Realism Invictus

Yeah, I mean, either way RI is the best computer game I've every played. I just want to play it faster :D
 
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?
 
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.

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?

We try to use teamcolors for all the units we use for generic purposes in our mod; all the units used for 1-2 civs will usually not have them.
 
Not sure if this will get a reply, but does anyone know if RI has the shift-t debugging tool? Shift-t doesn't work, but all the other tools are there. I want to give all civs 50000 gold to start the game, but I can't do it
 
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?

Hi!

It was the light version, i don't know what was the problem, but it crashed every time.

I downloaded the full version since then and it is working perfectly!

Thank you for this mod btw, you made a brilliant job, it is way better than civ 5!
 
Hello again,

I was wondering if someone could help me to add the Celts to Ireland on the Huge world map. I don't know what I'm doing wrong. I'd also like to change their color to green. So far I have:

BeginPlayer
Team=0
LeaderType=LEADER_BRIAN_BORU
LeaderName=Míceál Ó Coileáin
CivDesc=Irish Empire
CivShortDesc=Ireland
CivAdjective=Irish
FlagDecal=Art/Interface/TeamColor/celtic_cross.dds
WhiteFlag=1
CivType=CIVILIZATION_CELTS
Color=PLAYERCOLOR_RED
ArtStyle=ARTSTYLE_EUROPEAN
PlayableCiv=1
MinorNationStatus=0
StartingGold=0
StartingX=7, StartingY=71
StateReligion=
StartingEra=ERA_ANCIENT
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_RULEOFFEAR
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
Handicap=HANDICAP_NOBLE
EndPlayer

I created a player 56, changed Egypt to player 56 and changed their starting units to player 56 as well.

I deleted the city of Eire and added Celtic starting units to that location.

I keep getting a "failed to read worldbuilder file" error message.
 
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).
 
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?

Well, the entry you posted above seems right. Maybe you specified wrong team number (that is, forgot to change the 0 above to England's 10)? Also try starting the map as another civ, and look in WB if they were placed at all.

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).

If nobody made these as a ready-to-integrate component, and our task would only be to add it, it would be really hard to implement right.
 
I believe K-mod changes how culture spreads aswell.
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:
  • Revised cultural growth system
  • Revised religion spread
  • Revised global warming system
  • Others I'm forgetting off the top of my head
Once the initial merge is done, we'll consider each of the gameplay changes in turn.

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.
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.

By the way, I'm also merging in K-Mod's flavor of BULL (BUG's gamecore component) and ACO (Advanced Combat Options).

-Josh
 
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?
 
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.

Thanks, I will check this out. Hopefully this will allow us to recreate this issue.

@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.

A nice list. My comments on some particulars below.

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

I think the commander thing is more suited for fantasy RPG flair than for RI. As for raising the importance of stronghold further, I'd hold it off until AI is capable of using those effectively.

- City-enhancements aren't ruined instantnly but degrade from town to village to hamlet to cottage

:confused: Isn't that how it works in vanilla civ and in RI as well?

- There are different Training-buildings for different Units

That's exactly how it is in RI.

- camp enhancements can be built without any resources in the forest

We will have something similar in our next version, but only for primitive cultures (early stages).

- camp, mines and farms open the possibility to discover the coresponding resources

Mines already do that. For farms, we hope for a more elegant solution.

- new resource : bisons

Not likely. RI already has many resources, and we should take care so that map generators have enough space to place them all.

- seperate switches for health and happiness that stop growth at their respective limits

Not a bad idea.

My ideas:
- new unit : healer/shaman, who can't attack and funtions only as a medic

We don't want to include it as a unit for all civs, but it is already an NU for Zulus (Sangoma).

- 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?

There probably will be more events, but I can't tell for certain.
 
While I eagerly anticipate the R:I-RevDCM union, please put me in the RI-KMod interim release camp. Revolutions will be, well, revolutionary when it hits. It would be nice see what impact KMod will have, and maybe get a little acclimated to it first before dropping Rev on us.

Meanwhile, I'm up to the mid-late industrial age in my world game. Is air unit capacity broken? I'm at Air Superiority, I have a city with a fighter, four bombers, a half-dozen tac bombers, and the city still reads "Air capacity: 0/4." I don't see my capacity limits being enforced in any of my cities, and I'm not sure about the forts. Luckily my opponents seem very reluctant to build an air force, otherwise I'd probably be getting slaughtered.

One more odd thing, in my game the Americans (FDR) spawned, I think the Romans created them as a colonial vassal, but for some reason their units are running around with a Korean flag.
 
I Love RI!!

Usually I would miss some serious overseas assaults from AI. They seem to happen rarely, and poorly, often due to way to little escort and omph!! Untill now,,,
After 6 years of playing, I have been SUPRISED! My spanish CIv of 29 cities, safe on my own continent, mid renisansce, not so military,, got ambushed by my roman friend Trajan. I was friendly with him, not any red diplomatic issues, gues around 10+ in positive. Didnt excpect anything, when he suddenly made amphibious assault with 35 galleons, fully loaded with 105 units, a total effort of 150 units!!!! My guess is this must be among the largest oversea suprise attack ever made in history of RI!! ?

As my game was multiplayer hotseat, I dont know of any way of activating world builder, so no cheating, exxcept load and save.. After numerous reloads to savegame 5 turns berfore arrival, once he suddenly attack my full stack city amphibiously, where my city killed around 90 of his troops!! So I got the only way of surviving. All the other times he loaded troops on a forrest, and it resulted in my entire 29 city civ beeing sacked,in mather of around 20-30 turns afterward..

Any better warstories than this?? :-) LOVE RI!! THANKS!
 
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.

I noticed this as well, though I am unsure which version of RI I still have installed. I am cool with its value being higher than other resources given the wide ranging benefits it provides, but like sami, I swear I could never convince the AI to trade it to me.
 
They will trade it if you are in the late game and have a billion things to give them. When it first becomes relevant there's no chance at all that you can get it from them.

It's cool if it is valuable, but not THAT valuable
 
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