Realism Invictus

I would like to create a couple of scenarios for your mod, 1 on WWII, basically in Europe and north Africa, as I have found some good pre-made maps for other mods, but I really don't know how to make them working with RI, what have I to change? I'm preparing Leaders and Civs for the moment but I need some help. Are you interested?
 
I would like to create a couple of scenarios for your mod, 1 on WWII, basically in Europe and north Africa, as I have found some good pre-made maps for other mods, but I really don't know how to make them working with RI, what have I to change? I'm preparing Leaders and Civs for the moment but I need some help. Are you interested?

You'll have to specify enough teams in the map file, or the map will crash when loading - even if they are empty and not used. Our World Map should give you the idea. Just open it in notepad and see for yourself.
 
Hi Walter,

thanks for your clarification. Anyway, I'm going to play the mod anyway, even if it is only until the Middle Ages. Maybe I should buy a new PC?

Another idea: Have you thought about giving chariots a attack penalty (and maybe defense as well) in jungle and forest? It seems weird that chariots aren't penalised. Their specific advantages are useless in dense forests.
 
The life of chariots on the field of battle in RI is already too limited compared to the importance they had IRL. While I agree with you in principle, weakening chariots further does not feel right for me.
 
The life of chariots on the field of battle in RI is already too limited compared to the importance they had IRL. While I agree with you in principle, weakening chariots further does not feel right for me.

Indeed they hardly survive more than one battle, weakening them further seems not a good idea. In my games I use them to attack tribal forts, losing almost all of them, to avoid casualities among my best units. But I can see any other purpose for them as they have no chance vs. a spearman or an archer.
 
I'm setting an European scenario for WW2, using a map made for another mod. For the moment I'm placing cities and players, but how can I put the resources we have in RI on the map? Is it enough to place the map in the "Public maps" folder in RI folder and to set the map for this mod to get the bonus list available? This is the way I do, but I dont know if this is the right way to proceed, it's my first scenario :-)
Any advice is welcome! ;-)
 
Indeed they hardly survive more than one battle, weakening them further seems not a good idea. In my games I use them to attack tribal forts, losing almost all of them, to avoid casualities among my best units. But I can see any other purpose for them as they have no chance vs. a spearman or an archer.

That's it, and historically, chariot was, for quite a long period of time, a kind of super-weapon. In retrospective, more wars have probably been won by chariots in the history of humanity than by any other weapon. Basically, all the land taken by Indo-Aryan peoples (including all of Europe and quite a lot of Asia) was conquered with chariots, at least that's one hypothesis.

I'm setting an European scenario for WW2, using a map made for another mod. For the moment I'm placing cities and players, but how can I put the resources we have in RI on the map? Is it enough to place the map in the "Public maps" folder in RI folder and to set the map for this mod to get the bonus list available? This is the way I do, but I dont know if this is the right way to proceed, it's my first scenario :-)
Any advice is welcome! ;-)

As long as you can open the map in WorldBuilder from RI, you can use the WB to place all the needed terrains, resources, units and stuff - and then save it from WB.
 
Awesome work on the mod guys.

I was wondering if, after a major military engagement, an announcement could be made giving the battle a specific name (eg Bull Run etc), and listing each nations various casualties by unit type (multiplies by some constant to give realistic figures)? Perhaps this would add in a small way to the game's realism.
 
Good news about my new map! I have finally understood how to proceed for what concern how to put a civilization into the game, now the problem is that when I launch the map, as soon as the game start I'm declared defeated. Comparing other mods I think it's a problem with the tech tree. Indeed, after the game starts, a blank screenshot of the technology advisor appear and I can do anything else than click exit and lose the game. I suppose this means I need to set up technology too but I really dont know which techs are already to be discovered in the modern era. Do you have a list for me?
 
Good news about my new map! I have finally understood how to proceed for what concern how to put a civilization into the game, now the problem is that when I launch the map, as soon as the game start I'm declared defeated. Comparing other mods I think it's a problem with the tech tree. Indeed, after the game starts, a blank screenshot of the technology advisor appear and I can do anything else than click exit and lose the game. I suppose this means I need to set up technology too but I really dont know which techs are already to be discovered in the modern era. Do you have a list for me?

Hi Snake Pliskeen,

1) If you are declared defeated, your map is bugged. I'm sure of this: i'm the main builder of the TR an RI world maps and the future scenario.
You should look at the number of civs, the TeamID, player ID, etc.
If you want: PM me, i will try to give an answer (if possible).

2) A list ? Yes and no. What you can is:
- launching a new custom game with the exact number of civ you want to have in your future WW2 scenario.
- this game should start at modern era. You will then have all the techs of the previous eras.
- Using the WB and saving the game.
- Using a tool like Notepad++ to have a look at this saved game. Then you will be able to read a kind of template of what you will have to do to build your scenario. You will also be able to read all the tech of the era you want to start in.

I hope i'm understood. :crazyeye:
Feel free to PM me.
 
Awesome work on the mod guys.

I was wondering if, after a major military engagement, an announcement could be made giving the battle a specific name (eg Bull Run etc), and listing each nations various casualties by unit type (multiplies by some constant to give realistic figures)? Perhaps this would add in a small way to the game's realism.

We haven't really considered this opportunity. What you can do as a player is place a sign on any terrain tile with alt+s; this way you can mark down the name and date of any battles you have, if you want.
 
Hello - small balance thing

I think submarines in general are too weak.
Would you consider making them a bit stronger?

I have few ideas for them:

1) Adding some first straike chances

2) Adding some attack bonus against capital ships and carriers

3) Giving them ability to attack first transports and/or carriers and/or capital ships from stacks ignoring escort

I believe the last option is most realistic and could look like this for example:
Spoiler :
Code:
<UnitCombatTargets>
          <UnitCombatTarget>
                  <UnitCombatTargetType>UNITCOMBAT_NAVAL</UnitCombatTargetType>
                  <bUnitCombatTarget>1</bUnitCombatTarget>
          </UnitCombatTarget>
          <UnitCombatTarget>
                  <UnitCombatTargetType>UNITCOMBAT_NAVAL_CARRIER</UnitCombatTargetType>
                  <bUnitCombatTarget>1</bUnitCombatTarget>
          </UnitCombatTarget>
</UnitCombatTargets>
 
Thx Hian! You show the difference between who knows and who tries :-)
I'm following your advices, I'm setting civs in the scenario (24), I've searched all night to find out which leaders were involved during WW2and I'm setting up all civs in the assets folder. As I'm adding new civs and leaders, can you tell me if it's better to add them simply to old files or to create a new ones? What I dont know is how to set a new picture for a leader or even how to set a picture already in the game to rapresent a new leader. Any help is appreciated, thx!
 
I have not forgotten about the Great Spies. In fact, I have been expanding them by using the Realism Invictus rule of thumb of 6 or so Civ-specifc Great People for each role. I have the majority of Civs with 6 or more Great Spies specific to their Civ each, as well as the non-Civ specific ones already in BTS. Let me give you three examples.

Histiaeus (Greece new)
Cardinal Richelieu (France new - Yes, he was much more than a spymaster but there are no Great Ministers)
Eystein (No civ/specific person - code name only. In BTS already.)

Does this style meet with your approval?
 

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Is it intended to test the impacts to version 3.01 or for future versions?

Much later. 3.01 is almost ready.

Hello - small balance thing I think submarines in general are too weak. Would you consider making them a bit stronger? I have few ideas for them: 1) Adding some first straike chances 2) Adding some attack bonus against capital ships and carriers 3) Giving them ability to attack first transports and/or carriers and/or capital ships from stacks ignoring escort I believe the last option is most realistic and could look like this for example:
Spoiler :
Code:
 <UnitCombatTargets> <UnitCombatTarget> <UnitCombatTargetType>UNITCOMBAT_NAVAL</UnitCombatTargetType> <bUnitCombatTarget>1</bUnitCombatTarget> </UnitCombatTarget> <UnitCombatTarget> <UnitCombatTargetType>UNITCOMBAT_NAVAL_CARRIER</UnitCombatTargetType> <bUnitCombatTarget>1</bUnitCombatTarget> </UnitCombatTarget> </UnitCombatTargets>

Yes, we probably should do something about them. Although the third option you've suggested will basically make convoys useless. Also, your second idea is, I think, well-reflected by Torpedoes promo that subs can take.

I have not forgotten about the Great Spies. In fact, I have been expanding them by using the Realism Invictus rule of thumb of 6 or so Civ-specifc Great People for each role. I have the majority of Civs with 6 or more Great Spies specific to their Civ each, as well as the non-Civ specific ones already in BTS. Let me give you three examples.

Histiaeus (Greece new)
Cardinal Richelieu (France new - Yes, he was much more than a spymaster but there are no Great Ministers)
Eystein (No civ/specific person - code name only. In BTS already.)

Does this style meet with your approval?

Yep, those are very nice. Although I have some stylistic advice for you, if you want to match RI style closer. Firstly, you should apply the bevel/emboss to the upper small text as well. Secondly, when using b/w images (like in your first example), you can make them look nicer by applying sepia and/or warming photofilter (in PS, at least).

Thx Hian! You show the difference between who knows and who tries :-)
I'm following your advices, I'm setting civs in the scenario (24), I've searched all night to find out which leaders were involved during WW2and I'm setting up all civs in the assets folder. As I'm adding new civs and leaders, can you tell me if it's better to add them simply to old files or to create a new ones? What I dont know is how to set a new picture for a leader or even how to set a picture already in the game to rapresent a new leader. Any help is appreciated, thx!

http://forums.civfanatics.com/showthread.php?t=135669

Here's a very nice thread with everything you can do to a scenario file. ;)

You can't set a leader in a scenario to use a custom image not already used by some leader already in game (although you can use a different name with an existing picture, both for leader and civ, as well as a different flag).
 
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