Realism Invictus

Just getting into this mod for the first time; one thing that really bugs me is that the grassland and plains textures look kind of ugly to me. Is there any way I can edit my installation's mod files to use the default Civ 4 textures? Or is that practically impossible without breaking the rest of the terrain?

Aside from the fact that you can use any terrain pack wholesale with RI, including vanilla terrain (by not choosing to install RI terrain, and then installing any of your choice), you can also specifically override a texture for a particular terrain type by taking the ones you want and dropping them to /Mods/Realism Invictus/Assets/Art/Terrain/Textures/ (you may have to create the folder manually for that). I attached vanilla plains and grasslands for your convenience.
 

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Aside from the fact that you can use any terrain pack wholesale with RI, including vanilla terrain (by not choosing to install RI terrain, and then installing any of your choice), you can also specifically override a texture for a particular terrain type by taking the ones you want and dropping them to /Mods/Realism Invictus/Assets/Art/Terrain/Textures/ (you may have to create the folder manually for that). I attached vanilla plains and grasslands for your convenience.

Thanks! I really like the realistic peaks (vanilla peaks look really plastic-y) and desert, it was just the plains and grassland that looked ugly.
 
I currently don't really have the time to play a game of civ with my work, but i just wanted to say a big thank you for the "avoid growth if unhappy" option ! It will reduce micro-management by a lot, specially for me as i always end with cities with a huge epidemic % with all the flooded plain and swamp i have. Looking forward to test it next break i have :)
 
It occurred to me that Thomas Jefferson should probably have the isolationist trait instead of idealist. The worst thing he did in office was sign the Embargo Act, an act which outlawed trade with ANY other country in a bid to punish Great Britain for funding Indian rebellion and attacking American traders. It failed horribly, and wrecked the American economy.
 
Is there a reason chieftain difficulty was removed? I typically play on that difficulty in vanilla (because I'm bad and I'm a filthy casual), and warlord difficulty looks like a pretty huge leap in stats. I know for most people prince difficulty is easy, but why bother removing a difficulty outright?

EDIT: Added it in via XML and setting the values to midway between settler and warlord. Hopefully it works.
 
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Your MOD has become even better over time! The only thing I want to modify is the way the Tech Transfer works.

My aim: when a civ is researching a technology that another civ already knows, it gets 100% boost for only the FIRST such civ (no more boost for every next civ).

I modified it easily changing values in the following lines in "CIV4CommerceInfo" file:
<iBaseTechTransferCommerceRateModifier>100
<iAdditionalTechTransferCommerceRateModifier>0

But I would also like that "open borders agreement" is not the only condition for Tech Transfer to work. I would like that both "open borders" and a viable "trade connection" is needed for Tech Transfer to function. Is there a way I can add "trade connection" requirement for Tech Transfer (modifing some lines in some files)?
 
Hello,

nowhere in the technology tree did I find tech that would allow technology trade (usually a calendar).. or is this feature at the RI World map Large Scenarios off?
 
Also, where do you get those super snazzy, sharply detailed leaderhead pictures? Cao Cao and all the Mongols in particular?
 
Installer won't seem to complete (hung at movies static copying) past "100-hall.dds" file.

Is there a way to perform a manual install?
 
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Also I have noticed that one of the benefits of Mayan Pagan Temple is reduced anger time after sacrife of population. Since sacrifice of population is no longer avaible in RI, maybe you should eliminate this information from Civilopedia and compensate their pagan temple with some other benefit?
 
It occurred to me that Thomas Jefferson should probably have the isolationist trait instead of idealist. The worst thing he did in office was sign the Embargo Act, an act which outlawed trade with ANY other country in a bid to punish Great Britain for funding Indian rebellion and attacking American traders. It failed horribly, and wrecked the American economy.

Good suggestion. Isolationist is an underused drawback, and here's a perfect reason to use it.

Is there a reason chieftain difficulty was removed? I typically play on that difficulty in vanilla (because I'm bad and I'm a filthy casual), and warlord difficulty looks like a pretty huge leap in stats. I know for most people prince difficulty is easy, but why bother removing a difficulty outright?

EDIT: Added it in via XML and setting the values to midway between settler and warlord. Hopefully it works.

Settler and Chieftain were removed ages ago, maybe even before I joined the team (which was a decade ago itself). In any case, I can see no particular reason for that. I reinstated Settler a while ago, but I forgot Chieftain was even supposed to be there. And judging by the fact that for all those years, you're the first person to even mention it, you can see how much demand there was for it. :lol:

Your MOD has become even better over time! The only thing I want to modify is the way the Tech Transfer works.

My aim: when a civ is researching a technology that another civ already knows, it gets 100% boost for only the FIRST such civ (no more boost for every next civ).

I modified it easily changing values in the following lines in "CIV4CommerceInfo" file:
<iBaseTechTransferCommerceRateModifier>100
<iAdditionalTechTransferCommerceRateModifier>0

But I would also like that "open borders agreement" is not the only condition for Tech Transfer to work. I would like that both "open borders" and a viable "trade connection" is needed for Tech Transfer to function. Is there a way I can add "trade connection" requirement for Tech Transfer (modifing some lines in some files)?

Not as easy as your first tweak, unfortunately. But actually that's what we've been meaning to implement ourselves, so it'll probably be like that in the next version.

Hello,

nowhere in the technology tree did I find tech that would allow technology trade (usually a calendar).. or is this feature at the RI World map Large Scenarios off?

It's a feature of RI in general. To quote the FAQ on the first page:

  • Q: Why did you turn off tech trading?
  • A: We have implemented tech transfer component instead. If any civ you have open borders with knows the tech you’re researching, you will research it much faster. We feel it does a better job at simulating tech spread than Civ4 default “tech trading” (which really only happened from late XIX century IRL). You can turn tech trading back on if you don't like that feature, but then don't forget to turn our Tech Transfer component off in the game options, as the two aren't meant to function together.

Also, where do you get those super snazzy, sharply detailed leaderhead pictures? Cao Cao and all the Mongols in particular?

Google image search, mostly. :)

IIRC, Mongols in particular are in some way connected to Assassin's Creed series. My guess is Cao Cao comes from one of the Romance of the Three Kingdoms games, but I'm not sure.

Installer won't seem to complete (hung at movies static copying) past "100-hall.dds" file.

Is there a way to perform a manual install?

Not really, unless you check out the SVN version. Are you sure you have enough space for it to install? Also, are you sure that you downloaded the whole installer successfully? What's its size in bytes?

Also I have noticed that one of the benefits of Mayan Pagan Temple is reduced anger time after sacrife of population. Since sacrifice of population is no longer avaible in RI, maybe you should eliminate this information from Civilopedia and compensate their pagan temple with some other benefit?

Good observation. Will do.
 
I'm running RI in Linux through wine+steam so I think perhaps the installer isn't fully compatible. I installed RabbitVCS to grab the SVN and will install manually the way you suggested. Does the SVN contain the full version install with movies?
 
I'm running RI in Linux through wine+steam so I think perhaps the installer isn't fully compatible. I installed RabbitVCS to grab the SVN and will install manually the way you suggested. Does the SVN contain the full version install with movies?

Yeah, it is basically the full version. Note that SVN version also has unpacked assets, and as such it will take a long time to load to main menu (like, around 15 minutes). You can either leave it as it is (as I do, for instance, I just got used to it), or pack the assets yourself: http://www.realism-invictus.com/forum/viewtopic.php?f=4&t=885

Also, please take care to put it into "Realism" folder instead of "Realism Invictus". It has been done so that we devs can run installer and dev version at the same time, and SVN version will not work from incorrect folder.
 
Also, please take care to put it into "Realism" folder instead of "Realism Invictus".

Really? I only named my folder that because I was too lazy to come up with an alternate file name and just deleted half the name.

Also, I remember reading about an alliance system or something to replace defensive pacts - is that still around? I haven't played a full game in a long while, and didn't see it in the manual.
 
Well, i just searched at civilopedia towards non-playable civilizations and noticed Dutch with 3 leaders. Are you planning to make this civilization playable on future?
 
Hello Walter, i'm currently testing the "avoid growth" button, and i have a question : when i check the "avoid growth" for unhapiness, it restrain the growth before having a balance.
Ex : i'm 6 :) / 5 :mad: and it already stop the growth.
But it could easily grow 1 more pop, as having as many :) as :mad: isn't a problem.

Is it intended ?

As always, thanks a lot for your work :thumbsup:

Edit : I was researching a tech that would change the era and add a +1 :mad:, maybe that was the problem ? Still a bit weird, as i needed 30+ turn to discover that tech at that moment.
 
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Hello Walter, i'm currently testing the "avoid growth" button, and i have a question : when i check the "avoid growth" for unhapiness, it restrain the growth before having a balance.
Ex : i'm 6 :) / 5 :mad: and it already stop the growth.
But it could easily grow 1 more pop, as having as many :) as :mad: isn't a problem.

Is it intended ?

As always, thanks a lot for your work :thumbsup:

Edit : I was researching a tech that would change the era and add a +1 :mad:, maybe that was the problem ? Still a bit weird, as i needed 30+ turn to discover that tech at that moment.

That's correct, it sees that you are researching a tech that will advance the era and anticipates the reduced happiness in the city.

I thought about making it take the number of research turns into account, but tech rates can vary so much with the slider that I was worried about the governor letting the city grow when it shouldn't.

I have been thinking about taking the city's construction queue into consideration. If the city is working on a happiness building that is expected to complete before the city grows or before the age advances, then it may be safe for the governor to allow that growth to happen. It would guess wrong on occasion because of changing circumstances, but maybe that's okay.
 
If I am not wrong - the first civilization to found Islam receives Mujahedeen units as bonus. Wouldn't it make more sence that not the first civ to FOUND, but the first to ADOPT Islam as a state religion, receive that bonus?
 
I have been asked to adapt my Europe map to RI, and I downloaded the mod. When I attempted to install, I was given a message saying I need to patch my game to 3.19. I went and downloaded the patch and installed it; when I tried to run the RI installer again, I continue to receive the same message, saying my game is not patched to 3.19. I was wondering if anyone might know why this is happening? Thanks.

Edit: Nevermind, I got it to work. I am going to try to get my map compatible so you can include it in your latest release if you are interested.
 
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I spent a few hours attempting to convert my map file to RI compatible. I added 18-61 empty civilizations, deleted all researched technologies, changed all barbarian info to "City/UnitOwner=62", deleted all scouts, copy and pasted civilization info for players 0-17 from a custom RI scenario that had the 18 desired civilizations. When I first attempted to load my unchanged scenario in RI, the game would crash shortly after pressing "Launch Game" and having the loading screen come up. After doing all these changes though, my game successfully loads, but I am immediate greeted with "You have been defeated", the post-game minimap is totally messed up (black and magenta pixels), and I can't enter worldbuilder ("just one more turn"). There is a message, "BugData not loaded: loading now" that is where the current turn news is found.

Does anyone have experience converting BTS maps to RI compatible who might know what my problem is, or suggest a correct way of doing it (or point me to a place where this has already been explained)? I must have spent 3 hours trying to make it work last night...
 
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