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Realism Invictus

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

  1. johncade

    johncade Chieftain

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    My son and I have played a lot of multiplayer using Realism, Windows 10 64bit we had a lot of Out of Sync issues, we created partitions on our systems and installed Windows 7 64bit and we never had a out of sync issue, it's doesn't seem to like windows 10.
     
  2. sammoraj

    sammoraj Warlord

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    Sep 9, 2012
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    Australia
    So I didnt end up modding Sacrifice Pops back in.
    But I did learn how to sorta survive ish sometimes.

    "Attack Forts" are a new thing. i.e., Dont fight at your cities. Instead, rush build a fort next to the incoming enemy stack, and use its insane bonuses to level the field. Worst case, let them take your city, but keep your army outside it in a fort. With a few city raider promotions + fort bonuses, even the most advanced main battle tank can be killed by 3 generations obsolete **** infantry.
    The enemy wont move on because your army is "threatening the city"

    Also, forget all great people except for Prophets, Gold + Production bonuses are critical.
    Cottages are a waste of time - Enemy just pillage them down anyway - Build farms, pops die but it is possible to grind out great prophets over time.
    Focus Espionage against one nearby weaker enemy - Steal tech - Everybody else WILL be light years ahead even if they only have one ice-locked city so its guarrentied to have stealable tech.
    If you dont have atleast one of horses/copper/iron nearby on start, just abandon the game

    Asuming conquest victory, DISABLE INFLATION - your game is going to take a very long time and if you can hold out against the enemies inflation will kill your nation. My last game I was spending 1500 gold on inflation, no way to reduce, mitigate or you know have DEFLATION (Its a real thing for hard working real world countries that arent obsesed with socialist ideas) - Its a stupid mechanic implemented by people who do not understand inflation anyway
     
    Prester John 2 likes this.
  3. sammoraj

    sammoraj Warlord

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    Location:
    Australia
    There needs to be a building that produces sulphur. Have Coal, Iron, Oil, Uranium, Aluminium, I can build Jet Fighters, but cant build a single tank, because - Tanks need "Artillery", which needs Sulphur.....? Sure early on, but after awhile
     
  4. Pepo

    Pepo Prince

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    Nov 27, 2012
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    How complete is the svn version compare to what is going to be the release of 3.5?
     
  5. ETyrell91

    ETyrell91 Chieftain

    Joined:
    Jun 21, 2010
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    One month since the last SourceForge update... getting all the flags done in one go before releasing the next one? (I hope...)
     
  6. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    Yeah, it has been fixed almost as soon as originally reported. It's just that there were no release versions since then. But in SVN it's fixed.

    Those suggestions aren't really "minor". RI at this point is basically feature-complete, and so nothing major like this will be added.

    As correctly pointed out by others, pop rushing has been disabled because (I guess due to K-mod influences), AI was significantly disadvantaged by it. It's a shame, but since I couldn't do anything about AI, I found it best to disable it. Aztecs got other bonuses instead of pop sacrifice later on (but I don't remember if it made it into 3.4 or happened later).

    Thanks! I will take a look when I finish with this commit.

    At the point in game when you can build Jet Fighters, you have had almost half of the game to capture yourself some sulphur. In RI, many later resources only become important long after they've been revealed, and it's for that particular purpose - you can notice long in advance what you lack and take measures before this lack becomes critical.

    Mostly complete. It's basically feature-complete, with some content (dynamic flags/names for half of civs, some flavor units) still missing. It plays basically how 3.5 will play.

    Yeah... No. Sorry, the upcoming update is really big, but it was/is focused on a somewhat different thing - I'm currently finishing up the minor civs. When most of them were first implemented, they played a really minor role in game, only ever occurring as released colonies once in a blue moon. With revolutions, it has become very noticeable that some of them were crafted really lazily (by RI standards at least). So the upcoming update adds a ton of content to the minors, so that they are release-ready. After that, it will mostly be flags all the way up to release, with maybe one more content update along the way (vehicle stuff likely, as I didn't touch flavor vehicles in this one).
     
  7. Neonprime

    Neonprime Chieftain

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    Hello Walter

    What do you think about the scrub being removed when a improvement is built on them just like the other features like forests and savanna? Those tiles are overpowered the way it is now and besides aesthetically it doesn't match with improvements.
     
  8. uff1ee

    uff1ee Chieftain

    Joined:
    Oct 5, 2019
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    5
    Hi, first, thank you for this incredible mod. I love every part of it except war.

    I was wondering if the AI has to deal with per-unit-scaling costs. They seem to be able to raise enormous armies without hassle. I know the AI is prone to some cheating in Civ games to stay competitive, but they had stacks of high level longbowmen that made taking cities an exercise in frustration. Catapults had next to not effect and lowering defences didn't help. I plundered their lands, made peace, and built up a new army. 15 turns later they declare war again and have an even larger army of longbowmen. Went through the same steps. Third time it happened, I got irritated and went into world builder to delete their army only to find they had even more longbowmen garrisoning their other cities. I'm at a point where it's taking me 12+ turns to train one unit and I've better production than them.

    They also don't seem to care about overstacking tiles and just zerg rush until whatever is in the way falls. Maybe I'm overthinking it? I overstack to get a decent army, but only to levels that I can compensate with the combat aid bonus. It's a cool system, but it doesn't seem to have any practical application? They are determined to have this war and the way things are going, the rest of my game is going to be fending them off, making peace, repeat.
     
  9. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
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    As far as I know AI has both unit cost scaling and logistics penalties.
    What level of game difficulty are you playing?

    If you want to win in combat technology is the key. To capture such a city you must have at least bombards. Also all the aids that give first strikes and a ton of irregulars to further soften the defenders.
    If it's taking too much time to build units try switching to civics like militancy, feudal aristocracy etc.
    Don't be afraid to get high levels of logistics: some of your units will die and free precious space.
    And the most important thing: use FORTS. They are SO GOOD.
     
    Last edited: Oct 5, 2019
  10. uff1ee

    uff1ee Chieftain

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    I'm on Prince IIRC. I've played a bit of RI in the past, but I've never encountered this level of stonewalling before. Was wondering if maybe something happened in the latest SVN update.
    Yeah, I started pumping out irregulars to combat their spam, but ugh, my economy isn't liking this.I'm not particularly interested in their lands, but they just won't stop declaring war, then camping out in their cities while I ravage their lands and force a peace treaty. I'll try switching civics and building a few forts on the border to keep them at bay. Thanks.
     
  11. 2popbulb

    2popbulb Chieftain

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    When I don't want to take AI cities I just destroy their stacks and stay in my territory. Sending large stacks out of borders increases maintenance. Also,don't sign peace treaty just stay at war. If you do this AI's won't send big stacks as they don't have time to pile up units. They just keep sending small stacks,usually up to 20 units.
    If maintenance is problem then delete some obsolete units. If you have lots of towns then you might try adopting Free Commoners civic. No slave revolts means you can leave most of your cities lightly guarded,and this civic adds +2 commerce to every town you have. For production adopt Craft Guilds and build guild hall in your cities and sawmill if you have lumber mills. Heroic epic adds big boost to unit production. Forts are good especially when built on hills. This works for me on Noble difficulty,it should work on Prince as well.
     
  12. uff1ee

    uff1ee Chieftain

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    Thanks for all the help. Getting the hang of it now. Forts are insane. Sending irregulars to do the initial damage and then following through with main force works a treat. I'm too used to Rhye's and Fall and using siege weapons as the sacrificial lambs.
     
    Last edited: Oct 6, 2019
  13. sazhdapec

    sazhdapec Warlord

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    In RI there is only one siege weapon that can (successfully) attack cities directly - Heliopolis. Other siege units out there are for bombarding and providing aid.
     
  14. Walter Hawkwood

    Walter Hawkwood RI Court Painter

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    I fixed the save for you; it is attached. You can continue it if you keep the same revision.

    I will look into it. It wasn't supposed to be kept anyway.

    I will never tire of correcting this. :lol:

    Heliopolis = "City of Helios (sun)", a Greek name for an actual city in Egypt (https://en.wikipedia.org/wiki/Heliopolis_(ancient_Egypt))
    Helepolis = "Taker of cities", a big moving siege tower constructed by a Greek engineer (https://en.wikipedia.org/wiki/Helepolis)
     

    Attached Files:

  15. ederl

    ederl Chieftain

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    Mar 2, 2015
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    Hello, I just played a game (r5235) with Scandinavia, Gustav I Wasa, his traits are "financial" and "politician", which are great, but he is also "schemer". This (negative) trait is intended to reduce Great General Emergence by 40%. But my experience was that i killed about 50 barbaric units but only got 2 GG points, because a fight gaining 1 Experience didn't count...
    Would it be somehow possible get exact GG points from fights?

    And a question: When a "minor" civ develops from barbarian cities or from a revolt in the own country, shouldn't it automatically be in war with all countries until it gets a "major" civ? I think only as a major civ it should be possible to close peace and with other civs and there should be some requirements for developing to a major civ...

    Thanks for your work on this great mod!
     
  16. sazhdapec

    sazhdapec Warlord

    Joined:
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    I'm ashamed.

    If I may, however, I would like to suggest yet another batch of ideas/improvements to RI.
    1) The names of some techs, civics and resources are identical. Namely, theocracy civic and tech, black powder tech and resource.
    2) Unit upgrade tree quirk. Irregulars (10:strength:) can be upgraded to conscripts then to trench infantry. But the tech needed to build trench infantry is researched way sooner than the tech for conscripts. Thus there is a period when it's impossible to draft (the button is greyed out) and even build irregular type units.
    3) The Great Library is OP as hell (early unparalleled generator of great scientists is insane). I suggest the following rework: +1 free great scientist, +15%:science:, +2:gp: (Great Scientist).
    4) In SVN 5226 there is a line: "Slave/serf revolt events will now only happen if actual slave/serf revolts are turned off in game options (made no sense to have two different mechanics depicting the same thing)." But in my game (SVN 5234) both these types of revolts happen. The 'No slave/serf rebellions' setting is not ticked.
    5) Speaking of rebels, more specifically renaissance ones. An army-sized pack of gunpowder armed peasants look surreal.
    6) The Pyramids and Stonehenge need paganism civic to be built. But they are not disabled if the civic is changed and are never obsolete. That is they generate great people until the end of a game.
    7) Some earlygame great wonders still don't have time constraints. For example, The Hanging Gardens, Notre Dame, Shwedagon Paya, The Great Wall.
    8) Religious shock works across oceans. Which is obviously weird. Is there anything that can be done?
    9) Camp improvement becomes way too powerful under pastoral nomadism (though it seems appropriate). I suggest to make it -2:food: instead of +2:food:,+1:hammers:.
    10) In RI it is possible to farm on tundra tiles near rivers. Isn't it a bit of a stretch? I presume, permafrost is not very good for farming.
    11) Yet again, please remove Great Bombard's city attack ability and Gulyay Gorod's city attack promotion. Both of these siege units cannot attack directly so this effect is useless and quite distracting.
    12) Can we have more types of distilleries?
    13) Is it possible to do anything with sudden drops in expenses in the late game? What about 'inflation'? Sometimes I have it sometimes I don't.
     
  17. zhardan

    zhardan Chieftain

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    Thanks!
     
  18. zhardan

    zhardan Chieftain

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    Feb 19, 2006
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    Oops..Another CTD. Attach file.

    Usually CTD appear in late game.

    Say me if is fixed in superior version or you already know this bugs.
     

    Attached Files:

  19. Sathar

    Sathar Chieftain

    Joined:
    Mar 14, 2012
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    Location:
    New Jersey
    SVN 5236, huge world map, medieval era:

    Getting the following error in the scrolling event display, "Error in EndPlayerTurn event handler <bound method BugEventManager.onEndPlayerTurn of <BugEventManager.BugEventManager instance at 0x04E971C0>>"

    No idea what's triggering it, seems to occur every few turns at random, game does not seem unstable in any way and nothing appears out of place.

    Save attached.
     

    Attached Files:

  20. BSPollux

    BSPollux Deity

    Joined:
    Apr 7, 2006
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    Germany
    funny little bug (I hope)
    no need to fix, not even the most actual version, just wanted to share

    I'm just glad it happened where I could see it, could have whiped out a whole AI continent...

     

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