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Realism Invictus

Discussion in 'Civ4 - Modpacks' started by Walter Hawkwood, Feb 13, 2011.

  1. Aisale

    Aisale Chieftain

    Joined:
    Dec 28, 2017
    Messages:
    28
    Hi Goetz53
    I just checked the procedure you provided, and found the problem finally--I had always forgotten to check 'Store full paths' . Now the mod works fine.
    Many thanks to you, friend!:goodjob:
     
  2. Rynian

    Rynian Chieftain

    Joined:
    Aug 19, 2017
    Messages:
    65
    would anybody be willing to play some MP of this with me? Im having problems not losing all the time after a few months of playing
     
  3. JeremyHussell

    JeremyHussell Chieftain

    Joined:
    Jan 8, 2005
    Messages:
    36
    I've just neared the end of a long game, and noticed it's impossible to upgrade Semi-modern Infantry to Modern Infantry - I can only upgrade to IFV. In fact, I can't even build Modern Infantry, only IFV. Playing Russia on 3.4, so this may have been fixed already, or be specific to Russia.

    Also: the AI seems to place insufficient value on coastal cities and cities along rivers, though they seem to place high value on having access to fresh water. Coastal cities at river mouths get at least 2 extra trade routes early on, and the AI keeps placing cities 1 tile away from the coast, so I often find it worthwhile to raze these badly-placed cities when I capture them.
     
  4. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    164
    https://forums.civfanatics.com/threads/realism-invictus.411799/page-275#post-14025118
    "That's a technical quirk of how upgrading in Civ 4 works. If you can upgrade a unit to two different ones, you will have that option. If only one upgrade "path" is available, the unit will be able to upgrade to only the best unit available. Mechanized infantry doesn't upgrade to Modern infantry, therefore Semi-Modern infantry is considered a separate upgrade path from Mechanized infantry. OTOH, Modern Infantry upgrades to IFV, so it's a single upgrade path."

    Welcome to the club :lol:
     
  5. Robalex

    Robalex Chieftain

    Joined:
    Feb 6, 2019
    Messages:
    18
    Gender:
    Male
    Location:
    Trevelin
    If you are looking for a balanced, challenging and accurate great looking units... this is your mod!!:thumbsup:

    Hope we still here for long time to back this guys up to continue improving the mod... maybe they are bored by now... in that case some of us will have to learn how to program in c++ and/or python :crazyeye:
     
  6. JeremyHussell

    JeremyHussell Chieftain

    Joined:
    Jan 8, 2005
    Messages:
    36
    Yes, but I can't even *build* Modern Infantry. It's apparently rendered obsolete by IFV, which becomes available at the same tech. What's the point of having a unit which can't ever be built and can't ever be upgraded to?

    As a hack, what happens if you mark modern infantry as being upgradable to a dummy unit which you can't get the prerequisites for?
     
  7. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    164
    IFV requires 3 more resources. It's good that you have an advanced military industry. Think about civilizations that aren't so lucky.
     
  8. Arriaga II

    Arriaga II Warlord

    Joined:
    May 28, 2010
    Messages:
    118
    Location:
    DC Metro
    I originally downloaded and played Realism Invictus in early 2017 and put a lot of time in the Medieval world scenario. I wanted to start playing again and have run into an issue after downloading 3.4 that I had never previously encountered. When the game starts to load, once I reach the [Realism Invictus] Init XML (uncached) part, I get the following error:

    Failed Loading XML file
    xml\BBAI_Game_Options_GlobalDefines.xml.

    If I hit OK, then it immediately hits a second error:

    Failed Loading XML file
    xml\BBAI_Game_Options_GlobalDefines.xml
    Current XML file is: xml\PythonCallbackDefines.xml

    Then a third error:

    Failed Loading XML file
    xml\BBAI_AI_Variables_GlobalDefines.xml.

    A fourth:

    LoadXML call failed for
    xml\BBAI_AI_Variables_GlobalDefines.xml
    Current XML file is: xml\PythonCallbackDefines.xml

    And so on. All XML files. I have a 64-bit version of Windows 10. These errors occur whether I load Realism Invictus directly or try to load it from the BTS "Load a Mod" subsection.

    The only effective workaround in the last 10 days has been uninstalling and reinstalling Realism Invictus every single time I want to play it and starting games directly from the installer, but that method is now failing (just as my game reaches the Modern Age) as my attempts to access save files to load my game are now crashing the game. That's problematic... but I figure the first problem needs to be solved before I worry about the second problem.

    So if anybody has any suggestions, that would be great!
     
  9. Colon

    Colon King

    Joined:
    Sep 25, 2001
    Messages:
    793
    Updated to 5127. First time trying to load the mod I got a CTD during the loading screen, second time this:

    upload_2019-2-10_23-48-23.jpeg

    Could I just copy/paste the art files from 3.4 to avoid the ordeal with loading up the game or this graphics issue?
     
  10. Rynian

    Rynian Chieftain

    Joined:
    Aug 19, 2017
    Messages:
    65
    Hmmm a couple things. First this mod has ruined vanilla civ 4 for me, it is so good i cannot go back.
    Second, it would be the greatest if you could post some sort of tips or guide. I have read the manual, but the spike in difficulty is extreme. I am in NOBLE and I still cannot win.

    Im not sure if my 3-4 cities is too many and its just slowing down my science, or I should be warring more or what... since the AI WILL attack if you do not have 6-10 units per city, the beginning game seems to be just spamming out military for the most part and I can't find any other way to play other than to do that and have a civ with a + to diplomatic relations.

    if there was a basic guide for maybe what a good mindset would be, some basic strategies that will keep you from falling too behind or some KEY techs that really boost a civ, that would be amazing because it is a much different and harder game than vanilla but there aren't any resources out there ;p

    And third: Why is Justinian Roman when the byzantine units and other emperor is greek? it would make more sense for Justinian to be greek. I know he considered himself roman but his entire empire was located around anatolia and he never controlled rome. It would also help with consistency as the types of units and architecture he would work with are more greek than roman, and there wouldn't be byzantine emperors in different civs.
     
  11. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    164
    It heavily depends on your game settings so I'll try to be somewhat generic (and of course there are a lot of other things to consider).
    Found cities with solid reasoning: to capture a powerful resource that you really need, to occupy a territory that is more easy to defend (if your capital is surrounded by forests/hills, for example) but try to keep the number of cities as low as possible. At least until late classical era.
    AI can be surprisingly aggressive but try not to fall behind in power too much. To know the power rating distribute your espionage points across potential enemies to get access to demographics using espionage screen.
    The key tech of an ancient era is bronze working. I usually get it as soon as possible after writing. Open borders you get from writing is a very powerful tool when falling behind in techs.
    Culture is very good: an early storyteller circle or a military tradition in a newly founded city is priceless.
    Study all the leader traits. Pick the ones that can supplement your favorite strategy or cover your weaknesses. For example, try politician: it gives a boost to relations and generate more espionage points.
     
    Last edited: Feb 15, 2019
  12. Rynian

    Rynian Chieftain

    Joined:
    Aug 19, 2017
    Messages:
    65
    you know your stuff. Keep it tall huh? Conquest is tough that way I think, and it seems disparaging for civs that are particularly powerful early.
    Any other advice?
     
  13. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    164
    As I said it heavily depends on your game settings. I always play very big maps with lots of civilizations on several continents; winconditions are time and space race. So that is the only real way to play the game for me. So I can't really help you with strategies of early conquest:)
    On the contrary: civs with powerful earlygame are very good. Not only it is easier to wage wars (with limited number of units) but also to build an advantage that can last for quite some time.
    Other players might post something. It's better if you ask more specific questions.
     
    Last edited: Feb 16, 2019
  14. Rynian

    Rynian Chieftain

    Joined:
    Aug 19, 2017
    Messages:
    65
    Hmmm I am guessing the early wars you are talking about would be defensive wars?

    I generally play Large Terra Maps with default Civs and settings. I am trying your way and I am doing ******* great, the only problem is i still dont know how to build for offensive wars because as you grow, everything gets ******* worse :(
     
  15. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    164
    Not exactly. However I would advise against early conquest wars because early game economy is not powerful enough. Sometimes I attack neighbor civ's new cities until they become too fortified.
    To make a strong army you should study three concepts: logistics, aid and unit roles. First of all, irregulars are your best buddies. Build them a lot so your more expensive specialist units can have better battle odds. If your goal is to repulse an attack bring recon and mounted units. If your goal is to capture a city bring shock units (and siege units if it's sufficiently fortified). Do not underestimate aid bonuses: several recon or mounted units that don't attack but only give aid will certainly make a difference. Don't, however, overpopulate stacks: watch for penalties.

    What do you mean by 'worse'?
     
  16. Rynian

    Rynian Chieftain

    Joined:
    Aug 19, 2017
    Messages:
    65
    I understand army comp fairly well, though i tend to stay away from irregulars because its easy to hit max assult aid since all melee give it. Its also pretty easy to mitigate supply negatives with sheer numbers, thats what the AI usually does to beat me anyway. (i stop building units because I have "enough" and then they come in with more)
    And having large empire means not only is science slower, but money is slower, and then you also have to deal with defending all your land and army upkeep. There seems to be no benifit to playing wide other than higher possibility of finding key resources.
    You COULD have specialty cities but with health and happiness issues introduced in the mod it makes more sense to have fairly well rounded cities so they don't get sick and die (with a slight focus in one area) so instead of a boost to everything you get a nerf to everything except resources. Then while your army is away you can get attacked super easy and have to repell it with your forces which means you basically have no ******* buildings. Because if you dont have a politician leader you get attacked (or asked on pain of death the join wars) A LOT. Meanwhile the AI is steamrolling and conquering half of the continent as a couple civs that are strong as hell. Here are 3 different games I have played.

    Game 1 was ages ago, I used Arabs to spawn islam and planned to use that early science/ religious unit advantage to go on a conquer spree like real arabia and instantly convert all my cities for fast stability. The war was an insane war of attrition that nearly broke my empire, and as soon as I finally conquered good cities and ended the war, all the new cities dragged down all my resources and then rebelled, crumbling my empire. I would have been better not going to war at all.

    Game 2 was last week. I had 4 cities and was mid of the leaderboard. I was lucky enough to have shaka to my northwest. I attacked and raided for some resources then basically threatened them to give me gold on surrender. It was basically to support my empire because science was set to 25 and I was struggling to keep up with some other civs with only 4 cities! The game ended because Incas asked to be vassalized and I didnt realize I'd inheret their problems which were way too much for me to handle.

    Game 3 is current game. 1 city, not many resources, but politician and coastal. Everyone loves me because I stayed pagan so Im not an enemy religion (Anti clerical so temples would just hurt me anyway). I am leaps above in tech and cash, but I have no troops to fight because i have no copper iron horses or sulphur, but I am about to start sailing around and colonizing some rich lands. No wars. MUCH BETTER THAN EVER BEFORE (though my score is low)

    All other games generally involve me getting killed in my first war, generally because a random faction just decided the smiley face next to their faction didn't mean anything and they had a stack of like 30 men to come and facestomp me.

    I can't find a good use for extra cities or war. Like going for a conquest victory just seems like shooting your own foot.
     
  17. Rynian

    Rynian Chieftain

    Joined:
    Aug 19, 2017
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    Also this is unrelated but to the mod creator, having the ability to hire mercenaries would be great, especially since thats how a lot of wars were fought for centuries. Without Iron or copper I'd be so happy to be able to hire units for money or something.
     
  18. sazhdapec

    sazhdapec Warlord

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    Aug 6, 2015
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    164
    Again: you build irregulars not for the aid but to weaken enemies. And because they're cheap.
    That's why the power rating determines when you have "enough" not your gut feeling)

    BINGO!:) That's the current idea of balance as I see it. However, money is not necessarily slower (especially if you have a holy city): you're using specialists, aren't you?

    That's how most AI civs die too. To compensate that I try to help weaker civs and attack potential "steamrollers" early while they are not too strong.

    Try turning on the raging barbarians option. It will be harder not only for you but also for the AI (to keep their troops busy).

    30 men is a lot. Such armies aren't really possible until medieval era. Are you sure you play NOBLE?

    Since CIV4 (and RI) is an incremental game in its core try waging wars in small steps. I hope you're not keeping all conquered cities despite how far they are or how badly they are placed.
     
    Last edited: Feb 16, 2019
  19. Rynian

    Rynian Chieftain

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    Aug 19, 2017
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    The big questions i have at this point

    How do you find power rating? I see a number and a muscle. 0.4 or 1.6 or something next to a civ. I am guessing that is it?

    Also I have never found a purpose for specialists. The benifits from tiles always seem to outweight the benifits of a specialist, and every time i've tried specialist economies it seems to just be really ******* bad, so I just build cottages instead.
    And if you are conquering you are gonna need to keep a lot of cities. In science it makes sense why you wouldn't but if you are conquering you are gonna need to stretch out far. Also you ally with weak civs and team up against strong civs? Doesn't that just fudge your diplomatic situation the long run?
     
  20. sazhdapec

    sazhdapec Warlord

    Joined:
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    Yes, numbers less than 1(one) mean that you're considered weaker.

    In RI specialists are much more stronger than in vanilla. This doesn't mean that you should abandon cottages but here's something to consider:
    "But the alternative on those tiles would be farms that produce even more food and allow for even more specialists! In fact, the most constantly overpeforming civ in my experience is Korea - a civ whose NI is a farm with NO food bonus over regular ones; but since they are more enthusiastic in building those farms, they get more population and more specialists. So basically I tend to agree with you that these civs may overperform, this is IMO not due to their NI being overpowered per se, but rather because they are willing to build more of those earlier - resulting in net more food."

    Well, you know the advantages and disadvantages of certain actions. And it's up to you to analyze each situation and make decisions.

    Not necessarily ally. I mostly gift weak neighboring civs units I don't need. But yes, sometimes if that's not enough I fight for/with them. At some point you have to choose your friends and enemies. I'd say early game diplomacy (when you don't know yet what civs will become powerful) is even harder because there are much less ways to improve relations. Btw, did you know that a guaranteed way to sign open borders with a civ is to ally with it in a war?
     

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