Realism Invictus

I'm playing emperor on RI large world map and somehow Russia manages to research Feudal Contract in a single turn out of nowhere. No one else has researched this tech yet either. I don't understand how this would be possible. I had not entered world builder at this point.

Next I removed Feudal Contract from their techs in world builder and the following turn they would research it in 1 turn again. I repeated this a few times. Eventually I stopped entering world builder and played several more turns afterwards to see if they would keep researching at this rate and they proceeded to research every single tech in 1 turn. Techs that had not yet been researched by anyone.

I reloaded a previous save and tried to re-create this without entering world builder at all. Russia will research Feudal Contract in 1 turn, but will not continue to research additional techs in 1 turn. So, I have no idea what's going on. Is it normal for a civ to be able to research a tech this quickly?
 
Some things:
I'm getting missing graphics (red dots) on the Khmer Forager.

The icon for the Aryk Farm itself (the canal) is different than the one for the action of building the Aryk Farm you see on the Agriculture tech (the melon). I hope you get what I'm talking about.

Anyway keep up the good work and don't worry about taking your time ;)
 
I'm playing emperor on RI large world map and somehow Russia manages to research Feudal Contract in a single turn out of nowhere. No one else has researched this tech yet either. I don't understand how this would be possible. I had not entered world builder at this point.

Next I removed Feudal Contract from their techs in world builder and the following turn they would research it in 1 turn again. I repeated this a few times. Eventually I stopped entering world builder and played several more turns afterwards to see if they would keep researching at this rate and they proceeded to research every single tech in 1 turn. Techs that had not yet been researched by anyone.

I reloaded a previous save and tried to re-create this without entering world builder at all. Russia will research Feudal Contract in 1 turn, but will not continue to research additional techs in 1 turn. So, I have no idea what's going on. Is it normal for a civ to be able to research a tech this quickly?

Couldn't they have used a GP to rush that particular tech? All in all, that's very strange. Could you upload a save for us to have a look?

Some things:
I'm getting missing graphics (red dots) on the Khmer Forager.

The icon for the Aryk Farm itself (the canal) is different than the one for the action of building the Aryk Farm you see on the Agriculture tech (the melon). I hope you get what I'm talking about.

Anyway keep up the good work and don't worry about taking your time ;)

Fixed and fixed!

When I have a ship selected (Ship of the Line for this example), Ctrl+Shift+S does nothing. Pressing just the "S" key gives me the "Automate Protect" selector cursor.

Also, if I mouse over the sentry button, it says "Sentry <S>". If I mouse over the automate protect button it says "Automate Protect <S>"

This is on SVN Revision 4561.

That's strange. I will look into it...
 
We have a MP SVN game going on 4494 and one of my friends has bought a new gaming laptop mid game. He's transferred his Realism SVN mod folder over as a straight file transfer but now when he tries to join the MP lobby it just times out? Any ideas? He's now on Windows 8 and was on Windows 7 previously.

We can no longer join any MP game?
 
I've been getting a lot of crashes lately. I don't think it has anything to do with RI directly, more to do with how taxing it is on my system.


The game often freezes whenever too much happens, or happens too fast. Like the camera moving at the beginning of a turn while the city build list pops up. Or I have a bunch of workers on automate and they go into their moves at the same time I move the camera. It's not reproducible, I can often go into the same turn with the same factors and movements and it won't freeze.


Anyone got any tips on any settings to lower this issue? I've been compensating by saving every turn, but having to reload every 5-10 turns is getting annoying.
 
I downloaded the SVN. Then I exported it. Sadly, when loading the mod, it enters into a catatonic state just like C2C mod where it takes 15 mins to load. Now, it's been over 20 mins and it certainly makes no sense.
Especially when the latest downloadable version from OP worked.
Is this happening to someone else or is it just me?

Unfortunately, C2C and Realism Invictus are the sole mods that still resist being playable for me. :(

Or do I need to do something with the SVN after exporting it? Merging?

EDIT: Oh wow! It just loaded when I posted. Wonders if it's gonna work. Wow, 25 mins. Something is certainly off. Let's see if that's only for the first boot. Perhaps because the new naming of the folder forced a recheck of all the files...not sure how that works.
 
Ok, it looks like 15 mins is the booting time. Much better than 25 mins. Now, is it normal?
 
I've been getting a lot of crashes lately. I don't think it has anything to do with RI directly, more to do with how taxing it is on my system.

The game often freezes whenever too much happens, or happens too fast. Like the camera moving at the beginning of a turn while the city build list pops up. Or I have a bunch of workers on automate and they go into their moves at the same time I move the camera. It's not reproducible, I can often go into the same turn with the same factors and movements and it won't freeze.

Anyone got any tips on any settings to lower this issue? I've been compensating by saving every turn, but having to reload every 5-10 turns is getting annoying.

Yes, RI can stress the system quite a lot. There can be, in theory, three main culprits to the crashes and stuff - CPU, GPU and memory. If it's GPU, it's the easiest - you have to reduce graphical settings to reduce stress. If it's memory, you are out of luck, since that signals at (slightly) faulty hardware - you can try stress-testing your RAM to determine if it's the case. If it's CPU, there is precious little you can do except for playing smaller maps.

I downloaded the SVN. Then I exported it. Sadly, when loading the mod, it enters into a catatonic state just like C2C mod where it takes 15 mins to load. Now, it's been over 20 mins and it certainly makes no sense.
Especially when the latest downloadable version from OP worked.
Is this happening to someone else or is it just me?

Unfortunately, C2C and Realism Invictus are the sole mods that still resist being playable for me. :(

Or do I need to do something with the SVN after exporting it? Merging?

EDIT: Oh wow! It just loaded when I posted. Wonders if it's gonna work. Wow, 25 mins. Something is certainly off. Let's see if that's only for the first boot. Perhaps because the new naming of the folder forced a recheck of all the files...not sure how that works.

That is how the SVN version is supposed to work. Its assets are unpacked - for the good reason that we actually work on that version. Basically it's like a car with an engine taken out for us to work on it - every time you want to take a ride in it, the engine first has to be assembled and put back into it, and that takes time.

We obviously can't store packed assets in SVN, since then we would have to unpack them first every time we have work on them - and this is basically what SVN is for. We either have to live with long loading times of SVN (as I do, for instance; I just know it takes 20 minutes to run, so I know to press the button in advance when I need it running) or pack assets locally - which makes sense if you are just playing SVN without modifying it (though you have to understand that you will need to repack it almost every time you update SVN). Here's a tutorial on how to do that: http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=885
 
Thanks. That reassured me those characteristics aren't caused by whatever I could have done.
Now, I will read the thread regarding the issue. (In fact, the official site)

Out of curiosity because it's a major change I see through many mods: why the choice of diminishing the power of mounted units against cities. To enhance the usefulness of infantry since they are slow? PAE, TAM, RI, and probably many other mods decided to go the way of nerfing the mounted units (especially against cities) and that made me wonder why so. It's as if it was a concerted convention.

And each population (or citizen but that name confuses with a specialist) cost 3:food: now. I'm curious of that change that is just for the SVN. Latest "stable" downloadable version did have the same rule as other mods, which is two :food: for each "citizen".
 
Ah~~~pack you art assets. This is something I saw through searching this thread. Some guy saying it enhances the loading time from 5-7 mins to 45 seconds. Didn't understand at that time, but now I see the deal. Yeah! :) Looks like prospective are excellent.

EDIT: Even more excellent. It's only making FPK compressions. I know that thanks of my "failed" attempt of making a leaderhead. Alright!
 
Out of curiosity because it's a major change I see through many mods: why the choice of diminishing the power of mounted units against cities. To enhance the usefulness of infantry since they are slow? PAE, TAM, RI, and probably many other mods decided to go the way of nerfing the mounted units (especially against cities) and that made me wonder why so. It's as if it was a concerted convention.

That's mainly an issue of realism. Civilization series tends to treat cavalry units exactly as if they were ancient tanks - while in reality there was, of course, a huge difference between how cavalry was used, both tactically and strategically, to how tanks were and still are used now. Standard BtS basically encourages you to use cavalry for a kind of blitzkrieg that historically happened only once, with Mongols. Reducing the standalone usefulness of cavalry encourages to use it as a functional part of your army. Note that some armies in RI (notably said Mongols) are balanced so you actually can use them for cavalry blitzes.

And each population (or citizen but that name confuses with a specialist) cost 3:food: now. I'm curious of that change that is just for the SVN. Latest "stable" downloadable version did have the same rule as other mods, which is two :food: for each "citizen".

It was implemented after the last download release. So it will certainly be in 3.2; agricultural system in whole is one of the greatest changes there, and 3 food per citizen just reflects the grander changes underneath.
 
Well, I'm stumped again (This is getting routine both my RL and elsewhere :rolleyes:)

I did make the FPK file, didn't forget "Store Full Paths", put in in Assets instead of Arts, killed the art files (but put it back later thinking it was the reason), checked everything was there, etc.

It's been over 4 hours and I just don't know what to do. It's exactly the same problem when I was trying to make a civ and leaderhead. When I compressed into FPK, I messed up the mod just like that.

And now I put back the Art Files, it's basically the original situation of a long loading.
Otherwise, basic BTS screen with the RI flavour, but nothing evidently works since no textures at all.

Ugh. Why does it always have to be complicated for me? No complaint against you at all. Just tired there's always something making the business (that may be pretty simple) complicated. Repetitive failures make someone pretty sour (referring to RL), but that's off-topic. :)
 
Also, is there a reason why the Civilopedia says the existence of the Nubian civilization, but can't be chosen in any games? It's strange.
 
OMG! lol.
Almost got this little feel:

Spoiler :


Wanted to try for my first RI IMM game along K-mod (still scared of that add-on dll) some nice worker stealing along AGGAI (which helps to the peace deal if you endanger more of their cities than them to you). Saw the peace deal arrived quite fast (3 turns!). Of course, it didn't happen because of the scout...I found it quite weird...a scout is a defensive unit. Thus per code definition, it can't endanger my city. Oh boy, I should have taken that for a warning as I moved my warrior and next turn the scout razed my city. Realism burst mah bubble. :lol:

Then the game crashes because of the immense gravity of fail within a small region. :lol:

:( Well, another round of 25 mins loading. This time Bilqis isn't gonna get raeped by Solomon. It's gonna be the inverse role. Oh well. Ambivalent emotions. :)
 
OMG! lol.
Almost got this little feel:

Spoiler :


Wanted to try for my first RI IMM game along K-mod (still scared of that add-on dll) some nice worker stealing along AGGAI (which helps to the peace deal if you endanger more of their cities than them to you). Saw the peace deal arrived quite fast (3 turns!). Of course, it didn't happen because of the scout...I found it quite weird...a scout is a defensive unit. Thus per code definition, it can't endanger my city. Oh boy, I should have taken that for a warning as I moved my warrior and next turn the scout razed my city. Realism burst mah bubble. :lol:

Then the game crashes because of the immense gravity of fail within a small region. :lol:

:( Well, another round of 25 mins loading. This time Bilqis isn't gonna get raeped by Solomon. It's gonna be the inverse role. Oh well. Ambivalent emotions. :)

If I read that right, I am guessing you tried adding other stuff to RI. Don't. You will just mess everything up. Nothing in CustomAssets, nothing non-RI-related in Realism folder (BTW, is the mod stored in Beyond the Sword/Mods/Realism?).

And Nubian civilization indeed exists, and isn't intended to be human playable. So everything there is right.
 
Yup, that's our resident code diver hard at work :). Tachy, you find any dark leviathans in your divings?
 
Man, I can say that K-mod makes the AI insane. Rolled an isolation and for the first time ever, I am thankful to Yahweh (Bilqis is jewish, right?) for that. It's insane the amount of wars elsewhere. So many GG. I regularly check the GNP from demographics and the TOP5 cities and wow, the AI stagnates or sometimes seems to overwhip.
And IMM K-mod along RI is crazy enough that my next game is going to be EMP. Man, the AI still gets all the wonders and is ahead of me despite the constant warfare. Only good side is I got Mids, which degenerated positively to 3 GEngineers, thus ToA, GLH and Colossus most likely.

I admit, RI (with or without K-mod) is tricky. I'm at bay for the moment.

============

Regarding the difficulty of compressing the art files (.dds), nope, I compressed the files coming from the SVN that I imported elsewhere.
 
Top Bottom