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Realism Invictus

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

  1. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    132
    This is possible. But without knowing for sure how AI is coded only practice will tell.

    But there's a setting that allows you to see what tiles are available when a settler is selected.
    Selecting a settler and right click hovering shows whether you can build a city on a tile or not.
     
    Last edited: Nov 17, 2019
  2. Marrci

    Marrci Chieftain

    Joined:
    Nov 23, 2008
    Messages:
    13
    Location:
    Budapest/Hungary
     
  3. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    132
    It seems the problem then is the scaling of culture power per distance. It's not like Ujjain in this example has weak culture.

    Last time I had a cultural victory was when I had such a victory enabled before nerfs to culture levels.
     
  4. Dairokutenmaou

    Dairokutenmaou Chieftain

    Joined:
    Nov 22, 2019
    Messages:
    10
    Hello, I've been following the mod for a long time but only just recently I decided to bother using the SVN(5242) because I really wanted to experience the Revolutions add-on and I've got a few questions.

    When a city revolts is it supposed to do so peacefully? Later in the game I started taking note that rebel civilizations don't actually end up in war with their original civilization, I've had a revolt myself early in the game and I had to declare war to suppress it, that usually results by midgame quite a mess of borders for the AI since the bigger civilization never goes put them down.

    Spoiler :
    upload_2019-11-23_9-7-20.png
    upload_2019-11-23_9-7-43.png
    upload_2019-11-23_9-8-24.png


    Also this BUGEventHandler Error, It doesn't seem to have affected much on my experience but It's not like I know much about this anyway.

    upload_2019-11-23_9-6-30.png

    Still very curious what is going either way in this error if it can be answered, like what feature it is that is causing it and what is supposed to be happening if it wasn't erroring.
     
    sazhdapec likes this.
  5. BCheek

    BCheek Chieftain

    Joined:
    Nov 24, 2019
    Messages:
    70
    Getting a strange game crash on the latest svn. Really like the new dynamic names and flags. Very nice touch!

    Saved game attached.
     

    Attached Files:

  6. SR-71

    SR-71 Terminator T850 model 101

    Joined:
    Apr 28, 2009
    Messages:
    198
    Location:
    Seville, Spain
    Playing 5240, I have observed that meanwhile in 3.4 spies were national units and had a limit, which reduced very succesfully the spy rush of later game, you have deleted this feature in the current SVN I'm playing, resulting in the annoying and stupid spy rush of AI sabotages that ruined later game in previous releases. I don´t really know why and if it is really intentional, but just want to say that the decision of cutting back spies to a limit was the most intelligent decision ever, and to revert it to previous is the dumbest and stupidest you did in the mod history :p
     
  7. Walter Hawkwood

    Walter Hawkwood RI Court Painter

    Joined:
    Nov 18, 2003
    Messages:
    3,249
    Location:
    London, UK
    You might have noticed there being rather little activity lately, and it has two main causes - firstly the latest update took a real lot time and effort, and secondly lots of IRL stuff kept me from investing said time and effort. Anyway, as it stands now, we're very much in sight of the release. I will not do any major stuff anymore; the only things I plan to do is finishing the flags/names and doing another unit update, with all the remaining aircraft. I was aiming to finish by Christmas, but I am making no promises. I did much less this month than I planned to.

    As others validly pointed out, this is likely the normal case of two cities producing disproportionate amounts of culture, especially seeing how the purple player does the same to the rightmost city.

    Nope, totally different. Features have this as an in-built ability (for ice feature I guess), while resources would require me to code it in, and I'm sure it would mess AI even more as it currently doesn't take into account the very possibility of not being able to do it.

    Forgot about this one. Will look into it in a later revision.

    Thanks, will study.

    Nah, totally different things handled by totally different pieces of code. Were it easy, I'd have done it already.

    Valid point. Will think about it.

    Not changing stuff fundamentally this late in. I think of the residual culture from failed conquests as a maintained claim justified by all the spilled blood. Also, the general effect on culture has been toned down in the latest revision.

    It is supposed to, yes. Forcing AI into a state of war usually just leads to nothing, as the actual internal process of AI declaring war is much more complicated - it should first identify targets, choose strategy etc. If just forced into a war through a command, it usually ends up doing close to nothing.

    Solved in the latest revision. Was caused by a faulty message. Its only result was said message not appearing.

    Will check.

    You often make valid points, but your way of phrasing stuff is annoying to the point of me being close to ignoring you outright. Please drop it.
     
  8. Dairokutenmaou

    Dairokutenmaou Chieftain

    Joined:
    Nov 22, 2019
    Messages:
    10
    That's understandable then, but is it possible to at least make the original and rebels hate each other for a period of time? Maybe such a thing would make the AI as you said identify them as a target and make preparations for war?

    Also I find that allowing for unlimited spies actually allowed me to have better spy defense than limited spies back then.

    Removed some wrong information, It was my funding of espionage, spy garrisons and usage of counter espionage missions that turned enemy espionage missions a non-issue, multiple spies per city seems to have been placebo.
     
    Last edited: Nov 26, 2019
  9. SR-71

    SR-71 Terminator T850 model 101

    Joined:
    Apr 28, 2009
    Messages:
    198
    Location:
    Seville, Spain
    I'm so sorry you feel like that. I didn't intend to annoy you because I did it with a joke intention :)p). English it's not my native language so perhaps writing it's not the best way to make jokes :undecide:
    Anyway excuse me I'll try not to make any joke in my comments. Your mod is amazing and the only reason to play Civ4 nowadays because Civ5 and 6 are garbage IMHO, and I'm following you from years you knowe so I encourage you to not attend to my failed prank and to consider the issues. Also speaking seriously I really cannot understand why you revert the spies to early stage :confused:

    BTW another issue the NATIONAL PARK doesn't seem to have any effect on the city it is built:rolleyes:

    Regards :thumbsup:
     
  10. Dairokutenmaou

    Dairokutenmaou Chieftain

    Joined:
    Nov 22, 2019
    Messages:
    10
    SVN 5243

    Found a bug concerning unit cost scaling, When I upgraded my Yumi Samurai to Bakumatsu Infantry part of their cost increase stuck around unable to be removed even when I deleted (Almost) my entire army, I found out after I cheated some cash in through world builder to upgrade the entire army and noticed that whenever I upgraded a Yumi Samurai the cost wasn't actually lowering for each one as it probably should since Bakumatsu Infantry has a lower cost increase (10% to 5%).

    Spoiler :
    upload_2019-11-27_18-55-43.png upload_2019-11-27_18-55-55.png upload_2019-11-27_18-56-2.png upload_2019-11-27_18-56-7.png


    For now I supposed I will have to continue the game with the feature off, bless the Game Options setting in the World Builder.

    Edit: Also added a save before the army upgrades.
     

    Attached Files:

    Last edited: Nov 27, 2019
  11. sazhdapec

    sazhdapec Warlord

    Joined:
    Aug 6, 2015
    Messages:
    132
    Let's see indeed!:thumbsup::goodjob:
     
  12. ThirdOrbital

    ThirdOrbital Chieftain

    Joined:
    Mar 15, 2019
    Messages:
    2
    I finally got frustrated enough and had enough free time to look into this today. There's something fishy going on with regards to <iMinLatitude> in Civ4BonusInfos.xml when scaling to large map sizes. On Huge sized maps, resources with a minimum latitude >= 30 (sheep, deer, whales) never spawn. I agree that the actual resource placement appears to be occurring in the precompiled C libraries so it's beyond my ability to fix the underlying bug, so as a workaround I simply reduced the minimum values and resources began appearing as expected.

    A more elegant solution probably involves scaling the minimum and maximum settings based on the selected map size... maybe someday I'll take a stab at implementing that. Thanks again for the thousands of hours of enjoyment I've gotten from this mod.
     
  13. Sathar

    Sathar Chieftain

    Joined:
    Mar 14, 2012
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    92
    Location:
    New Jersey
    Another color conflict: Incans and Texans are the same shade of blue.
     
  14. [Y]

    [Y] Warlord

    Joined:
    Jul 14, 2010
    Messages:
    114
    Just wanted to say that today, for the first time in years, I've adopted Monarchy. I also briefly considered Republic, but it wasn't fit for this game's play style.
     
  15. PaperPaulo

    PaperPaulo Chieftain

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    Dec 27, 2017
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    Nice mod, guys. Take your time when making the 3.5 installer (almost 2 years of 3.4 and still being nice mod)
     
  16. jafink

    jafink King

    Joined:
    Jan 15, 2005
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    632
    Is there somewhere I can find the 3.5 changelog? I know the changes aren't finalized yet, but I'm assuming this late in the development of 3.5, most changes that are there right now will stay. I'm specifically curious about how some of the more overpowered things in the game will be nerfed. I think I read that The Great Library and Pastoral Nomadism will both be nerfed (which is great!), but I am interested in what the actual changes to them will be. I'm also curious to read about all the other changes.
     
  17. aantia

    aantia Chieftain

    Joined:
    Jul 5, 2019
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    All the changes are listed on sourceforge when they are made: https://sourceforge.net/p/civ4mods/activity/?page=0&limit=100#5ded8711ee24ca6e26f0910a
    You can also play the SVN version if you want to see how everything works in play. There've been lots of cool additions :)
     
  18. jafink

    jafink King

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    Thanks aantia!

    > - Great Library loses scientist slots, now provides a flat +10% global research
    > - Nomadism civic lost +1 production from Pastures and Camps (unique improvements untouched)

    I'm looking at the change to the GL(Great Library), and I think it takes away the unique flavour of the 3.4 version of the GL, and instead makes it one of the most boring wonders in the game. I like how the 3.4 version of the GL is all about making one super-science city. I know that the 3.4 GL is super overpowered, but I think it is better to nerf it but try to keep the same basic concept of creating one super-science-city. I think taking away 1 scientist slot, and reducing the research bonus by 10% would be enough to make it more balanced. So the GL would give 1 scientist slot and +25% research in that city. I think that would leave it as a pretty strong wonder, but much more balanced than it is in 3.4.

    What do you guys think? If enough people weigh in before 3.5 is finalized, maybe the wonderful creator of this mod will reconsider :)

    As for the changes to Pastoral Nomadism, it seems like a good place to start.
     
  19. sazhdapec

    sazhdapec Warlord

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    Aug 6, 2015
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    I think it's quite the opposite. There is nothing unique in providing free specialist slots. On the other hand, giving a global bonus percent is rare and refreshing. The reason GL was overpowered is scientist slots. You can still make a super-science city. Just later in the game. Or build Shwedagon Paya and adopt free religion.
     
  20. jafink

    jafink King

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    The reason a global bonus is boring is because it does not really change the decisions you have to make in the game. You basically get to tech a bit faster, but otherwise just play exactly the same way you would if you didn't have the global bonus.

    Yeah, I know the scientist slots are what made it overpowered, that's why I suggested cutting the number of slots in half, and also reducing the science bonus slightly.

    Glad to hear some feedback though. Does anyone else have opinions on this?
     

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