Is there any way you can fix the fact that the AI will never trade incense? I think it is because the resource works with so many different named buildings that the AI thinks it is much more valuable than it is.
Hello
I have a question for creator and/or people who already played this mod.
I would be very much interested in perhaps borrowing a few units from RI for my my own mod, but before I go on downloading the giant file (I don't have much space on my drive atm), I would like to know if RI units use team colors?
It seems to be a common trend with new unit designers to make units as historically realistic as possible for each individual nation, them almost always forgo the use of team colors, which makes it hard to use their units for generic purposes. Hows RI in this regard?
Could you please post a save the turn before crash? Also, are you sure you have 3.1? The one in the links in the first post of this thread?
You can't create more players. The world maps are already at civ limit. You'll have to replace one of the existing ones.
O, ok. Thanks.
I just replaced England, however when I go to start the scenario Celtia is not available. Do you know what I may be doing wrong by any chance?
Dear Hian, Cruel and Walter,
you seem to be pretty busy now integrating K-mod into Realism Invictus. I don't know if K-mod adresses these issues but it is (1) moddable and (2) desirable for you to include "releasing vassals", "granting passage rights" and "granting ressource x" into a peace settlement between to warrying civs? I always wanted those items integrated since I often only attack civs because they don't let me pass or because I want to break up their vassal control (especially if they are capitulated vassals).
I should note that we are still evaluating some of the features of K-Mod. In the initial merge we are avoiding the major gameplay changes that K-Mod brings:I believe K-mod changes how culture spreads aswell.
This is a very good question. I started the merge with K-Mod 1.28 and when I'm done I'll have at least 1.29 brought in. Our release scheduling decisions probably won't affect whether future versions of K-Mod get merged in. Karadoc is quite prolific and the work is very impressive; but this also means that merging so many changes takes time and a lot of careful work. Merging in future versions of K-Mod is something I would hope to do maybe once a year, but I really can't make any promises because of the huge effort involved.Regarding the release: a counter-question to devs: while K-mod is an excellent and solid mod, it is still in active development. Does intermediate release mean that you stop K-mod integration after that pont?
Probably worry too much, but better have a confirmation.
Yes, if it is as you describe it, it's a bug. We'll try to reproduce and fix it for the next version. A save when a HC under those circumstances migrates predictably on the next turn would be tremendously helpful, of course....
well, i didn't saved in that conditions but i have some saves taht could help you.
1006- HC is in york
http://www.filedropper.com/elizabethad-1006
1075- HC doesn't exist ( when i played that saved originally i think that the HC was in york but now doesn't, weird)
http://www.filedropper.com/elizabethad-1075
1108- HC is in london (in that save says that london became HC in 1105)
http://www.filedropper.com/elizabethad-1108
in 17xx it said again that london was the HC and i don't know why, here is the last save.
http://www.filedropper.com/elizabethad-1770
thanks for the support.
@Walter Hawkwood:
First i'd like to compliment you on the latest version of your mod. Yet i'd like to share my ideas to further enhance it.
This is a list of features i noticed with the modmod Rise of Erebus:
- Strongholds have a commander
- Strongholds are upgraded to castles after a certain time. That increases their influence as well as the value of defense
- City-enhancements aren't ruined instantnly but degrade from town to village to hamlet to cottage
- There are different Training-buildings for different Units
- camp enhancements can be built without any resources in the forest
- camp, mines and farms open the possibility to discover the coresponding resources
- new resource : bisons
- seperate switches for health and happiness that stop growth at their respective limits
My ideas:
- new unit : healer/shaman, who can't attack and funtions only as a medic
- more events and quests like hurricanes, volcanoes...
Do you think there's a chance you'll include these things in future version of your mod?
Is there any way you can fix the fact that the AI will never trade incense? I think it is because the resource works with so many different named buildings that the AI thinks it is much more valuable than it is.
I honestly never noticed that, but if it's true, then this definitely should be looked at.