Realism Invictus

I have the same issues with large world map. It did not happen in previous versions that I played frequently.
Now I get CTD once the file size is > 2MB
 
Can't build any Modern Infantry as Germany. The only military land options are marder, bazooka and SAM, panzerhaubitze, leopard and kommando. I've reached Future tech. With the crippling unit costs for each of them, I can't protect my cities with any more than 1 modern unit and several WW2 relics.

Bug?
 
Can't build any Modern Infantry as Germany. The only military land options are marder, bazooka and SAM, panzerhaubitze, leopard and kommando. I've reached Future tech. With the crippling unit costs for each of them, I can't protect my cities with any more than 1 modern unit and several WW2 relics.

Bug?

I messed around a bit with WorldBuilder to try and replicate your situation. First, taking a look at resources -- Marder IFV requires fuel, steel and rockets and missiles, so you obviously have those. Since you can't build the modern version of Leopard tank, you must be missing microchips? Tricky to get since they require gold. If you get a great artist, build MineCraft, if it's still available. That grants you 2 microchips.

As for why you can't build Modern Infantry, I think it's an unfortunate side effect of how the game handles the upgrade chain. Modern infantry can be updated to IFV, so since you now have access to IFV, you can't build modern infantry anymore. The cost increase for each existing unit makes the problem worse.

You could try and squirm yourself out of it by neutralizing rockets and missiles. Trade away all those you have, or pillage your aluminum mines to disable the rocket assembly plant(s). After that you can't build IFVs anymore, thus allowing you to build modern infantry.

That the strongest land unit in the game requires gold has tripped my late game up a few times, too. You need to make an aggressive grab on it during industrial ages at the latest or make sure to save up a Great Artist.
 
I've only been playing the World Map scenario, so I don't know if this error carries over to the freeplay or Crusades, but no matter which civ I play with, eventually, when I load the latest save game, the game crashes to desktop. Sometimes I can manage to re-start Civ and successfully reload, but sometimes, more often than not, I cannot reload - the game will just CtD. So far this has happened 100% of the time when playing a World Map scenario. I had an older version of RI before, and this did not happen.

Same issue on the EarthEvo3 map. Can't reload latest save game.

Similar issues with the huge WM scenario. Ironically, I haven't had any issues playing England on WM, but when I play Japan, I can't get the save to load.
I don't use the SVN, so these are from the latest 3.3 release. I'm going to reinstall and see what happens.
 
Can someone please re-upload the newest version? The full version 3.3. It's not in sourgeforge anymore.

Edit: It's back on, thanks!
 
The event "Better coal" gives a choice of boosting Coal Plant by 4 hammers, or boosting Drydock by 2 hammers, + extra healthiness.

This used to make sense in Vanilla BTS when Drydocks produced unhealthiness; this event simply removed their pollution. But with pollution neutral drydocks it now turns them into some weird sort of seaside park.

Quickly fixed by removing a few lines under the EVENT_BETTER_COAL_2. There still a reasonable choice between the two outcomes, since if you have lot of coastal cities and can build a lot of hydroplants, you won't be building many coal plants.

Solution #2.

Change the event to point to Industrial shipyard instead of Drydock and keep it otherwise as is. Industrial shipyards produce pollution, and the whole thing makes much more sense with them anyway.

Also, the prequisites for it might need a bit of fixing. It requires coal as a resource, obviously, but that's available in the middle ages. It then has two "Or_PreReqs" techs listed: Drydock(*) and Electricity. Shouldn't they be under "And_PreReqs" so both are needed? I've gotten this even happen early Renaissance long before any power plants, presumably because I've just discovered tech Drydock.

EDIT: (*) Drydock ie. Naval Engineering

Thanks both for reported inconsistency and for fix suggestions! I will see that implemented. That kind of detailed feedback on events is exactly what we need. I can't go through all of them and fix those details all by myself (at least those that don't result in outright errors that are easy to spot).

I have played Earth Evo 3 many times, and using the random civilization option, I always get an African civilisation. Is this intentional, a strange coincidence or a bug?

I'd vote for strange coincidence. At least it doesn't work that way for me.

In Realism we have two separated healthcare mechanics. In addition to health we have epidemics.
Because of that National Park can no longer works in way that was designed in original game - provide one town max health.

I think, NP also must have some good decrease epidemic chance. Just for logical perfection.

( Yes, i want to build ubertown with a lot of pops and cant do it because of rocketering epidemic chance. Otherwise NP stays pretty useless in Realism realities unlike his original game version :) )

Thanks, that's actually a valid point. I don't think we'll remove epidemic chance completely, but we'll give NP a bonus.

BTW: Maybe Future Techs should also reduce the epidemic chance by -1 in addition to the health and happiness bonus, assuming this is easily done with existing tags.

Epidemics that killed a lot of people were a grim reality throughout all of XIX and first half of XX century. Only very recently your chances of dying from something like typhoid fever went down.

Oh, and Future Techs already do. ;)

Hi, RI friends. I'm in a late industrial era game, and I noticed that the unit upgrade costs are extremely high. Is that intentional or should I reinstall the mod? Also, my Norton protection system is giving me a really hard time installing anything from or even accessing the civfanatics web page, which it qualifies as "not safe". Has anyone else experienced something like that? Thank you all in advance.

That is due to escalating unit costs. Unit costs go higher the more you have of them.

Found some discrepancies between unique buildings and wanted to check if they're intended behavior or not.

- The Roman Castrum is obsoleted by the Arsenal, which none of the other barracks are.
- The Russian/Finnish Banya and the Turkish Hammam do not go obsolete, as opposed to the other baths which are obsoleted by the Clinic.
- In addition, the Banya does not require an aquaduct like the other baths do.

Roman Castrum obsoletes for flavor reasons more than for gameplay ones. Unlike normal barracks, it looks a bit out of place in modern(ish) eras - so Rome just gets its own flavor Arsenal that "inherits" many Castrum functions. Some are lost though, showing us that golden age of Rome has passed already.

Banyas and Hammams have those features that you pointed out as parts of their flavor, so they are not bugs.

Another set of thoughts and questions if I may.

1) Civilopedia bugs
- 'University' in Seowon's special abilities leads to the tech not to the building
- 'Commando' in Huszar's and Turkoman Raider's special abilities leads to the unit not to the promotion

That's an unfortunate feature of our Pedia. It decides itself what the word means, and links as it pleases. We'll probably have to avoid stuff that is named the same to get rid of that (so I guess I'll rename the tech and probably the unit).

2) No gold for pillaging some improvements (for example, grazing grounds) - intended?

Yep. Grazing grounds for instance are just green pastures with trails - one wouldn't expect to earn any gold from razing those...

3) Is there a way to show a player the city/cities with max gold for diaspora merchants?

I don't think so. This info is normally not available to player on demand. But one good rule of thumb is to check the trade partners of your richest city.

4) AI workers build a 'road' first then the improvement. I think that in most situations it is better to do the other way, is it not? If it is will this behaviour be revised?

Not much I can do about it. Wouldn't know where to start changing it.

5) How does Pacification's special feature work? I've never got that 25 exp points.

Normally, the amount of XP you get from barbarians is capped (at 25 IIRC). This promo raises that cap.
6) Any buffs to fresh water lakes?

No tags to easily implement that, I'm afraid. We currently have no XML hook to check if a city has fresh water tiles, nor a way to add something to them, but not seas.

7) There is a mechanics of a tile being worked. it there a way to invert it: a tile being not worked?

No.

8) I like random events though they can be annoying sometimes. What is your attitude towards more diverse and frequent events?

I'm all for those, but I am not really good at coding those. I guess we'd need a volunteer event scripter for that.

9) Is there a way to change a civ when the game started?

Only if debug mode is on.

I played the last svn verison (**69, must be 4969) and realizeed the changes to government civic. I must say that I did not like the new system providing happiness through military present in the city. It is an old idea in almost all Civ series and I must say I did not like it back than. The system just make happiness too easy.

That's why we have beta-testers such as you. I wasn't sure myself whether to like it or not. We may revert it back before we release the patch.

I noticed that the Electric Substation requires an area of min 8 tiles to be built. (Had to look at the code to find out, it was driving me crazy why a city of mine couldn't have it.) It seems both right and not right at the same time. Smaller islands being cut off from the power grid makes sense... except that tile 7 island is the size of half Britain, and if a city has the resources to build a coal plant, and provide electricity for hospitals and cinemas etc. surely it can also light up the streets and provide electricity for homes as well? (Assuming the happy face substation provides means just this.)

You're thinking too much into it. It was just an oversight on our side. :)

Fixed it.

Another thing: It's possible to build pharmaceutical companies (long before) you have discovered Pharmaceuticals.

Well, "Pharmaceuticals" tech represents modern pharmaceutical industry as it formed in mid-XX century. But many major pharmaceutical companies were active long before that. So while there is a bit of terminological confusion, it is actually working as intended.

The addition of craftsmen seems to have screwed up the domestic adviser screen. The "Specialists" field on the Domestic advisor screen displays the icon of the specialist who appears one spot above the actual specialist. (ie. Engineers get reported as Spies, Merchants get reported as engineers, Scientists get reported as merchants, etc...)

Thanks for reporting, I'll be looking into it.

Chandragupta Maurya has no first contact text

As do many other newly added leaders. Will fix.

> You win your fist combat round against barbarians,

Ooo, I missed that in the fine print.

I don't like that change. Or, if it is required, then Barb cities should start with a minimum of 2 Tribal Forts. Not being able to expand quickly into/because of Barbarian Cities was one of the critical features of the mod I liked, keeping rapacious AIs in check for a few hundred turns.

That is not our change, that's vanilla civ behaviour. Anyway, seeing the amount of contention Tribal Forts breed, I think there will likely be much fewer of them in the upcoming patch (still on the fence if we should remove them completely).

Just finished a game on svn 4969. Magna Carta giving a free draft in each city upon any declaration of war is just too overpowered and I did not even try to cheat and declare "false" wars just to have the free units. Late in the game, I declared against england who had 2 vassals, that gave me 3 units per city, and in all cities including those at the front line where fresh troops are needed! I think it should be reduced to a max of one draft only (upon the first declaration after building the wonder for example)

I guess you are right. Too powerful. We will probably think of some other effects to give it instead.

I've only been playing the World Map scenario, so I don't know if this error carries over to the freeplay or Crusades, but no matter which civ I play with, eventually, when I load the latest save game, the game crashes to desktop. Sometimes I can manage to re-start Civ and successfully reload, but sometimes, more often than not, I cannot reload - the game will just CtD. So far this has happened 100% of the time when playing a World Map scenario. I had an older version of RI before, and this did not happen.

Have you read my first post? What you are getting is likely MAF error. They are, unfortunately, by design a feature of Civ 4 engine that handles large amounts of memory really poorly. The smaller the map you're playing and the less civs, the less chance of it developing.

I have the same issues with large world map. It did not happen in previous versions that I played frequently.
Now I get CTD once the file size is > 2MB

The strange thing here is that you didn't get it before. I am starting to think that maybe Win 10 is the culprit here - because recently there sure are more MAF reports than before. Might be related to everyone switching to Win 10, for all I know. :confused:

Can't build any Modern Infantry as Germany. The only military land options are marder, bazooka and SAM, panzerhaubitze, leopard and kommando. I've reached Future tech. With the crippling unit costs for each of them, I can't protect my cities with any more than 1 modern unit and several WW2 relics.

Bug?

A quirk of how unit upgrades work in Civ 4. Since you are able to build the only unit Modern Infantry upgrades to, you can't build it anymore.

Same issue on the EarthEvo3 map. Can't reload latest save game.

Similar issues with the huge WM scenario. Ironically, I haven't had any issues playing England on WM, but when I play Japan, I can't get the save to load.
I don't use the SVN, so these are from the latest 3.3 release. I'm going to reinstall and see what happens.

I think that's the issue with how 3.3 generates shortcuts. See my previous post for example of how to fix this please.

So any ETA on an update? Are the modders still active?

Hey hey! Taking a couple of weeks off and we are already written off as defunct? We're very much alive and well.
 
Yep. Grazing grounds for instance are just green pastures with trails - one wouldn't expect to earn any gold from razing those...
Hmm. What is razing non-commerce tiles yielded different prizes? Such as Grazing Grounds, pastures, etc. giving a food boost to your closest city, and razing mines and quarries providing a hammer boost to the nearest city.
 
Aaaand more!:)
1) Japanese distinctive unit replacing Galleass is O-atakebune. Japanese Armoured Carrack is also O-atakebune (though it has its own name in the description).
2) A stable (and thus horses) is required to get 2 XP for war elephants.
3) An idea for a national (world?) wonder - army standardization - reduce base cost increase for all units by 1%. Unfortunately I don't have a clue where to put it.
4) Why is a work boat considered a military unit? It's cool that it's being built faster with rule of fear but it can't even fight.
Spoiler :

5) Encountered a bug in an event
Spoiler :

6) Forced labour civic is sooo bad: for additional 15% epidemics you get -25% war weariness and an ability to sacrifice population which is not that profitable even in slavery era.
7) Is there a way to settle a worker in a city for food like it was done in civ3? And what do you think about this?
8) How are civs being sorted in the espionage screen?
9) Is there a way to autodistribute EPs to activate certain passives like 'can see demographics' or 'can see research'? I play with lots of civs and I want to be well informed of, for example, their military might. Checking if I have enough EPs every turn is pretty tiresome.
10) Yabusame (Improved horse archer) can't be built after the research of Flintlock Musket since this tech makes essential archery range obsolete. But the next unit in the upgrade line - Hussar - won't be available until Military Thought.
11) 'Market Relations' and 'Stock Market' techs have the same icon.
12) Do computer players have weaker conditions regarding logistics?

13) And the most important thing: please please please keep improving the AI. It's becoming less and less interesting to fight a stupid but cheating machine. Placing units on a swamp near an enemy, declaring a war only to attack a city with bare skirmishers, placing cities almost exclusively ON resources (ignoring rivers and seashores), attacking civs on the other side of a continent on a giant map, deciding to attack when it sees a single archer in a city but not a stack several tiles away, asking to help in war when I'm already at war and being OFFENDED if I refuse, leaving powerful units behind (which I already mentioned), giving strange or unnecessary promotions, not using cool new features like extremely powerful forts, making improvements in places that are not worked by any city and so on.
 
Hey hey! Taking a couple of weeks off and we are already written off as defunct? We're very much alive and well.

Thanks! Your mod is awesome and so are you. :goodjob:

BTW, am I the only one who doesn't really use neither monarchy or repubic in RI? Despotism -> Federalism seems to be the obvious choice for a big civ. Or am I missing something?
 
Thanks! Your mod is awesome and so are you. :goodjob:

BTW, am I the only one who doesn't really use neither monarchy or repubic in RI? Despotism -> Federalism seems to be the obvious choice for a big civ. Or am I missing something?

True. But maintenance (unlike upkeep) is not critical since it can be reduced with buildings. Republic also gives you early happines without buildings, and you don't often have that many cities until renaissance. Theocracy prima facie is unattractive but imagine the combo: christianity+theocracy+civil religion. Democracy is just weaker federalism but I guess devs will make them more unique.
 
If you're isolated by an ocean and have room for only about 5-8 cities, then republic is the way to go. Just maximize your great people production, gear it up towards scientists, and you'll definitely reach renaissance quicker than you'd do with despotism. 15-20% less on science is easily trumped by having your cities grow vertically much larger.

Also, if you're planning on going all-out final war in the Medieval times then Monarchy, Feudalism and Theocracy are your friends. (Assuming it's an extermination war mostly, instead of territory grab.) It's not about science so much anymore than it is about maximizing your military efficiency.
 
You're probably right. I'm always thinking horizontal expansion. More cities = more wealth = more beakers. Fall from heaven is slowly converting me towards specialists, tho.
 
Thanks, that's actually a valid point. I don't think we'll remove epidemic chance completely, but we'll give NP a bonus.

Isn't making one megacity with national park a little unrealistic? I mean worlds largest agglomerations have nothing to do with national parks, and in fact national parks are less densely populated then ie industrial regions.
I think that first and final advantage of national park is that it gives specialist for every preserver. I always thought that no unhealthiness rule was dumb. More realistic approach would be to just let national park generate specialists, and maybe give a little bonus to global epidemic rate (as your population will be healthier if they spend vacation on unpolluted wild land).
 
Isn't making one megacity with national park a little unrealistic? I mean worlds largest agglomerations have nothing to do with national parks, and in fact national parks are less densely populated then ie industrial regions.
I think that first and final advantage of national park is that it gives specialist for every preserver. I always thought that no unhealthiness rule was dumb. More realistic approach would be to just let national park generate specialists, and maybe give a little bonus to global epidemic rate (as your population will be healthier if they spend vacation on unpolluted wild land).

Also, no-one ever riots in London because they can go see Shakespeare's plays when they feel bad, right? Right? :p

I do agree, trying to make Mega-City One where no-one ever gets sick and everybody's happy isn't realistic. But it is fun...
 
Well this mod is called "Realism Invictus" and of course wonders are far from realism, but at least they try to give bonuses with area they represent. In example, it is perfectly realistic that globe theater have effect on overall happiness of citizens. Scale of that impact is unrealistic (no unhappy citizens). Now NP is giving possibility to support huge population to region, and encourages a player to cut down forests, drain swamps etc to create a region with only farmlands. That have nothing to do with preserving of wildlife. Np should empathize creating preserver.

In my opinion one megacity is something i don't like, because it is totally unrealistic, but that is just my opinion. If devs like the idea of Megapolis, then i suggest making other wonder that could help sustaining huge population. Something like "National agricultural center" or something similar, so it will justify a region with all plots being farmlands.
 
[Two Minutes Hate] Let's imagine that you are an advanced civ and you have a friendly but weak neighbour you want to help in war with a mightier civ. You give him units which are 1-2 steps further in the upgrade tree than his units. He fights with them and gives promotions. More precisely one fixed promotion to every unit of every type: pacification. All units I give receive one freaking promotion combo: pacification I, pacification II, pacification III. Yes he runs slavery and there is some twisted logic in this. But even without the promotion these units can easily crush any rebellion so this is absolutely unnecessary. Why? WHY?!!1 [/Two Minutes Hate]
 
Solid work on the latest SVN, but I think that making slash and burn farms buildable only on jungles was not that good of a idea. As it was before, ability to build them on forests could save you from terrible starting places. Also I'm still not sure about the new unit build costs. They work well in the early game but as the game progresses unit upgrade costs become ridiculous and it's very difficult to have enough good units to defend a large empire.

New promotion buttons and unit models look great!
 
Also I'm still not sure about the new unit build costs. They work well in the early game but as the game progresses unit upgrade costs become ridiculous and it's very difficult to have enough good units to defend a large empire.

But that's the idea: it should be expensive to make an army of modern units. Besides you don't have to defend all cities with the coolest infantry available and you definitely don't have to upgrade everything.

In CIV series it has always been too easy and comfortable to be a large empire. I hope this is not the last step to changing this.
 
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