Realism Invictus

Is Rev Mod going to happen any time soon? Playing 3 player with two friends and between us we're eating up the earth with no penalty for our huge empires?
 
Is Rev Mod going to happen any time soon? Playing 3 player with two friends and between us we're eating up the earth with no penalty for our huge empires?
RevMod integration will happen after the merge of K-Mod is finished. Whether or not there is a release between the two is still up for consideration.

Also, I highly recommend that you move to higher difficulty levels. You'll find no shortage of challenge (or city maintenance costs) there.

Personally, I always play our mod as a cooperative multiplayer game (two humans vs. 5 or 6 AI), so I am very sympathetic to your play style. My buddy and I have been trying to beat it on Diety for a long time but the runaway AI empires typically declare war on us and then overwhelm us with higher technology. I've actually added an additional difficulty level (Titan) just below Diety to better suit our needs. Of course, once the merge of K-Mod is done that may change the effective difficulties all around anyway.

-Josh
 
I think it's actually called Deity not Diety unless you play RI so hard you don't manage to have lunch breaks.

I agree with moving up the difficulty level. I'm still challenged by Emperor level (with 16 AI civs on huge map). It's always the economy, stupid!
 
Balance is completely gay. Moderator Action: We disapprove the demeaning usage of the word "gay" here. Please don't use it in this way, it might offend other people around. Why the hell i'm supposed to look at cities that become unhappy on population 3 and press "end turn" forever because i can't grow cities, i can't found new cities, i can't research techs fast enough etc??? I played at least 50% of the more or less popular strategy games in the last 15 years, and this mod has one of the worst balance in the early game out of them all.

Uninstalled. Waste of time.
 
Balance is completely gay.

Whoa, start out with a stupid comment right there! Good job.

Why the hell i'm supposed to look at cities that become unhappy on population 3 and press "end turn" forever because i can't grow cities, i can't found new cities, i can't research techs fast enough etc???

Maybe because you don't know how to play Realism?

I played at least 50% of the more or less popular strategy games in the last 15 years, and this mod has one of the worst balance in the early game out of them all.

Yay for unexplained assertions!

Uninstalled. Waste of time.

I doubt they really miss you anyway.

Moderator Action: Please don't troll around.
If you have a problem with a post, then report it.


DISCLAIMER: I AM NOT PART OF THE REALISM TEAM AND HAVE NO AFFILIATION WITH THEM.
 
"happiness/health switches"
Not a bad idea.

I know this has already been done in "Master of Mana", and I think it was around even in basic FFH, if you wanted to see it done someplace so it's easier to code. :goodjob:


This was always my one pet peeve in RI every time I come back from MoM, I'm like "STOP GROWING YOU SILLY CITIES!" :lol:


I'm running up to Fry's later today, going shopping for a new PC on Memorial Day weekend with all the sales, hopefully now I can get a PC with enough memory to run RI all the way through to present day on the World Map. :goodjob:
 
Hey Walter H, I think I had mentioned before an idea to change pacifism to -50% military production and take out the dreaded 1- gold per unit charge. I did that and like the change alot, as it makes sense as a peace-time civic.

I was looking the last couple of days at the govt. types and finding I wanted to try to make a few changes based on how they functioned in-game. Im going to list the changes and you can decide if any of them seem worthwhile, if not thats fine:lol: but I have fun tweaking things a bit.

Barbarism, +75% maint cost for distance from palace, +10% military production , +5 free military units, 1 unhappy in 5 largest (same as before I think) Thinking barbarism civic should more greatly stifle early expansion far from cap. Also raiding far away cities but not holding encouraged.


monarchy added -10% sci all cities, added can draft 1 per turn , added 15 free military (representing vassel units), added +1 unhappy per-non state religion , other items same, Thinking of the religious turmoil often apart of monarchies, some vassel units, science could be conflicting with religion of time

oligarchy +25% gg emerge from +50%, distance from palace pen 20% from 25%, 4 free units (ruling family servants), 5 free miltary units, -5% science due to less science/religion conflict

theocracy, Added -20% sci rate all, unlimited priest same, took off -10% gold pen., +20% military production , 20 free miltary units
other parts same theocracy now functions more like in the older civs, strong military less science.

parlimentary system -10% distance from palace bonus instead of -25%, 1 free specialist per city, extra representation equals more specialist activity and each city can choose bonus

dictatorship same the extra happy per military unit is key and production seems ok ( federalism added 1 extra shield/hammer to the +1 bonus for towns settlements so its +2 now) feel it better represents productivity gain of that govt. type and encourages lots of town/settlements around city which fits u.s. in particular.

Other govt civic specific sp bonus buildings remain the same of course.

Hopefully adds some better variety into the choices and a little more historical flavor, going to run these a while, and see how they balance with others. I think the fun thing to try is to take your leader choice from history and only play the govt. type in which he/she historically used for the whole game once it becomes available. It would be great for someone to compile a list of the leaders in this mod and match them with their respective govt type to play all game. I also noticed tonite I might want to tone down some of the other civics draft options after adding a few in these :)
 
Hey Walter H, I think I had mentioned before an idea to change pacifism to -50% military production and take out the dreaded 1- gold per unit charge. I did that and like the change alot, as it makes sense as a peace-time civic.

Already implemented in SVN. ;)

I was looking the last couple of days at the govt. types and finding I wanted to try to make a few changes based on how they functioned in-game. Im going to list the changes and you can decide if any of them seem worthwhile, if not thats fine:lol: but I have fun tweaking things a bit.

Barbarism, +75% maint cost for distance from palace, +10% military production , +5 free military units, 1 unhappy in 5 largest (same as before I think) Thinking barbarism civic should more greatly stifle early expansion far from cap. Also raiding far away cities but not holding encouraged.


monarchy added -10% sci all cities, added can draft 1 per turn , added 15 free military (representing vassel units), added +1 unhappy per-non state religion , other items same, Thinking of the religious turmoil often apart of monarchies, some vassel units, science could be conflicting with religion of time

oligarchy +25% gg emerge from +50%, distance from palace pen 20% from 25%, 4 free units (ruling family servants), 5 free miltary units, -5% science due to less science/religion conflict

theocracy, Added -20% sci rate all, unlimited priest same, took off -10% gold pen., +20% military production , 20 free miltary units
other parts same theocracy now functions more like in the older civs, strong military less science.

parlimentary system -10% distance from palace bonus instead of -25%, 1 free specialist per city, extra representation equals more specialist activity and each city can choose bonus

dictatorship same federlism same

Hopefully adds some better variety into the choices and a little more historical, going to run these a while, and see how they balance with others.

We have rebalanced and reworked lots of civics for the next version as well. What we have now is quite different from what you did, but of course everyone has his own ideas on how stuff should work. Actually, if you make extensive changes to RI, you should think about releasing a modmod.
 
Already implemented in SVN. ;)



We have rebalanced and reworked lots of civics for the next version as well. What we have now is quite different from what you did, but of course everyone has his own ideas on how stuff should work. Actually, if you make extensive changes to RI, you should think about releasing a modmod.

I appreciate you suggesting that, I actually have done that with a few mods for civ3 with the designers permission of course :lol: At the time I fell in love with artillery placement, almost more of a castle defense sort of thing. I modded a vietnam scenario with tons of artillery/set troops you had to take out.

I think the file system is quite alot different now since they dont store files here now? Having to join a hosting site and the fact that my tweaks are based on playing total war all the time, makes it limited appeal probaly. Well I checked and it looks like Realism Invictus is larger than the allowed upload here and I doubt my tweaks are worthy of a hosting site release. Im pleased that the change to pacifism made it in, I feel a small vested interest lol. Some of my ideas get a little extreme (late at nite) but every once in a while I hit upon a gem.

I look forward to seeing the civics changes, Im sure they will be fun to play!:goodjob: If I tweak anything I will continue to pass it along just for info/fun in case you want to consider it down the road as a possiblechange/addition.
 
Well, you can just post the changed files that people need to overwrite to play your modmod. If it's only XML, it won't take much space, and you'll be able to host it almost anywhere. But of course I understand that running your own mod is a chore, and I sympathize with anyone who just wants to play and enjoy without going into that. Have fun! (and might I suggest you have SVN fun, and comment on that - the more beta testers we have the better ;))
 
Well, you can just post the changed files that people need to overwrite to play your modmod. If it's only XML, it won't take much space, and you'll be able to host it almost anywhere. But of course I understand that running your own mod is a chore, and I sympathize with anyone who just wants to play and enjoy without going into that. Have fun! (and might I suggest you have SVN fun, and comment on that - the more beta testers we have the better ;))

Thx Walter H, I might think about posting an upload of the civics xml file but I want to play the changed ones a while first, but posting just the file to overwrite is a great idea, thx again. If I do that, do I just link it here or actually start a mod of mod thread?
 
Thx Walter H, I might think about posting an upload of the civics xml file but I want to play the changed ones a while first, but posting just the file to overwrite is a great idea, thx again. If I do that, do I just link it here or actually start a mod of mod thread?

I suggest you start a thread in our subforum and post a link here, especially if you are going to develop it further later.
 
Hi there!

I tried to download the SVN version like Josh described it in this thread: http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=825. But soon after clicking ok in the SVN checkout tool , it failed! What might have happened? I tried it twice to no avail. Is the repository link still working? It says: Access denied. I have to approve every installation on my laptop but I'm also the administrator. If there would be a problem normally just a popup would open asking me for approval.
Any advice how to proceed?
 
Are you right-clicking (on an empty area of a folder) and then choosing "SVN checkout" and then pressing "OK" (assuming this is the first time you d/l the SVN for this mod)? The way you describe is what happens if someone tries to upload rather than download. I just tried it and it works fine for me.
 
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