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Realism Invictus

Discussion in 'Civ4 - Modpacks' started by Walter Hawkwood, Feb 13, 2011.

  1. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
    2,942
    Location:
    Moscow, Russia


    Realism Invictus 3.3

    for Civilization 4: Beyond the Sword
    It has finally happened. Please welcome the latest installment in the Realism mod series. With more than 6 years of glorious history, Realism mod for Civilization 4 was among the first gameplay mods for the game, and is still going strong today. Realism Invictus is the new name we adopted as we moved to Beyond the Sword expansion (just as we changed the name when moving to Warlords some years ago).

    For returning players: 3.3 contains quite a lot of changes as compared to 3.25; it is best to browse through the manual, especially the section covering industrial production (which has been one of the focuses of this version). Also please be aware of rebalanced financial buildings, and of new abilities Great Scientists and Great Merchants got in this version.

    For those of you who still don't know what Realism mod series is about, here's a quick rundown of what our mod does. Realism mods are aimed at improving Civilization 4 in several aspects. Globally speaking, our main goals are:
    Spoiler :
    • More realistic feel. Original game is in many cases either oversimplifying things, or even plain wrong. A couple of classical examples are Persian "Immortals" (who historically had very little to do with how they are depicted in Civ4) and Roman "Praetorians" (unlike other legionaries, praetorians were never intended for taking part in military campaigns). Our goal was to enhance the historical feel by correcting those oversights. You will notice that many things, up to uniform details, are historically correct (or at least more correct, anyway).

    • More diversity equals more fun. A civilization in Civ 4 was characterized by one unique unit and one unique building; basically, that was it – Aztecs were otherwise almost completely identical to, say, French. Moreover, many civilizations were limited to only one leader. We aim to make player's experience more unique each time, and all civilizations now have a sizeable set of buildings and units unique to them (actually, most units for every particular civilization will have some differences from their default counterparts) – and several leaders for each, in many cases with starkly differing personalities.

    • Careful testing for better balance. We have been balancing the added features for literally years to ensure that tons of our added content function smoothly and give a balanced and rewarding gameplay experience both for beginner players (at lower difficulty levels) and for veterans wanting more challenge (at higher difficulty levels). We tried to accommodate for many different possible gameplay strategies and provide an enjoyable experience for each of them.

    • A better-looking game is a better game. One of our main priorities when adding new content is ensuring its proper quality. We feel that over years it has resulted in our mod becoming one of the best looking ones out there.

    • Community effort. While the mod itself is run by a relatively small team (of no more than five people at any given moment), it includes a vast assembly of things created by Civ4 great modding community, from individual art pieces to mod components. Likewise, we always tried to be an active contributor to the community.

    As was the case with previous versions, it is almost pointless to give a changelog – so much stuff changes between versions that it would be unreadable. Instead, here is an already traditional number rundown for all the stuff in our mod that can be counted or at least estimated:
    Spoiler :
    • Over 130 new techs across every era. Most techs have voice acting.
    • 20 new civics, 3 for each category except religious. "Old" civics are also reworked, in many cases completely so.
    • 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.
    • Over 200 new leaders for existing civs, each with his own personality (3 of them has been since independently added to BtS).
    • 7 new leader traits: Humanist, Political, Progressive, Seafarer, Administrator, Legislator, Conqueror and Agricultural, 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.
    • 7 new civs, fully fleshed out with tons of content available for them.
    • 9 broad new unit categories (like Ranged Cavalry, Submarines, etc.).
    • Over 50 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 national units for each civ (more than 50 in total, since most civs have two or more).
    • 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.
    • Unique artstyles assigned to civilizations; many buildings change their looks according to the era and to the particular civ that built them, similar to what Cultural Citystyles does, but handled a bit differently.
    • Over 70 new regular buildings to construct in your cities (Schools, Caravan Houses, Manufactories etc.).
    • Around 30 new special industrial buildings used to convert some resources into other ones (ranging from smithing Bronze to producing Microchips).
    • Over 40 new World Wonders to give you an edge over opponents.
    • Over 30 new resources, some to be harvested, some to be produced by your industries.
    • Several new terrain features, including never-seen-before naval features such as reefs and small islands
    • 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. 1004 total – imagine that for a moment!
    • Deadly epidemics will devastate the cities of rulers that are careless with sanitation.
    • Great Generals can now found military traditions and discover Great Doctrines, increasing the combat capacity of your troops.
    • Great Artists are able to create unique culture-producing Great Works with different effects each.
    • Great Scientists are able to create unique scientific Great Works with different effects each.
    • Great Merchants are able to create various resource-producing enterprises in Industrial era.
    • Inquisitors can purge the heathen from theocratic cities.
    • Slaves and serfs can start rebellions that you will have to put down by force.
    • 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.
    • Institute slavery, and capture slaves from combat – or free them if you're fighting a slave-holding nation, while you are not.
    • 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).
    • World religions are starkly different from each other, each having its own unique drawbacks and advantages - from spread rates to denying specific resources.
    • Place your faith into any of the religion-specific unique units; every religion has one, and they all serve different purposes.
    • Every religion has two Great Wonders associated with it to further spice up religious development.
    • Enjoy our custom-built World Map and bear in mind 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).

    If you need more information than this list offers, you can read more on the main distinctive features of our mod in our manual, or ask a question in this thread, in our subforum here on CFC or on our own development forum.

    Frequently Asked Questions
    Spoiler :
    • Q: What is Realism Invictus?

    A: It's a mod for Civ 4 Beyond the Sword. Sure, yeah, we know Civ5 has been around for some time already, and some people suggested we should move to Civ5. Well, we decided that we have not yet done everything we wanted with Civ4. At this moment, we can safely say that Civ5 will not be happening for us.

    • Q: Have you been around for long?

    A: We sure have been. The first public version of Realism mod for vanilla Civ 4 was released in November of 2005, thus making the mod over 10 years old already, one of the oldest mods (probably the oldest mod continuously being developed) for Civ 4. From February 2006 the mod ended up in hands of Houman, who has been the team leader for a long while. From March of the same year, we are based on Sourceforge, and Sourceforge SVN repository has proven to be an excellent way of organizing our work. In December 2006 we ported the mod to Warlords, adopting the name "Total Realism Gold". February 2011 saw the first Beyond the Sword release, along with another name change to "Realism Invictus".

    • Q: I liked some element from your mod (piece of artwork, concept etc), and I want to use it in my own mod. May I?

    A: By all means you should do it! Realism Invictus by itself draws heavily on the creations of other Civ4 community members, especially on CFC. We would be delighted if some part of our mod would help other fellow modders to create better stuff.

    • Q: I have a question/bug report/suggestion. Where do I go?

    A: We have a forum specifically for those needs. We invite you to visit http://www.realism-invictus.com/forum/ for all your RI community needs. We leave no post unanswered! If you are having trouble accessing our forum, you can ask in our CFC subforum here: http://forums.civfanatics.com/forumdisplay.php?f=202

    • Q: I liked your mod very much. How can I help your team?

    A: Well, first of all, if you have any specific skill, ranging from C++ to audio recording, anything that you think could be useful to RI, you can join our team. Basically, that is how we get team members – all of us, including myself, were at one moment just fans who offered their help in working on the mod. If you don't think you have any skills valuable to the mod, you can just play it – every player who shares his/her impressions, voices suggestions, reports bugs is an asset to the team. They help improve RI almost as much as any team member. Also, keep in mind that you CAN'T give us money for our work, because RI is strictly non-commercial. We have no account for donations and aren't going to get one. You may, however, buy a team member a drink if one happens to be in your vicinity (the chances of which are quite good, since we have team members in many countries – see the credits section).

    • Q: I feel you treated some group/ideology/nation/religion unfairly in your mod. You give it too much/too little credit. :-(

    A: We are VERY sorry you have come to this conclusion. We're trying to be fair and to carry out a balanced approach to all the stuff. After all, this mod started as an attempt to correct some unfairness/onesidedness present in vanilla Civ4. If you think we should know your opinion, please share it with us at our forum (see above), and we'll discuss it.

    • Q: Can I use a custom map with your mod?

    A: No. Unfortunately, custom maps don't work with RI. The reason behind it is all the new resources we add that will obviously be missing on a map not specifically made for our mod. If you have enough experience, you can make a map RI-compatible by placing all the appropriate resources on it by hand – if you ever do so, feel free to send it to us, we will likely include it in our next release. So the only custom map you can play RI on is the world map that comes with it.

    • Q: Can I use custom map generation scripts with your mod?

    A: Unlike the previous question, the answer is most likely "yes, you can". The majority of map generation scripts, if they weren't made specifically for some other mod, will generate perfectly playable random maps in RI. Of course, we haven't tested every single script out there, but some of more popular ones, like PerfectWorld and Tectonics, can give you an excellent RI playing experience, better than the scripts that come bundled with Civ 4. We recommend you experiment and find the one that suits your needs. In addition, we ship some of the better ones specifically tweaked to work best with our mod.

    • Q: Will you extend your mod to the future? There is so much cool stuff you could add…

    A: No, extending the tech tree to the future is beyond the scope of our mod. As it is, even expanding it to the present is beyond it – currently it is considered to extend as far as late 1980'ies. That's why we also aren't including any contemporary leaders – they are simply beyond our scope. We strive to model human history, and contemporary events (and even more so hypothetical future events) have not become history yet.

    • Q: Will you add more civs? At least my favorite one(s)?

    A: Not likely your favorite ones, and there are several reasons for it. While we try to add new civs, and there are already several in our mod, most of the more popular ones aren't getting added for several reasons. First of all, our World Map is pretty cramped as it is, and will become even more so when we eventually add some BtS civs (not even all of these will make it in). Then, with the amount of attention every civ gets in our mod (leaders, units, Great People, etc.), it is a titanic job to add every single one – since it is not a matter of simply adding a couple of leaders, a UU and a UB. A "civ" that is considered a standard on CFC, for example, would look terribly incomplete in our mod, and would require much more work to blend in than what already went into its making. This also means that some potentially interesting civs will not be added at all, due to the fact that there is very little material available on them (the first example that comes to mind for that is Khmer). We have added several custom civs so far, and as you can see they are likely not the ones that would be your first choices.

    • Q: Why don't you use animated leaderheads?

    A: Once again, several reasons. The first and the strongest of those is that I'm the person responsible for adding these, and I don't like Firaxis-style animated cartooney leaderheads. Ever since Civ 3, I always substituted them for beautiful works of art I could find. These painters are worth checking out! There are also two additional reasons that reinforce this principle: first of all, since I can make those static leaderheads myself, I am not bound to wait for someone to make me an animated leaderhead – and thus we can put in any leader I can possibly find, and you will notice that we have more leaders than most other mods. And lastly, static leaderheads eat up much less system resources. In a mod as big as ours, every little bit counts. –WH.

    • Q: Can you make it so that civs found cities in historic places and appear at historic periods? Rhye's does it.

    A: No, implementing these features (as well as some other stuff present in Rhye's) would limit our mod to world map only. While we consider the work of Rhye to be a top-class mod, we are developing a more flexible product which is suitable for a broad spectrum of random maps.

    • Q: Why did you turn off tech trading?

    A: We have implemented tech transfer component instead. If any civ you have open borders with knows the tech you're researching, you will research it much faster. We feel it does a better job at simulating tech spread than Civ4 default "tech trading" (which really only happened from late XIX century IRL). You can turn tech trading back on if you don't like that feature, but then don't forget to turn our Tech Transfer component off in the game options, as the two aren't meant to function together.

    • Q: Will you please add Revolution / RevDCM mod component? It is brilliant, and your mod will really shine with it.

    A: Yes, we know that. Yes, we are planning to add it. It is a large amount of work to merge it into our existing structure, so we are not sure when this is going to happen. No amount of asking is going to shift that date.

    • Q: Why do you release new versions so rarely?

    A: Well, we are a team of perfectionists, and we like to ensure that everything is as complete as we can before we release a major version. Therefore, we only release major versions once every half a year or so. That doesn't mean that you are locked out from whatever we are currently doing: everyone can check out our latest internal build from our Subversion (SVN) repository, which will provide you with exactly what we ourselves have at the moment, and you will be able to keep it up-to-date. Our forum has a handy guide on how to do that: http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=825. But please keep in mind that this IS an internal build not intended for release. While we try to provide support to users playing our SVN versions, please remember that they are essentially betas. And please remember the revision number you're playing (BTW, it is a very bad idea to update your SVN revision during an ongoing game – more often than not it will render your current saves unplayable).

    • Q: Do you need beta testers?

    A: Yes, we do. See the previous question on how to get your hands on our latest internal build, and play it! Then report your finds to us on our forum, and that's that – you are helping us. We really appreciate this kind of help.


    • Q: Where can I get more info on how stuff works and advice on how to play your mod?

    A: We have a manual - not too detailed, but designed to give you a basic understanding of all the mod's significant features. This post contains a link where you can get its pdf version. Also, in-game hints have been rewritten to provide useful RI-specific advice (and if you didn't know, you can read all hints in the Pedia!).

    Information for fellow modmakers

    We always felt our work to be a community effort, and as such we would very much like to give back to community as well. Our mod has tons of stuff incorporated into it, and much of it can currently only be found in it - we'd like that to change. Releasing all the units, buildings etc. from the mod separately on CFC is not an option, not only due to the sheer amount of separate items, but also due to the fact that our own involvment in its different bits and pieces varies greatly - from making stuff from scratch to redoing the textures and reshaping the models to even simply resaving stuff in a more efficient way (say, removing unused alpha channels in textures).

    Therefore we urge you all to thoroughly pillage our mod for content. I can assure you, even if you already saw this particular unit/building/improvement/whatever on CFC, please take your time to compare, and in over 80% of cases you'll find that our version has been improved in some aspect. You can use any of our stuff without asking, but it would be nice if you informed us, just so we can enjoy the fact our work is being appreciated by the community.

    32-bit Disclaimer

    If you have a 32-bit OS, you will not be able to successfully finish a World Map game. 32-bit OS memory handling is such that after the savegame size exceeds certain size, the game starts to randomly crash from Memory Allocation Failure (MAF). There is no way to prevent this from happening sooner or later if you are playing World Map on a 32-bit OS. There is nothing we can do with this sad fact, as it is inherent in 32-bit architecture itself and the way Civ 4 engine works with it, and there is no fix for that available to a modder. Only play World Map if you have a 64-bit OS (or are content with playing roughly until Medieval era on a 32-bit OS)! Please restrict yourself to playing random maps if you have a 32-bit OS, and remember that the smaller the map size, the lower the probability of MAF.

    Troubleshooting checklist

    If you experience crashes/weird behaviour that clearly should not be there, please consult the following checklist to make sure you have everything in place for the mod to work correctly.
    Spoiler :
    This contains the most common problems people have with the mod. Please ensure that:
    • You are not running MacOS. Mods with custom dll don't work on Mac.
    • Your video card supports the mod. Note that the mod is more demanding to video hardware than Civ 4 itself. As a rule of the thumb, Intel onboard video chips are insufficient to play the mod. Most ATI and NVidia cards that can run Civ 4 will not have problems with the mod either.
    • Beyond the Sword is patched to the latest version.
    • If you have a 32-bit OS, you will get Memory Allocation errors sooner or later. To get them later rather than sooner (depending on your specs perhaps even later than the time it takes you to win/have enough fun), you may apply the MAF fix.
    • The mod is installed to correct path, that is "Beyond the Sword/Mods/Realism Invictus". Do not rename the folder of the mod to anything other than "Realism Invictus".
    • CustomAssets folders are clean. Any files in those folders (including components like BUG and BULL) will interfere with normal functioning of the mod.
    • If you get a C++ error when you try to start, you should download and install Visual C++ Express.
    • If you crash starting a custom game, try starting via "Play now". If it starts normally, then try starting custom game again, maybe changing some options. It will start normally after a few tries, and won't crash anymore.


    Credits and thanks
    Spoiler :
    Current team members (in alphabetical order of nicknames on our forum):
    • Cruel – Henrique Senna (Brazil)
    • Hian the Frog – Yann Dubois (France)
    • Josh – Josh Sjoding (USA)
    • Mexico – Peter Bodnar (Slovakia)
    • Walter Hawkwood (Russia)
    Former team members (in alphabetical order of nicknames on our forum or on CFC):
    • 12monkeys (Germany)
    • Anaztazioch(Poland)
    • Ankenaton (USA)
    • charly1977 (Germany)
    • el_zozo (France)
    • Houman (UK/Persia)
    • israfil (Canada)
    • jaynus
    • Kristine
    • Nightravn
    • Phatlip
    • PTFeilong
    • Tahnkout (Turkey)
    • Vitez (Poland)
    Thank you very much, for without your input, Realism: Invictus would never get where it is today!
    Very special thanks to people who have contributed their work directly to our mod, by helping develop some of its specific parts (in alphabetical order of nicknames on our forum or on CFC):
    • Arian (Netherlands)
    • Bakuel (USA)
    • Dertuek (France)
    • Jinzor (UK)
    • Lib.Spi't
    • ostar
    • Palaiologos (Greece)
    • Stolenrays
    • Ungomma (Russia)
    Special thanks go to the people who have provided a great deal of help to us testing our mod and giving us lots of useful feedback (in alphabetical order of nicknames on our forum):
    • AntmanBrooks
    • Ambassador
    • aod (Brazil)
    • awh1979
    • BareJag (Finland)
    • Burebeesta
    • cfeyyaz (Turkey)
    • civman110
    • Erfeo
    • Freakwave (Netherlands)
    • gforce (Canada)
    • HannibalBarca (France)
    • haroon
    • Harrier (USA)
    • Iamwinterborn
    • Ignacio (Argentina)
    • Narxysus
    • nicrolyte (USA)
    • pioswa
    • riesscar
    • rkade8583 (USA)
    • sami_snow
    • Shuikkanen (Finland)
    • spleskan_kur
    • Sukkels88
    • Taylor (Cuba)
    • Terkhen
    • Tingyun
    • tmk
    • RonZeroRange (USA)
    • vamperium
    • VenGence (Canada)
    Thank you very much, for with your help, innumerable bugs were found and fixed, and the mod was balanced in a way that would not be possible without your input.
    We would like to thank the following CFC members whose work was included in our mod or otherwise helped it grow (due to the length of the list, I am certain that we couldn't list everyone; the mod is a true product of Civ4 modding community):
    abbamouse, AchillesZero, AlazkanAssassin, ambrox62, Aranor, ArdRaeiss, asioasioasio, baal_isidro, bernie14, Bhruic, C.Roland, Cafegio, Chalid, Cham, Chamaedrys, charle88, Chugginator, coffee_junkie, ComG, dacubz145, danrell, Deliverator, Deon, Dom Pedro II, embryodead, ermelinho, esnaz, Expositus, Frontbrecher, GarretSidzaka, GeneralMatt, Hell's Angel, heroes182, Hunter, Jinzor, JustATourist, Kathy, krowtrobot, LittleRedPoint, Master Lexx, MaxRiga, Mumin, Mylon, naf4ever, nautil, Nevermind, Nicholas Hawkwood, NikNaks93, Notarzt, Optimizer, Patricius, Ploeperpengel, Polycrates, Rabbit White, Ramzay1945, Refar, Robo Magic Man, RogerBacon, sepamu92, Sevo, seZereth, sharick, Snafusmith, Snaitf, Stone-D, SupremeOverlord, Thalassicus, The Capo, The Conquests, TheFourGuardian, TheLopez, tlucky4life, Tremo, veBear, villo, Von Zeppelin, Willowmound, Wolfschanze, Xenomorph, zenspiderz, Zerver, Zuul.
    Additional thanks go to the creators of BUG mod: Alerum68, Cammagno, EmperorFool, NikNaks, Ruff_Hi and everyone else credited in-game in BUG section.
    Additional thanks go to the creators of PerfectMongoose map script for Realism Invictus: Rich Marinaccio aka Cephalo (original creator), LunarMongoose (adapting for Civ 4), Antmanbrooks (tweaking for RI).
    Additional thanks go to the person responsible for countless interface improvements adopted by RI: Platyping.
    Some artwork and music was taken from the following games (every single of them is very nice, so give them a try!):
    • 0AD,
    • Age of Empires 3,
    • Anno 1404,
    • Anno 1701,
    • Axis & Allies,
    • Blitzkrieg and other Blitzkrieg Engine games,
    • Crusader Kings 2,
    • Empire Earth 2,
    • Empire Earth 3,
    • Empires: Dawn of the Modern World,
    • Europa Universalis 3,
    • Europa Universalis 4,
    • Grand Ages: Rome,
    • Kohan 2: Immortal Sovereigns,
    • Making History,
    • North and South Pirates,
    • Rise and Fall: Civilizations at War
    • Sid Meier's Colonization,
    • Sid Meier's Pirates!,
    • Sid Meier's Railroads,
    • Supreme Ruler Ultimate,
    • The Elder Scrolls 3: Morrowind,
    • Victoria 2,
    • Wind of Luck,
    • World of Tanks

    Additionally, many units are directly based or inspired by these user-created mods to Total War, C&C: Generals and Mount & Blade game series:
    • Broken Crescent,
    • Brytenwalda,
    • Europa Barbarorum,
    • European Wars,
    • Lithuania Mod,
    • Magyar Mod,
    • Napoleonic: Total War,
    • Ogniem i Mieczem,
    • Peace Mission,
    • Rome Total Realism,
    • Rusichi,
    • Visual Reality Mod,

    Special thanks to King Louise Assurbanipal from Total War Forums and ZoldGorynych from Sich: Total WarS forums.
    Parts of the mod created by the Wildfire Studios (the makers of 0AD) are licensed and used in RI under Creative Commons Attribution-ShareAlike 3.0 license.

    Downloads

    Note that Sourceforge has many different mirrors, and if you think your download is too slow, try switching to another (it offers you this option when you click the download link).

    Full version (download link). This is the download that contains everything that you might need to enjoy our mod as it was intended. Manual also included in the download.

    Light version
    (download link). This version contains no animated wonder movies (static pictures are used instead) and no specific Great Person popups. It is otherwise a fully functional version, good for people with slow connection or limited bandwidth.

    Manual (download link). A link to pdf file of the mod's manual.
     
    Last edited: Jan 21, 2017
  2. vincentz

    vincentz Divemaster

    Joined:
    Feb 4, 2009
    Messages:
    3,459
    Location:
    Denmark
    Looks good. Downloading... :D

    btw: Ship of the Line is already in BtS
     
  3. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
    2,942
    Location:
    Moscow, Russia
    Thanks; this one was a leftover since Warlords time. :D
     
  4. Bakuel

    Bakuel Chieftain

    Joined:
    Mar 14, 2007
    Messages:
    608
    Congratulations on the release!
    Downloading it now, I can't believe I was hoping to get some stuff done today. Oh well.:mischief:
     
  5. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
    2,942
    Location:
    Moscow, Russia
    Thanks! It wouldn't be so nice without your work! :goodjob:

    BTW, any plans to release some more of your excellent units? ;)
     
  6. Bakuel

    Bakuel Chieftain

    Joined:
    Mar 14, 2007
    Messages:
    608
    I'm working on India, I'll probably release the Hindi/non-Muslim unit packs first. You can expect something in three or so weeks, I'm aiming to be finished them by the end of February.
    I'm a bit embarrassed because I was hoping to finish them before the new release, but I haven't had a lot of time to finish them off.

    BTW, I'm playing with Arabia on the world map right now! :D
     
  7. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
    2,942
    Location:
    Moscow, Russia
    Since this world map is new to our mod, it is still somewhat rough around the edges when it comes to balance; tweaks to the map will probably be our biggest task for 3.1 - I am running a hands-off test as I am writing this.
     
  8. khomotso

    khomotso Chieftain

    Joined:
    Feb 13, 2011
    Messages:
    1
    I wanted to report this in the mod forum, but it's not clear which forum I should go to for this: Total Realism? I don't see any RI discussion there.

    At any rate, I just installed this, and am trying to give it a whirl, but I'm consistently crashing to desktop with a runtime exception while the world map is being generated (the same spot every time). Vanilla BtS is fine; I'm playing with the steam version.

    If I start it with RI's World map, the runtime exception hits early on. If I start it with another random map, I CTD only at the very end of the setup progress bar.

    Windows 7 32-bit
    Updated Nvidia drivers
    2G memory

    *EDIT*

    Looks like a memory issue. I can play with a large map, but nothing larger.
     
  9. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
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    Location:
    Moscow, Russia
    World map is very large and thus very demanding when it comes to hardware. I would not recommend anything larger than large maps for a 32 bit OS anyway.
     
  10. Keinpferd

    Keinpferd Chieftain

    Joined:
    Nov 30, 2009
    Messages:
    611
    Location:
    Berlin
    Congratulations to your mod! Too bad, that it can't run on a Mac, but it's already fun to browse through your unit art folder using NifSkope… I was surprised by the new (new to me at least) versions of Polybian legionaries, apparently inspired by Total War. I'd be glad to credit the creator, when I'm using them. Who did them?

    The Drawback feature accompanying leadertraits also reads interesting. Does it require SDK or Python, only?
     
  11. Hulfgar

    Hulfgar Chieftain

    Joined:
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    This mod really looks great.

    Is it compatible with Dale's Combat Mod ?

    If not do you have plans to include the ranged attacks and bombing missions ?
     
  12. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
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    Moscow, Russia
    That'd be me. :) They were done some time ago; I remember Total Realism 2.4 already having them.

    Wasn't me who coded those, but mostly they are just inversions of regular trait effects, which doesn't even require Python, just putting negative values into XML. The bits that required coding concerned drawbacks that were opposites of some custom positive traits.

    I don't think it's immediately "compatible" with any other mod that has a custom dll. We will consider integrating Dale's in the next versions, but no promises here. Already tried that once a couple of years ago, and it caused lots of trouble back then - but I guess the combat mod itself also came a long way since then.
     
  13. Soro

    Soro Chieftain

    Joined:
    May 22, 2003
    Messages:
    191
    Very much looking forward to trying this out, but--slow download. 60KB/sec? I'm looking at close to 2 hours, here. Normally I get anywhere from 200KB/sec up to over 1 GB/sec. You might want to consider a second download source, as well.
     
  14. Hian the Frog

    Hian the Frog TR Designer and XML

    Joined:
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    Location:
    Near Nancy, FRANCE
    It needs some coding. :sad:
    Some drawbacks, such as "Isolationist" or "Reckless", need some coding.

    Of course, you have to add all these new traits on the Trait XML sheet too.
     
  15. Actuarian

    Actuarian Chieftain

    Joined:
    Sep 15, 2010
    Messages:
    136
    Downloaded full version three times - it lets me run through the setup options but can't read any files - I choose skip just to see and it can't read the next file. I'm trying the light version now.

    Lite version doesn't work either. I don't think they are corrupt downloads. I use Windows 7 64bit - tried the install both as administrator and not. The installer was not able to detect the path, which is:

    C:\Program Files (x86)\2K Games\Sid Meier's Civilization IV\Beyond the Sword

    I do have version 3.19

    The exact error message is "Error opening file for writing"
     
  16. Soro

    Soro Chieftain

    Joined:
    May 22, 2003
    Messages:
    191
    Full download finally finished, just shy of 2 hours. Meh.

    Installed easily on WinXP. Loaded quicker than one of my 2 faves, RoM: AND. Chose huge map with custom continents, 6 players in all. Launched smoothly, no problems. If you're having crashes, try lowering the number of players, as well as the size of the map.
     
  17. Dumanios

    Dumanios MLG

    Joined:
    Oct 24, 2008
    Messages:
    4,868
    DLing right now!
     
  18. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    Location:
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    SourceForge has lots of mirrors; you should have probably tried another one.

    Have you tried running the installer with admin rights?
     
  19. Soro

    Soro Chieftain

    Joined:
    May 22, 2003
    Messages:
    191
    Might be more effective if you put such a link in your first post, along with a comment along the lines of "Download link too slow? Try this one," etc. Just a thought. Might bring in a few more users, but in any case, that's up to you.
     
  20. Vertico

    Vertico Chieftain

    Joined:
    Aug 15, 2006
    Messages:
    311

    Exactly the same problem here...
    Please check out the atachment.
    I am administrator and have UAC disabled ;)


    P.S. regarding download time - I was able to donwload from the main mirror with average speed of 1,4 MB/s today at 15:00 CET
     

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