad new unit categories (like Light Cavalry, Submarines, etc.).
• Over 40 new land unit classes (like Fusiliers, Hussars, Armored Cars etc.).
• Over 20 new naval unit classes (like Sloop, Gunboat, Dreadnought etc.).
• 11 new air unit classes (like Jet Bomber, Early Fighter etc.).
• Unique limited world “wonder” units, 5 in total.
• Too many individual new units for me to even estimate their number, bringing both flavor and strategy differences for each civ (expect to field lots of different phalanx as Greeks and learn to love the desert as Arabs); over 2000 is a good estimate.

Agricultural system
• Expanded agricultural system: agricultural efficiency now more dependent on technology, civics. Farms will now really be the main source of food for most cities, so losing them to plunderers will now likely cause famines.

Terrain
• Add Savanna, Scrubland, Reef, island, and more... unique graphics!

Buildings:
• Over 50 new regular buildings to construct in your cities (Schools, Caravan Houses, Manufactories etc. with effects that you don't view in CIV4).
• Over 35 new World Wonders to give you an edge over opponents.

Resources:
• Over 30 new resources, some to be harvested, some to be produced by your industries.
• Around 30 new special industrial buildings used to convert some resources into other ones (ranging from smithing Bronze to producing Microchips).

Religions:
• More religions to choose from, including Zoroastrianism and Solar Cult (Orthodox Christianity currently only available in scenarios).
• World religions are starkly different from each other, each having its own unique drawbacks and advantages - from spread rates to denying specific resources.
• Inquisitors can purge the heathen from theocratic cities.
• Every religion has two Great Wonders associated with it to further spice up religious development.
• Place your faith into any of the religion-specific unique units!

Scenarios and Map Scripts:
• Enjoy our 2 custom-built World Map
• Cruzade's scenario
• Realism Invictus was designed to be compatible with random maps, and many custom map generation scripts for even more replayability (and more unpredictable multiplayer games).

Gameplay:
• Pillage Own Roads - Now you can destroy your own roads!
• Pandemics - Deadly pandemics will devastate the cities of rulers that are careless with sanitation.
• Combat aid system - Unique stack aid bonus component: units will get significant aid bonus from combined arms tactics. Using diverse army composition has never been as beneficial before.
• Tech Transfer system - No more pharaohs trading blueprints! Watch techs spread passively from neighbor to neighbor instead, as was really the case in history (you can use the old tech trading system if you prefer, though).
• Advanced Unit Automations, more options to automate your units' actions!
• Lead From Behind, so that your most precious units are not thrown away before the more expendable ones!
• Barbarian system reworked

AI:
• improvements in Closeness bug, Retreating of sea/air units, Air defences, Naval invasion logic and more, much more!! The list goes beyond the 1000 changes!
• In RI the AI must comprehend all features and use them!

Flavour
• More Great People Popups - Unique great people; when a great person is born, expect to see his/her artistic rendition or photo and either find out his/her biography or to learn a quote of his/hers. Approximately around 1500 – imagine that for a moment!

Internal improvements
• Tweaked the code to increase speed, improve your game options, and more messages to better control the game, Implemented unit cycling suppression with the X key and much more!

City Screen:




Want to know more? See our manual!
 
3.0 to 3.1 Version:
Spoiler :



Ladies and gentlemen, allow me to proudly announce the release of Realism: Invictus 3.1! After almost a full year of development, 3.1 version is built upon hours and hours of playtesting, tons of user feedback and a lot of effort on our side to create the most polished, balanced and overall flawless experience. Bugs were solved, features were added, gameplay was tweaked, looks were improved...

If you are unsure what brought you here in the first place, the first post of this thread has comprehensive information on Realism: Invictus mod in general. You will likely find most of your questions addressed there.

So, what to expect from 3.1?


  • New major scenario: the Crusades Era. A whole bunch of content added specifically for that scenario, including lots of flavor units, a whole new flavor religion only available there, even whole new civilizations.
  • New (very old, actually) major scenario: smaller World Map. For those who find the huge World Map running too slow. This is the map we used back in Total Realism mod of Warlords era.
  • Numerous tweaks to huge World Map scenario.
  • Minor civilizations significantly overhauled, with different bonuses depending on their civilization level.


  • New playable civilization: Dravida, the southern part of India, complete with its own leaders, NUs, UBs, flavor units and basically everything. Old Indian civilization also redesigned to reflect that it is now a Hindi civilization, representing the northern part of India.
  • New playable civilization: Armenia, complete with its own leaders, NUs, UBs, flavor units and basically everything. Great to play on the World Map!
  • New playable civilization: Ethiopia, complete with its own leaders, NUs, UBs, flavor units and basically everything.
  • New playable civilization: South China, mostly complete with its own leaders, NUs, UBs. At the moment it shares most pre-modern flavor units with North China.
  • More leaders added to some civilizations (most of new leaders are used in the scenarios).

  • All playable civilizations now have 2 different NUs (in many cases there will also be unique units these NUs upgrade to as well).
  • Added ranged bombardment ability to cannon-like siege units. These units are now able to bombard adjacent enemy units causing damage instead of attacking head-on.
  • New unit type, heavy emplaced artillery: immobile artillery pieces, generally more powerful than contemporary mobile cannons. Several upgrade levels. Can only be constructed in cities with fortifications.
  • Recon unit line now better integrated into the big strategic picture: other unit types have more bonuses and weaknesses against recon units.
  • New unit class in recon line: explorers now upgrade to light infantry, corresponding to XVIII-XIX century sharpshooter/skirmisher/jaeger regiments.
  • Added and remade/rebalanced lots of flavor units for many existing civilizations.
  • Some anachronistic units will now change their looks when a civilization enters Medieval era. No longer will ancient Egyptian archers fight side by side with Mamluk cavalry and Roman velites won’t coexist with Milanese knights.
  • Changed upgrade paths for several units. Many NUs now have their own unique upgrades, sometimes radically changing the nature of the unit (for instance, you can now upgrade Immortals to heavy cavalry).
  • Nerfed light cavalry. The time of all light cavalry armies is now gone.
  • Raised city defense bonus from culture, increased city defense for some units. In general, the tactical balance should now be shifted somewhat to defensive side.
  • Workboats cannot reveal map now. Early naval exploration requires real ships!
  • All promotions are now kept when a unit is upgraded.
  • Taught AI how to use certain unit types better.
  • Taught AI how to use Great Generals much better. AI will properly found Doctrines and Traditions, and choose suitable troops to lead.


  • Several civics rebalanced, renamed and even moved to different categories. Organized religion split into Civil Religion and Monasticism, Theocracy split into Theocracy proper (moved to Government category) and Militancy. City States civic removed.
  • Default number of civs increased for all map sizes, for added fun and helping AI to better survive early barbarians.
  • Number of cities now hurts your economy more – somewhat slower expansion.
  • Coal, sulfur and aluminum will spawn more consistently on random maps.
  • New terrain feature: scrubland. Spawns on deserts.
  • To develop your own nuclear program, you will be required to expend a Great Scientist; one now has to put more effort in getting nuclear power plants and weapons!
  • Holy city migration can now be turned on and off when starting a custom game.
  • AI can now play to win (consciously pursuing a chosen victory type). This can be set when starting a custom game.
  • When capturing a city, you will get much more progress on a tech unknown to you (depending on city size, up to learning the whole tech).
  • Tech transfer system overhauled to not generate overflow; it can no longer be abused by tax rate manipulation.
  • AI leaders will ask to trade maps, join wars and stop trading with their enemies far less often now.

  • Fixed many broken triggers in events and quests. Note: quests will still demand absurdly high amount of stuff in scenarios; this is directly tied to the way events are scaled to map size, and it will probably be fixed later.
  • Apostolic Palace fixed and working.
  • Numerous performance-enhancing tweaks to the code. Everything runs smoother and more stable.
  • Fixed several code bugs that have been causing random CTDs.
  • Added a lot of Great Person splashes, especially for newly added civs.
  • Major cleanup of models, animations and textures used in RI.A ton of small improvements here and there.
  • MIP filtering for unit and building textures standardized (for the first time in a Civ 4 mod to my knowing); there should be no texture “shimmering” now on any model.


3.1 to 3.2 Version:
Spoiler :

Hi everyone! For this auspicious birthday of mighty Sol Invictus (also celebrated as Christmas by some), we bring you the gift of 3.2 version of Realism: Invictus mod! Full two years have passed since last release, and we are very proud of what we achieved during that time. All you SVN users already know what to expect; for everyone else, here is a short list of changes (believe me, this one is short - whole two years of changes can make a very long list):



  • Added three new bundled random map scripts. While you may, as before, use any random map script you choose, these are balanced specifically for our mod and take special care when placing all the new features.
  • New scenario – Triassic Earth map. A what-if Earth map that places all civilizations on their approximate starting spots on continental plates in Triassic period, when all continents were joined into the original Pangaea supercontinent.
  • Old scenarios updated to incorporate 3.2 changes – new terrain features, new civs etc.



  • Added a set of derivative civilizations: these unplayable civs will spawn when a major civ releases a colony. You will no longer release Celts as China or Zulus as Aztec! Preferred derivative civ can also change over time. All of them have one leader, one NU and NB, and no NI.
  • Added two new playable civilizations: Austronesia and Transoxiana, with full appropriate set of leaders, flavor units, GP splashes, NU, NB, NI, etc.
  • Added many leaders to existing civilizations. No civilization currently has less than 4, most have 5-6. Tweaked traits of new and existing leaders to cover most available trait combos.
  • Trait Organized split into Legislator and Administrator.
  • When choosing civics, AI is now very conscious of their advantages and drawbacks and how they suit particular leaders’ playstyle.


  • Added a great deal of new agricultural terrain improvements to reflect the development of agriculture through history.
  • Your agricultural productivity now affected significantly by your technologies, civics and infrastructure. Take a time to read about it in the manual, the system is quite in-depth.
  • Citizens eat 3 food each. Don’t worry, the new system allows you to produce enough food in the long run.
  • Added new terrain features that will appear on most random maps and are used in scenarios: savannah, hot springs, fertile soils.
  • Added features to seas: reefs and small islands.
  • Fertile soil feature allows players to cultivate new instances of crop resources.


  • Added new World Wonders: Nazca Lines, Motherland Calls.
  • Added several new buildings with various uses, like trade posts and tailors.
  • All playable civilizations get unique National Improvements that allow them to capitalize on particular resources, use certain terrains in unconventional ways and other such stuff.
  • Buildings and Wonders can now modify outputs of other buildings, improvements and specialists, and this is put to a good use.
  • Desalinization plants can now provide fresh water to surrounding tiles.



  • Rebalanced recon units so they are now more suited to their main purpose (recon) and less suited for direct warfare.
  • Added several new classes of siege units: Napoleonic era artillery, mid-XIX century gun battery, WW1-era field and siege artillery, WW2-era self-propelled artillery.
  • Rebalanced and reworked siege units. They are also now better at their direct purpose, and some of them are also quite formidable on the battlefield. AI taught how to better use ranged bombardment.
  • Ranged bombardment now provides experience. Siege units can be promoted once again.
  • Added new and reworked many existing flavor units.
  • Very significantly reworked promotion tree.
  • Instead of one overcrowded malus, there is a whole new congestion system. Malus for too many units is now dependent on technology and on whether the stack is in the city or not.
  • Added one new and brought back several old doctrines.
  • Military unit costs increased across the board.
  • Significantly overhauled barbarians. XP gain from barbarians now capped, but there are special anti-barbarian promos that raise this cap.



  • Merged K-Mod and most of its awesome changes.
  • Reworked most civics. Some were removed and new added in their place. Overall all civic lines are now much more logical and somewhat better balanced. New civics have new buildings/wonders associated with them.
  • Having vassals no longer brings extra happiness.
  • Many tweaks in prerequisite techs for smoother technology progression. Tech costs rebalanced across the board for slower techs in later eras.
  • All difficulty levels are rebalanced. AI no longer gets undocumented bonuses, and all bonuses associated with different difficulty levels are now accessible through pedia.
  • New art era progression system – each art era gives you +10% to your culture output. Also tied to new system where instead of “culture bomb”, Great Artists are able to create various Great Works – minor World Wonders with large culture outputs.
  • Tons of new GP splashes added (around 600 new and many of old reworked).
  • Two new flavors for Solar Cult: Mediterranean civs get Cult of Sol Invictus, African and Middle Eastern civs get Cult of Aten with all corresponding buildings, wonders and missionaries (changes are purely cosmetic, all the gameplay effects stay the same).
  • Many buildings that didn’t have those before get cultural flavor looks for less patchwork-looking cities. Some new citystyles added for more diversity.
  • Tons and tons of unit art files updated or replaced by better models. Unit scales adjusted to be more consistent. Most models and textures used are also less complex, leading to less system strain.
  • National and heroic epics are now civ-flavored, with appropriate button art.
  • Added new main menu background and music.
  • Added new music for several eras.
  • Added voiceovers for all techs that were missing them.



  • 100% reworked new pedia interface that offers much more information on different gameplay aspects, with robust search and filtering features. Other screens also reworked with a lot of small tweaks providing interface hints for various RI aspects.
  • There should no longer be any leaders with bugged greetings messages.
  • Rebel slaves and serfs now increase in strength every era, as originally intended (a couple of era transitions were missing).
  • Fixed many typos and a lot of bad grammar in the text files.
  • Fixed most leftover bugs and incorrect references in BtS events and quests.
  • Fixed all overlapping keyboard shortcuts. All shortcuts now assigned to unique key combos.
  • Lots of code optimizations make the mod much quicker.


3.2 to 3.25 Version:

Tweaks and Improvements
• Vastly Improved Ranged Strike AI
• Fortifications now provide a defensive bonus again
• Stonehenge no longer goes obsolete
• Guild Monopoly upkeep lowered to medium
• Unhappiness spy mission is now 50% more expensive and 50% less effective.
• Counterespionage now lasts for 25 turns instead of 10
• Some changes based on the work of thegreekweegee:
o Blast Furnace gives a +1 production to Greece's Water Wheel
o Distilleries now give a +5% gold bonus
o Ironworks gives a +1 production to Watermill, Windmill and Water Wheel and a +1 Commerce to Workshop
o Cinema only gets discontinued now
o All buildings and wonders that give bonuses to specialists now give them to their Great counterparts too
o Holy Places only get discontinued now
o Sacerdotal Palace's Priest bonus turned from +1 Commerce to +1 Gold
o 5 Years Plan does not go obsolete anymore [civic building]
o Zoroastrian holy place's Artist bonus turned from +1 Commerce to +1 Gold
o Christian holy place's Priest bonus turned from +1 Commerce to +1 Gold
o The Motherland Calls now requires Collectivism to build
o Statue of Zeus, Stonehenge and the Pyramids now require Paganism to build
o Aggressive trait now gives a Rural Logistics bonus +2
o Imperialist trait now gives a Logistics bonus of +1
o Protective trait now gives an Urban Logistics bonus +2
o Some national improvements now logically benefit from the same civic bonuses as their normal counterparts
o Buffed the three latest labor civics (more bonuses to towns).
o Cult of Personality gives a +25% increase to Worker Speed, -25% War Weariness and makes TV Stations grant +2 Happiness, while Fortified Monastery's food bonus is now completely eliminated
o Bazookas now also provide Anti-Tank Gun Aid instead of Infantry Support
o IFVs and Mobile SAM have significant bonuses that they did not originally have (+150% vs melee, +100% vs archer, +50% vs mounted and light mounted, +25% vs helicopter for IFV)
o Bazookas now have an attack bonus against armored units (+25%)
o SAM Infantry and Mobile SAM can now target Helicopter Units first outside cities and have a larger bonus against them (+100% general, +50% attack)
o Paratroopers now have a bonus against Melee units (+150%)
o Barbarian fort's strength lowered from 12 to 10
• Civilopedia update for Routes and Bonuses
o Routes now display movement costs and requirements
o Fixed two occurrences of a bug in the bonus "Allows" section that prevented almost all units and buildings from showing up
o Reworked bonus screen layout and added "Produced By" and "Consumed By" building lists
o Bonus Improvements list now will only include those that are building by the current civilization when viewed in-game
• Platy Scrollable Scoreboard is now available to choose in Interface Options
• Added Platy's Relationship Screen that allows user to filter off unwanted lines
• Added latest version of Platy World Builder
• Stadiums now receive the same benefits from events that are given to arenas (National Sports League and Favorite Son events are affected)
• Events that affect food (like Happy Hunting) now have their food values scaled appropriately for game speed and era
• Added Transoxiana Diplo Music
• New effect for Nazca Lines wonder
• Cities need more stored food to increase population
• Fresh water provides more food to farms with tech
• Great works in art eras post-Medieval give increasing cultural bonus, since they will not have the time to enjoy the doubling of culture from time.
• Rebalanced early government civics
• Raised total health and happiness by +1 for all difficulty levels
• Reduced maintenance penalties from number of cities
• Massively rebalanced the bonuses for many unit classes
• Lots of new artwork for units and buildings
• Added immunity to reefs to two naval doctrines (Coastal Raiding also gets double moves in reefs, which won't negate the movement malus, but will make it easier).
• Barbarian ships start with immunity to reefs and bonus gold from pillaging.
• Added "Expert Pilot" promo to naval line that grants reef immunity and bonus defense in islands
• Introduced "Giant" map size for those who like it bigger than Huge.
• Railway Station and Construction factory costs doubled, but they get +100% bonus with steel


Bugfixes
• Greeks can once again build default quarries
• Greeks no longer build regular watermills
• Nomadic forager should now have unit art
• Removed the Aggressive AI setting from a couple of scenarios
• Hiram I now has correct GP type in the splash
• Unit action multilist (in the bottom center panel) is now properly reset to the first row when it is redrawn (buttons will no longer be missing after scrolling down the action list of a unit with more than two rows and then cycling to another unit).
• Adjusted bonus table in city screen so that it no longer overlaps specialists area (spies can once again be added and removed)
• Lots of typo and grammar fixes
• Added some missing pedia entries
• U.N. Resolutions for Global Civics adjusted to match the names of the civics
• Harbormaster event fixed to affect sailing ships
• Fixed a number of Civilopedia links so that they use exact types (fixes bugged "Rite of Passage" and "Hamlet" links)
• Fixed initial barbarian city unit spawning
• Depleted land is now a normal improvement, and is thus displayed in pedia (along with the hint to pillage it ASAP). It also now gives -1 food to drive the point home.
• Fixed the prerequisite tech for "Metal Decks" event.
• Changed the text for Master Smith event to reflect the fact that it concerns sawmills instead of forges.
• Polish WW1 and WW2 infantry should no longer cause any crashes; WW1 model is now much more distinct from WW2.
• Fertile soil no longer takes away +1 commerce bonus from river.
• Default unit in Shortswordsman class no longer called Hypaspist.
• Dravidian swordsman no longer causes collateral damage.
• Scrubland no longer blocks line of sight.
• Units on sentry missions now will only wake up when they are capable of moving onto the enemy's plot (prevents sea units from waking up on account of enemy land units and vice versa)
• Moved special map size from the last position to the first, so that people don't assume it lets them generate larger-than-huge maps. BTW, we might want to consider creating a bigger map size, since people consistently try to get a map as big as they can.
• You can now only build towns on fertile soil with Fertilizer tech (primarily directed at AI civs that used fertile soils exclusively for towns; now they'll have to farm it).
• Merged in K-Mod 1.42 (includes some important bug fixes and improvements)

Download:
http://forums.civfanatics.com/downloads.php?do=file&id=22398




Mini mod mods:

road and river graphics:
http://forums.civfanatics.com/showpost.php?p=11141587&postcount=1680
screen shot: http://forums.civfanatics.com/showpost.php?p=11141239&postcount=1678

World map with US:
http://forums.civfanatics.com/showpost.php?p=11150285&postcount=1750

dreadknought mini modmods:
http://forums.civfanatics.com/showthread.php?t=462887

Moderator Action: Extra Realism [for Total Realism]
http://forums.civfanatics.com/downloads.php?do=file&id=14941

Antmanbrooks mini mod
http://forums.civfanatics.com/showthread.php?t=464547

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Updated.
 

Attachments

  • PLE_plot_list.jpg
    PLE_plot_list.jpg
    125.9 KB · Views: 447
  • specialist_stalker.jpg
    specialist_stalker.jpg
    16.6 KB · Views: 321
  • city.jpg
    city.jpg
    290.5 KB · Views: 5,554
Hi team, I was wondering if it is possible to get the source code for this mod? I heard you have a 'ranged combat experience' combat, I would love to be able to use this with my mod, as ranged combat is going to be a big part of the fun!

Just go to our SVN!
 
I noticed that 'realistic diplomacy' is listed as an included part of RI 3.2 (which I am currently playing). In my own game particular civs relationship to me have negative modifier for both 'declared war', and 'declared war against a friend'. Now, these have been there for a very long time, and have not decayed. Upon investigation of the civleaderhead files, I notice that the above two xml tag are not listed in the memory decay lists, meaning that they will never decay, which, as I understand it is the core part of realistic diplomacy, and an abosilutly vital part of any mod. (In long games, by the mid point, every single civ will hate you, with no chance of forgetting, effectively rendering diplomacy redundant. So my question(s)

1. Have you implemented realistic diplomacy, or is it a typo

2. If implemented, but not updated, can I just add the xml tags myself? ie

<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryRand>45</iMemoryRand>
</MemoryDecay

in the appropriate place

3. Would these changes be save game compatible.

Don't get my tone wrong, 3.2 is a superb mod, and I am really loving the update. However, especially for me (I change my game lengths to 8000 turn, with all the appropriate game speed modifications) not having 'declared war, and 'declared war on a friend' subject to decay, renders my game unplayable from around the 2500 turn. My only alternative, is to never declare war for fear that the negative repercussions will last the entire (6000 turns, 5000 years) game.

Cheers
 
I noticed that 'realistic diplomacy' is listed as an included part of RI 3.2 (which I am currently playing). In my own game particular civs relationship to me have negative modifier for both 'declared war', and 'declared war against a friend'. Now, these have been there for a very long time, and have not decayed. Upon investigation of the civleaderhead files, I notice that the above two xml tag are not listed in the memory decay lists, meaning that they will never decay, which, as I understand it is the core part of realistic diplomacy, and an abosilutly vital part of any mod. (In long games, by the mid point, every single civ will hate you, with no chance of forgetting, effectively rendering diplomacy redundant. So my question(s)

1. Have you implemented realistic diplomacy, or is it a typo

2. If implemented, but not updated, can I just add the xml tags myself? ie

<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryRand>45</iMemoryRand>
</MemoryDecay

in the appropriate place

3. Would these changes be save game compatible.

Don't get my tone wrong, 3.2 is a superb mod, and I am really loving the update. However, especially for me (I change my game lengths to 8000 turn, with all the appropriate game speed modifications) not having 'declared war, and 'declared war on a friend' subject to decay, renders my game unplayable from around the 2500 turn. My only alternative, is to never declare war for fear that the negative repercussions will last the entire (6000 turns, 5000 years) game.

Cheers

Actually it's been quite some time that this component was proposed to the team. To begin implementing, checked that <MemoryDecay> tags were already in the xml file. Good observation finds that some of them are out. I believe it is an attempt to add the xml tags is valid because these tags were provided for the original BTS but was not implemented.
The memory decay for is adjusted for 300 turns, the tag is in the file.

<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
</MemoryAttitudePercent>

It's quite likely to be save compatible. Usually isn't with a major change in dll or if xml files comes with new lines of units/buildings.
 
Actually it's been quite some time that this component was proposed to the team. To begin implementing, checked that <MemoryDecay> tags were already in the xml file. Good observation finds that some of them are out. I believe it is an attempt to add the xml tags is valid because these tags were provided for the original BTS but was not implemented.
The memory decay for is adjusted for 300 turns, the tag is in the file.

<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
</MemoryAttitudePercent>

It's quite likely to be save compatible. Usually isn't with a major change in dll or if xml files comes with new lines of units/buildings.

Actually, you are incorrect my friend:) I think you will find that the memory attitude precent tag (listed above) refers to the amount of unhappiness generated by the act, in this case declaring war will give a -3 penalty to the relationship. The decay amount is separate, and indeed, has not been included in 3.2.

However, I am happy to say that the tags can be easily (but not quickly, I did not realize how many different leaders RI has lol) to the civ4leaderheadinfo xml, and will work perfectly. In my own game, straight from Aforess realistic diplomacy file I added the tags:

<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryRand>400</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
<iMemoryRand>300</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
<iMemoryRand>200</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_NUKED_US</MemoryType>
<iMemoryRand>600</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
<iMemoryRand>300</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_RAZED_CITY</MemoryType>
<iMemoryRand>500</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
<iMemoryRand>700</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
</MemoryDecays>

The game work perfectly, and the relationships in my game now decay for the key 'war declared' and 'war declared on friend' acts.
 
Actually, you are incorrect my friend:) I think you will find that the memory attitude precent tag (listed above) refers to the amount of unhappiness generated by the act, in this case declaring war will give a -3 penalty to the relationship. The decay amount is separate, and indeed, has not been included in 3.2.

However, I am happy to say that the tags can be easily (but not quickly, I did not realize how many different leaders RI has lol) to the civ4leaderheadinfo xml, and will work perfectly. In my own game, straight from Aforess realistic diplomacy file I added the tags:

<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryRand>400</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
<iMemoryRand>300</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
<iMemoryRand>200</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_NUKED_US</MemoryType>
<iMemoryRand>600</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
<iMemoryRand>300</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_RAZED_CITY</MemoryType>
<iMemoryRand>500</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
<iMemoryRand>700</iMemoryRand>
</MemoryDecay>
<MemoryDecay>
<MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
<iMemoryRand>100</iMemoryRand>
</MemoryDecay>
</MemoryDecays>

The game work perfectly, and the relationships in my game now decay for the key 'war declared' and 'war declared on friend' acts.

Hummm :goodjob: You replace the file with Aforess mod or insert in RI leaders? If the second option can you upload your file?
 
Hummm :goodjob: You replace the file with Aforess mod or insert in RI leaders? If the second option can you upload your file?

I did the 2nd option, however it may be of limited use to other players because:

1. I only changed the leaders involved on the gigantic earth map (that's all I play).

2. I changed the chances to suit my game, which is a 8000 turn version. So they may not be as effective in a shorter game.

Regardless, I uploaded it. Perhaps it can be of some use. (It still took me a couple of hours, RI has A LOT of leaders:)
 

Attachments

  • CIV4LeaderHeadInfos.7z
    71.8 KB · Views: 84
Top Bottom