Realism Invictus

Think I've found a bug in SVN 4354.

Playing as Persia and trying to siege the South Chinese capital Shanghai with multiple trebuchets and I can't get the defense bonus to go down from +170 no matter how many times I bombard. The only wonder they have is Ishtar's Gate so I figure that may have something to do with it.
 
Hi all,

Firstly, I want to give thanks for the incredible mod. Been playing it for years, and no other gaming experience can match the depth and intricacy of RI. You guys do a fantastic job.

I've had a few ideas come to me while playing, or questions, and figured I might pitch/ask some here. Most are stuff I think would fit well with the realistic orientation of the mod.

-Since cart paths are a natural by product of activity, what if working a tile gave a random chance at having a cart path spawn there?

-I always found it weird that a civilization can fully immerse itself in a religion even though it never researched the ideas behind that religion (can a civilization that hasn't researched Dualism really understand what Zoroastrianism is all about, etc?). I think it would be a nice change if adopting a religion only gave you access to the base bonuses (+1 happiness in worshiping cities, resource restrictions, etc), but you had to research the actual technology behind the religion before being able to build any temples, monasteries, or whatnot. This would also prevent some of the early religion-founding technologies from becoming useless to cultures that don't found the religion (Polytheism and Dualism being the worst cases, as they're just clutter if you aren't trying to found their respective religions or build Polytheism's wonders), and encourages more decision making when choosing which religion to adopt ("three of my cities have Taoism and only one has Buddhism, but i'm only one technology away from Meditation and haven't even researched Alphabet yet, hmmm")

-Have you considered having a civilizations first city not automatically include a Palace? It feels weird that all civilizations have the same building (more or less) and have it across all government civics. I know some civics try to "obsolete" the palace, but what if the palace simply wasn't a standard structure? What if you had to build one in order to adopt any palace-based government civics? This would also allow government styles without strong central government (such as city-states) to put more emphasis on their own governing style (such as each city requires a courthouse or has severe penalties under the civic). The Native American sub-cultures already have something similar organized, why not make that sort of thing available to players too? One last thought about it: Not starting with a palace also givers players more diverse strategies in the early game (rush a palace for a strong central city, or focus on settling other lands in order to get the best territories?)

-I've recently been learning more about ancient/medieval warfare, and am incredibly surprised at the importance of supplies and supply routes, which most shows/movies/etc seem to ignore in their depictions of warfare. Civ IV kind of recognizes it by including military supply costs, but simple gold deduction doesn't reflect the nature of military supplies in a realistic way. Changing this system for RI feels like something that should be done. Here's a quick spitballing of how I think this can interact with aspects of RI:

-Units outside of a civ territory can be required to have a supply unit with it. Maybe only for a stack of troops in excess of a certain number (so you can have 2-3 units travel no problem, but anything larger requires a supply unit).
-Each supply unit can accommodate up to a certain number of units, so larger stacks would require more supply units.
-Supply units could be able to interact with terrain, possibly building improvements in hostile territory to either increase defense, or "farm the land" to improve supplies further, or even simply be available to settle territory immediately after destroying a city.
-Supply units might have difficulty moving through certain terrain. This can prevent large stacks from entering jungles or deserts, etc.)
-Some national units could target supply units first when attacking, or deal them flanking damage (in the same way that cavalry can damage siege units)
-Leader traits can interact with supply units
-Puts a new emphasis on campaign strategies and advance routes.​

-Diplomatic relations can use some work. I understand why RI emphasis the need to build up a large army and appear intimidating or else face invasion, but this often times removes from the game's fun factor. I always play on the largest possible maps and with 25 civs or so, and frequently have diplomatic trouble simply from the amount of civs present:

-Having 8-9 civs constantly harass me with invasions simply because they're stronger becomes a major setback that's hard to recover from. I can't say how many games I've played where i was always at war with at least one invader at all times. If I don't have access to horse or copper, I'm an automatic target for my neighbors, if for no other reason than they are able to maintain a larger army than I can, always putting me behind in military strength. Even if I have one of those resources, keeping it safe can be a problem. Maintaining enough of a military to hold off invaders both at my cities and at my military resources usually leaves me at very little research, which just means that the AI will be coming back with stronger units before I can reach matching unit upgrades.

-Playing with so many civs also has a huge impact on diplomatic relations. Almost every game I play, 9 out of 10 of the AI civs end up disliking me because I: a. refused to help them at war time (usually because I'm already at war with 2-3 other civs), or because I attacked their friends (because another civ asked me, and i didn't want to risk them getting mad at me). The AI is always asking me for military help, regardless of my military strength and how many wars I currently have going on, and each such request usually means more civs getting angry at me than civs getting happy with me. The worst part is that AI civs never make each other mad in this way. since they have the "I currently have enough on my hands" request blocking, they don't ask each other, meaning they never get mad at each other, putting me at the bottom of everyone's diplomatic barrel. There's got to be a way to improve this.

-I usually try to fix this by asking other civs for military help in order to foster good relations, but when I go to the diplomatic screen, I only get the option to demand their help as tribute. This only strains my diplomacy more, since any attempt at asking for help/creating a common enemy usually only causes more stress with the civ I'm asking to help me.​

Thanks for reading, and for everything else.

-Y
 
Hmnn. Maybe DL it into your custom maps folder, and then try custom scenario option? been awhile since i've done that, so i'm not exactly sure.
 
I just packed my art assets following the tutorial thread on the realism invictus forum for the SVN version.

My boot time just went from somewhere between 5-7 minutes to FIFTY SECONDS.

:goodjob::king:
 
I just packed my art assets following the tutorial thread on the realism invictus forum for the SVN version.

My boot time just went from somewhere between 5-7 minutes to FIFTY SECONDS.

:goodjob::king:

Interesting. How fast are your turn times?
 
Interesting. How fast are your turn times?

About the same I think, I mostly just notice how before I could browse the internet for awhile before the Beyond The Sword loading screen even popped up after I started the mod, I now can actually quit the game/have a crash, without being SEVERELY annoyed at the time it takes to start the game back up.
 
Think I've found a bug in SVN 4354.

Playing as Persia and trying to siege the South Chinese capital Shanghai with multiple trebuchets and I can't get the defense bonus to go down from +170 no matter how many times I bombard. The only wonder they have is Ishtar's Gate so I figure that may have something to do with it.

I've noticed this, even without Ishtar's gate.

I'm currently experiencing it right now with catapults (-3% bombardment) attacking a Berber city with walls (which give a -25% protection from non-gunpowder bombardment) and a Ksar (also gives -5% protection) and 110% culture. When I look at the city in World Builder, it lists a defense of 30. Perhaps every ten points of protection means 1 percent less bombardment?

In your case, Trebuchet's do -4% base, and (I assume they have them by this point) Castle's give an addition -25% bombardment protection. I can't recall for sure, but thought that I have successfully bombarded city with walls with catapults, and trebuchets on castles, so perhaps the high culture does have something to do with it?

I honestly have no idea how the math works. This could be WAD recent change though, to make siege unit stacks less powerful, and make walls actually mean anything more than just a few turns of delay before an attack.
 
Think I've found a bug in SVN 4354.

Playing as Persia and trying to siege the South Chinese capital Shanghai with multiple trebuchets and I can't get the defense bonus to go down from +170 no matter how many times I bombard. The only wonder they have is Ishtar's Gate so I figure that may have something to do with it.

Thanks for the feedback. :goodjob:
It's now updated. Revision 4361.

Many changes in this revision. It was far more tricky to update than expected.
Enjoy !
 
I think I found some typo's in the first contact text of Carlos V and Joao.

Carlos V: ''What language will speak"

Joao: ''I rule the Portugal"

Also I wanted to ask, are the Gauls meant to be part of the French civilization? The Neitos and Imannae seem to be Celtic but everything turns Frankish after those.

Correted.:goodjob:
 
Thanks for the feedback. :goodjob:
It's now updated. Revision 4361.

Many changes in this revision. It was far more tricky to update than expected.
Enjoy !

Was there anything that could have broken the art packing thing from the realism forums?

I successfully did it last night, but when I redid everything to use the new bombardment system, all the non-vanilla things when I look in civilopedia are pink. I can't figure out what I did wrong. The .fpk is in Assets.

EDIT: Gah, I think I may have figured it out, rereading the instructions very carefully and going over in my head made me realize that when I used PakBuild this time I selected the Art folder, not the Source folder. I'll see in 20+ minutes if that fixes it. :hammer2:

EDIT2: Yup, it works. Now, to conquer the world as the Malinese! :spear:
 
I am playing a game in the SVN 4355, does the 4361 is savegame compatible?

No. I don't think.

As soon as you can, you should update. We have also added some new stuffs, updated some art files, etc.
 
No. I don't think.

As soon as you can, you should update. We have also added some new stuffs, updated some art files, etc.

Ok i updated, but still is sad that i cant contunue my game :( . Anyways i wanted to ask why i can't select promotions for the units in the worldbuilder in the last SVN (4370)?
 
Bug Report/Oddity Rev. 4362:

Do tribal forts just disappear at a certain point?

I think the AI may have built too many units and then decided to disband them when their costs got too high? If so they need to have a much higher value on them since those were the only things keeping me from just running the West African kings over.


I was building up an army to try and suicide into their cities, when I noticed that only two of their cities still had tribal forts, and no other armies could have suicided on all those other cities.
 
I just downloaded this mod a few days ago and will attempt to try it out.

However, reading the recent posts, I don't see anything referring to this revision number.
The initial post has a editting date of Feb 2013. Is that version still current or is there a new version in the works that is not yet posted?

Please let me know. I would hate to start a new game only to have to abandon it for the new version.
 
No dice, just crashes the game.

Hmnn, did you DL it into your RI custom maps folder, or BTS custom maps folder? Additionally, is that map vanilla, or BTS?
 
I just downloaded this mod a few days ago and will attempt to try it out.

However, reading the recent posts, I don't see anything referring to this revision number.
The initial post has a editting date of Feb 2013. Is that version still current or is there a new version in the works that is not yet posted?

Please let me know. I would hate to start a new game only to have to abandon it for the new version.

There's the "release versions", which are available to download in the main thread. These have their art files packed, and have been tested thoroughly.

Then there's the SVN versions (think similar to a beta). Whenever the mod team changes things, you can use SVN to update your game files to the latest versions (though it is not recommended to do this during a campaign as it can cause errors or simply not be save game compatible). There is higher chance for bugs or even crashes in these (though I have not had any serious problems in the last few months) compared to the release. However I feel the increase in game quality compared to the last release version from changes to civics and civs and units, etc, makes it well worth it for the small bugs that can pop up maybe once or twice in a game now that the mod team has things mostly locked in.

Here's the link to the thread with instructions on how to use SVN on the main realism forums:

http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=825
 
Bug Report/Oddity Rev. 4362:

Do tribal forts just disappear at a certain point?

I think the AI may have built too many units and then decided to disband them when their costs got too high? If so they need to have a much higher value on them since those were the only things keeping me from just running the West African kings over.


I was building up an army to try and suicide into their cities, when I noticed that only two of their cities still had tribal forts, and no other armies could have suicided on all those other cities.

Interesting problem. ;)
I will have a look.
 
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