Realism Invictus

Hey guys,

Every once in a while, when I go to load a game, I seem to get Runtime Errors. It almost always happens at the same instance whether I load a game, or start a new one.

I would see the progress bar with the intro screen as it sets up the map, configures, and intializes. The progress bar would then fill saying "Finished", but then it would just hang up. I would ALT-Tab out and check Task Manager to make sure it was still running. After a while, I would then get the "Run Time Error" and the game would crash.

The problem is that this doesn't happen consistantly. This morning, while loading saved game, I got the run-time error. However, I immediately tried to start it again, and it loaded correctly and I could resume play. When it did crash, It would always crash when it should transition from the intro screen to the main map.

Is there something that causes this error? The game runs fine when it loads and I haven't had any issues during gameplay. I use Windows 7 so I don't know if something may conflict there. Any help would be appreciated. For my first game, Im enjoying the challenge and would like to keep going with it. I do have Logging enabled if you need the logs. Just tell me which files you need.

Keep up the good work!
 
hello i am having a trouble in the world map in the SVN 4370. The austronesian empire haven't made a second city by the year 180BC :O and they only have their capital and many many footmans. Do you want the save file? Also wanted to say that in ALL games that i have recently played with the lastest svn's, france always get destroyed in the world map. Maybe you sould add a wine resource or something in paris. Also many times Louis placed his 3rd city very badly (in a hill not in the coast) and i think he did it because he didn't want to get killled but they destroy him anyways.
 

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hello i am having a trouble in the world map in the SVN 4370. The austronesian empire haven't made a second city by the year 180BC :O and they only have their capital and many many footmans. Do you want the save file? Also wanted to say that in ALL games that i have recently played with the lastest svn's, france always get destroyed in the world map. Maybe you sould add a wine resource or something in paris. Also many times Louis placed his 3rd city very badly (in a hill not in the coast) and i think he did it because he didn't want to get killled but they destroy him anyways.

Hello,

We know about these two problems.

Austronesia: there the problem seems to be linked with the AI. It seems that the AI don't find a good spot to create a second city. Josh is at that time very busy working on a (very) huge project to update the pedia. He knows about the Austronesian problem. He will look into that asap.

France: As you know I'm French. I can tell you that the problem we have on our world maps is a problem France encountered all along her history. France is at the crossroads of all the western powers. It's very difficult to balance: either France is too weak, either France is too strong. I agree with you: we have to find a solution. France can be destroyed (it's only a game) but it's often too early in game.

NDU, I also have some questions to ask and some requests. I would be happy to receive some feedbacks about the civs of Center and East Asia (China, Mongol, Korea and Turks). How they grow ? Do they create a religion ? etc.
May you help please ?
 
Hi RI team,

long time no see. I did move to a new laptop and followed the instructions to download directly via SVN. However, the downloading is denied. I guess because of my Firewall or Internet security which deems scourceforge unrelayable. Any advice how to circumvent this obstacle?
 
Hi RI team,

long time no see. I did move to a new laptop and followed the instructions to download directly via SVN. However, the downloading is denied. I guess because of my Firewall or Internet security which deems scourceforge unrelayable. Any advice how to circumvent this obstacle?

You can allow your AV to accept the Site or DL. Just go to advanced settings.
 
Hello,

We know about these two problems.

1-Austronesia: there the problem seems to be linked with the AI. It seems that the AI don't find a good spot to create a second city. Josh is at that time very busy working on a (very) huge project to update the pedia. He knows about the Austronesian problem. He will look into that asap.

2-France: As you know I'm French. I can tell you that the problem we have on our world maps is a problem France encountered all along her history. France is at the crossroads of all the western powers. It's very difficult to balance: either France is too weak, either France is too strong. I agree with you: we have to find a solution. France can be destroyed (it's only a game) but it's often too early in game.

3-NDU, I also have some questions to ask and some requests. I would be happy to receive some feedbacks about the civs of Center and East Asia (China, Mongol, Korea and Turks). How they grow ? Do they create a religion ? etc.
May you help please ?


1-Ok, good. I also reported the problem about the pedia because most of the time i can't play the game because i am pretty busy but i always update and check the pedia for the new changes and from like some months from now, there was a problem that all buildings that had a free citizen or specialist, the citizen wasn't mentioned in the pedia and that caused some problems for me because i thought you erased them but it was only in the pedia. Also that affects what civ you would choose and what buildings you will make if you read it like me. And about austronesia, yes i hope that problem is resolved because it ruins the east asian gameplay of the world map, i was even thinking about not continuing this game (and i have no time to start other one i think, what should i do???)

2-Exactly. I have no problem with any country getting destroyed, but when they ALWAYS get destroyed, and also destroyed early, there is a problem. Also some problems with city placement sometimes. I think that a wine resource in Paris would help a lot since Louis problem is the -10% :gold: . But there must be other problem also. I have seen in the last SVN's i played that Rome always settle in the south east of France. Maybe Louis doesnt makes settlers fast enought to take that crucial land.

3-Sure i am gald that i can help you :) . Corea always seems to be pretty strong in most games, maybe because of finantial and progressive? (i think) habilities. Most of the time China is pretty weak and gets destroyed or becomes irrelevant (also some times it didn't expand much) and South China doesn't. I can't say much of turks, but i have never seen them getting destroyed and they expand pretty well so, no problem it seems. Mongolia is a weird case because they seem to not expand that much in older SVN's (but they didn't get destoyed most of the time) but now they seem to expand more (which is more realistic). But i think what happends with China is the same as France, they got at least 3 neighbors + Barbarians so i think that there should at least keep their capital for a longer time because corea almost always gets it like before 1000BC. I htink they should be able to keep their capital for longer. Also other problem with East Asia is that nobody wants to do open borders if they are not pretty friendly and that affects reasearch a lot, they almost always stay backwards from european point of view. I know that is ofr realism but it does have a big negative impact. About Kmer i think he most of the time is pretty weak and many neighboring civs declare war with him but he does survive. But i have seen that in most SVN's that civ alsmost doesn't work it's land until much later, and for a civ with a big initial penalty that's a big problem. Japan it's fine but i don't know why it doesn't have copper. Also in one of the last svn's it got destroyed by barbarians pretty easily and early. Also i think that the cooper resource should be near tokio because i try to place the cities like the real ones but that way tokio only has prime timber as it industrial resource, and for a for that pretty important industrial city i think it should have a important mine resource. were you are supposed to build Osaka (next to the horses) there should be a river there like real Osaka.

Also other comments: Eire makes a lot of barbarians and it fills the Island with them, how can the english conquer that before at least musket? That city (i think) also erases the tribe with 12 strenght, maybe because it keeps making barbarians and can't support them. Attila seems to have problems always and he gets very weak or destoyed. Hungary takes Dacia culturally too late, maybe it shouldn't have a tribe fort. Why scandinavia doesn't have coal? they didn't produce their own firearms or steel? . I like how the arabian are pretty strong now in the beggining of the game, because in the others SVN's they were always pretty weak and get vassalied pretty early and got irrelevant most of the time. Egypt should make the city that conects the 2 seas earlier but it doesn't and it allows Israel to take that square. Also, i would like to know if you have the supposed places were you should found a city for each civ in the world map because for Britain, Russia, 1 city in Spain (were Barcelona is) and the indonesian island it seems pretty difficult to choose some places for maximum profit. And i am sorry for repeating this but i don't see any funtionality for the ministery of tourism making such a basic building like the city square(aviable in the class. era) so late in the game. How does russian is supossed to get the siberian land? by conquering it? it never does it, maybe it's by vassaling it? could you tell me please?

Keep the awesome work and thanks for your support :goodjob::goodjob::goodjob::D:D:D
 
Another player's POV:

Also other comments: Eire makes a lot of barbarians and it fills the Island with them, how can the english conquer that before at least musket?

I *think* the answer is supposed to be culture, but the *proper* places for England to put it's cities don't really allow for that. You'd have to have York move to places up AND have some Great Artists saved up to overload them. I can't say I've ever seen England actually conquer them. I know as Greece I took over around 4-5 of the neighboring tribes without attacking them, just overpowered them with sheer cultural strength, but Greece has that +25% culture and their cities' placements support the cultural overtaking.

That city (i think) also erases the tribe with 12 strenght, maybe because it keeps making barbarians and can't support them.

Glad to see it's not just me that sees the disappearing Tribals.

Attila seems to have problems always and he gets very weak or destoyed. Hungary takes Dacia culturally too late, maybe it shouldn't have a tribe fort. Why scandinavia doesn't have coal? they didn't produce their own firearms or steel? . I like how the arabian are pretty strong now in the beggining of the game, because in the others SVN's they were always pretty weak and get vassalied pretty early and got irrelevant most of the time. Egypt should make the city that conects the 2 seas earlier but it doesn't and it allows Israel to take that square.

I've never actually seen Israel put a city there either, let alone Egypt. :eek: But it's kinda historically accurate that there's no way for naval units to get from the Med to the Red sea, at least until the Suez canal was built, right? I always build two forts over there to simulate it once I get to the Industrial age.

Also, i would like to know if you have the supposed places were you should found a city for each civ in the world map because for Britain, Russia, 1 city in Spain (were Barcelona is) and the indonesian island it seems pretty difficult to choose some places for maximum profit. And i am sorry for repeating this but i don't see any funtionality for the ministery of tourism making such a basic building like the city square(aviable in the class. era) so late in the game. How does russian is supossed to get the siberian land? by conquering it? it never does it, maybe it's by vassaling it? could you tell me please?

I think the Russian AI is probably too smart. It knows all the good lands are down south, why increase it's civic and maintenance costs for poor land?

I agree about Britain and Indonesia that the placements look tough. I'd honestly expect that there should be another city in between north and south England, yes it would have a lot of overlap, but until the later ages, there's usually not that much happiness to go around for the pops to start getting limited. And Indonesia's AI just needs to get slapped as there are plenty of places to plop down cities, and there's certainly room for a second one on the island with it. I mean, the Dravidians often take over the islands near Indonesia before the Indonesians finally manage to conquer Khmer.
 
Some screenshots from my last game as Austronesia, it's in the renaissance (4358)
http://imgur.com/a/p5SaE#0

My game seems to have had the common occurences:
France divided up early and Korea the strongest force in East Asia.
China died very early, Korea and Dravidia razed most of South China after that. I think it's telling that Dravidia was campaigning in China even though most of the barbarian cities in India and South Asia are still intact.
On a similar note, Persia and Mongolia are settling beyond the barbarian cites without conquering those first. And Greece and Rome are expanding in the Middle East and Central Asia, but they're simply ignoring Illyria. Russia also isn't expanding to the barbarians that surround it and has taken out Poland instead.
 
Hi! I need some help. When i want to pick civilazation i cant see some civs(dutch,etc.).
Please reply i want to play.

Try custom game bro. In the scenario, the civ choices for the player are fixed to what is listed.
 
Thanks for the tip, Darkphoenix :)

Edit: found a little mistake in one of the tip you have when you are on the loading screen.
"Press the ctrl+alt+o or pressing the green button in the upper left corner"
But that was the button from the original bug mod i think, you changed it for a brown suitcase.
Yeah, it's not much but your game has so few bug, it's hard to find something bigger :p

Thanks, will correct.

I just started playing this mod and it's very fun so far. I was looking through the tech tree though and had one nitpick that isn't even gameplay-related: why is the wonder unlocked by the Nuclear Fusion tech a "Cold Fusion Plant"? Given that this mod is supposed to be based on realism, that's highly unrealistic. All major real-life fusion research (ITER, etc.) is all based on hot fusion and almost no scientists believe in cold fusion.

Hm, you are right. That's a leftover from much earlier times. I think I'll actually remake it into ITER...

Bug Report.
When i play as game hangs and crashes when game screen jump to Piechota i Piechota liniowa unit (Infantry and Rifleman for polish empire). Enabling single unit graphic helps with Piechota liniowa but not with Piechota. I'm playing SVN version 4336 but this bug was present in 3.1.
I attach saved game. To reproduce bug simply fortify every unit. Eventually game will hang and crash. Hope you can fix this.

I have indeed reproduced it, but for now I can't pinpoint what exactly is causing it. I guess it will stay for now until we find a fix.

Ah it may be the thing... in 3.1 that number was relevant to the number of cities even if you didn't discovered them... maybe that in 3.2 you have to actually discover the cities to have that counter working?

I keep getting minor graphical glitches, where at the feet of the Greco-Roman worker, a large pink circle forms. This pink circle also forms randomly, on some paths, staying there til more paths are built, or you upgrade to road (as I haven't seen road glitch out, but paths have glitched all 4 games of mine.)

[Y];12421071 said:
-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?

No easy way to do that, and also, from gameplay PoV, we want players to build those routes themselves.

-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")

While this has a point, from history I'd say that is not really the case. Most nations converted to a religion and stayed for a very long time without their own home theological school, relying instead on foreign priests and missionaries for important clerical positions - which didn't prevent them from fully embracing these religions. Still, you have a good point on making early religious techs more attractive to non-founder civs.

-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?)

That would be suicidal with current gameplay balance. Almost all commerce a civ has for a very long while comes from palace. Without it, early techs would take forever to research for all civs. In short, the game is just not designed to be played without palaces. I don't even know how city upkeep would be calculated without a palace...

-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.​

Unfortunately, that would be a nightmare from the point of AI coding. Even without supply lines, stack AI is still not adequate.

-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.​

But you've written yourself that all this stems from the fact that you play with a lot of civs. All that is just a natural consequence of cramming a lot of civs into quite confined conditions. To me it sounds like that is working as intended.

Is there any way to make the following map compatible with this mod?

http://forums.civfanatics.com/downloads.php?do=file&id=16308

There is, but it requires quite a lot of work. First, for it not to crash, one should specify the correct amount of teams. Then one has to go and place all the RI-specific resources by hand.

Hey guys,

Every once in a while, when I go to load a game, I seem to get Runtime Errors. It almost always happens at the same instance whether I load a game, or start a new one.

I would see the progress bar with the intro screen as it sets up the map, configures, and intializes. The progress bar would then fill saying "Finished", but then it would just hang up. I would ALT-Tab out and check Task Manager to make sure it was still running. After a while, I would then get the "Run Time Error" and the game would crash.

The problem is that this doesn't happen consistantly. This morning, while loading saved game, I got the run-time error. However, I immediately tried to start it again, and it loaded correctly and I could resume play. When it did crash, It would always crash when it should transition from the intro screen to the main map.

Is there something that causes this error? The game runs fine when it loads and I haven't had any issues during gameplay. I use Windows 7 so I don't know if something may conflict there. Any help would be appreciated. For my first game, Im enjoying the challenge and would like to keep going with it. I do have Logging enabled if you need the logs. Just tell me which files you need.

Keep up the good work!

I run into those sometimes as well, but unfortunately I think it has more to do with the code of executable itself, and thus can't be helped on our side, since we have no access to it.

Some screenshots from my last game as Austronesia, it's in the renaissance (4358)
http://imgur.com/a/p5SaE#0

My game seems to have had the common occurences:
France divided up early and Korea the strongest force in East Asia.
China died very early, Korea and Dravidia razed most of South China after that. I think it's telling that Dravidia was campaigning in China even though most of the barbarian cities in India and South Asia are still intact.
On a similar note, Persia and Mongolia are settling beyond the barbarian cites without conquering those first. And Greece and Rome are expanding in the Middle East and Central Asia, but they're simply ignoring Illyria. Russia also isn't expanding to the barbarians that surround it and has taken out Poland instead.

We're constantly tweaking our world maps to balance them better. As the guy who ran most tests, I know all the issues you're pointing out very well. We are working on the solutions.

Hi! I need some help. When i want to pick civilazation i cant see some civs(dutch,etc.).
Please reply i want to play.

Not all civs you can see in pedia are playable. You can only select playable civs at the start.
 
Can someone explain what the culture numbers in the trade route section means?

It doesn't appear to be actually giving me culture, so is it just a workaround to show the actual commerce that I am getting from the trade routes before the game rounds it to a whole number? I think I've read before that the trade route screen doesn't show numbers well... :confused:
 

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Why did you disable some civs at the start?

We have a FAQ in the first post. Let me copy the relevant question here for you:

• Q: Will you add more civs? At least my favorite one(s)?

A: Not likely your favorite ones, and there are several reasons for it. While we try to add new civs, and there are already several in our mod, most of the more popular ones aren’t getting added for several reasons. First of all, our World Map is pretty cramped as it is, and will become even more so when we eventually add some BtS civs (not even all of these will make it in). Then, with the amount of attention every civ gets in our mod (leaders, units, Great People, etc.), it is a titanic job to add every single one – since it is not a matter of simply adding a couple of leaders, a UU and a UB. A “civ” that is considered a standard on CFC, for example, would look terribly incomplete in our mod, and would require much more work to blend in than what already went into its making. This also means that some potentially interesting civs will not be added at all, due to the fact that there is very little material available on them (the first example that comes to mind for that is Khmer). We have added several custom civs so far, and as you can see they are likely not the ones that would be your first choices.

TL;DR: they are not good enough by our standards, so, when they are included they remain only for scenario use. Some could be upgraded later to playable status, but not necessarily the ones you'd think of first.
 
Thanks, Drakarska, I tried that but to no avail. Although listing the scourgeforge site as explicitly allowed on my firewall settings it won't download anything. :(

Now, another thing for the fabulous RI team:

Have you considered tweaking Judaism a little bit, at least for the 2 world maps? My concern is that Judaism spreads rapidly (at least in 3.1.) in contrast to other early religions. The whole pf Europe and Middle East get Jewish. By the time Christianity and Islam are founded civs have invested too much in Jewish buildings and maybe fear problems with fellow Jewish civs to consider converting to another later religion.
In order to give the other religions a better opportunity I'd suggest the following remedy: Make largescale spread of Judaism dependent on Jerusalem being conquered by another civ. As long as Jerusalem is in the hand of the Judean Kingdom the spread of Judaism should be very restricted or denied. This would be historical accurate since Judaism mainly spread through exiles, first after Nebudkadnezzar destroyed the first temple and then after the Jewish War in 70 AD and the Bar Kochba rebellion.
And maybe it's possible to deny Jerusalem/Judean Kingdom to found more than, say, 3 religions.
This is just a possible remedy, not a request or anything like that. I know you as a team have plenty of things to do and plenty of ideas to implement.
 
Thanks, Drakarska, I tried that but to no avail. Although listing the scourgeforge site as explicitly allowed on my firewall settings it won't download anything. :(
First, are you downloading to outside of Program Files? Never put anything into Program Files. :badcomp:


Secondly, how is your connection set up. What I mean is:

Is it Modem -> Cord -> Laptop?

Modem -> Router -> wireless waves -> laptop?

Modem -> Cord -> PC -> Cord-> Router -> wireless waves-> Laptop?

Awhile back I was doing beta testing on a game, and my wireless card couldn't reach the router which was on the other side of the house where I was staying. But my macbook could, so I had the following setup:

Modem -> Cord-> Router -> wireless waves -> Macbook -> cord -> PC

And SVN wouldn't let me download, kept saying access denied. Never figured out a work around except to try and get the antenna sticking out of the back of the PC to be at just the right angle with the PC turned just the right way that I could get two bars with the crappy thing, because a Router -> wireless -> PC connection worked just fine for SVN. :dunno: For some reason having that extra computer in between caused me issues.

Maybe this isn't relevant at all to you, but I hope it helps. I know what a pain it can be when there's an unknown problem. :wallbash:

Also, maybe post the exact error message that comes up?
 
Hi Darkphoenix,

First, are you downloading to outside of Program Files? Never put anything into Program Files

That helped! Greatly appreciated! Downloading now! :D
 
Hi Darkphoenix,



That helped! Greatly appreciated! Downloading now! :D


This is a smiley representing Program Files on post Windows XP computers:

:devil:

It's best not to put anything whatsoever in there due to how cranky it can get when things want to edit or be downloaded into there. I put everything into "/username/my documents/My Games" instead, or some other appropriately named folder.
 
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