1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Realism Invictus

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

  1. Sinaherib

    Sinaherib Chieftain

    Joined:
    Jan 1, 2018
    Messages:
    63
    Gender:
    Male
    Location:
    Russia
    One more question - when missionary is trying to spread religion in the city where one (or more) religion(s) is already present then there is a chance that he will fail to do it. Is there any way to edit the probability of this chance? I mean, to make such new spread less probable than normally, for example?
     
  2. globosud

    globosud Chieftain

    Joined:
    Jul 7, 2017
    Messages:
    24
    Gender:
    Male
    I play to realism invictus 3.5 but is impossible to play from emperor level onwards , the event of the epidemic does not allow my cities to exceed 10, every time a city has shown then it returns to 8, even to 6, I am healthy 19/7 but it does not change the event punctually every 2 maximum three rounds affects a turnout all cities, maybe it will be a bug, because otherwise with the city that is not more than 10 population it is impossible to play.
     
  3. Mambo668

    Mambo668 Chieftain

    Joined:
    May 28, 2015
    Messages:
    71
    Hi all. I am new to the mod and playing my first game. Super fun and interesting ... up to the point when separatism show up and ruined this game. I like challenge, my biggest oponent was leader in everything.
    It would be hard task to compete with him. Then his cities started to revolting one be one. He lost 3 developed cities and now bigest oponent become a vegetable. What happened? I can't find any info about
    this separatism in pdf manual or civilopedia. How to combat it? 100 turn later my cities also start to rioting but I could kill some pop and decrease separatism for 50 turns. AI couldn't handle it?
     
  4. Jaded1

    Jaded1 Chieftain

    Joined:
    Jan 26, 2020
    Messages:
    9
    You can turn off Separatism in the custom game options. Having said that espionage is the key to controlling Separatism, just like the real world.
     
  5. Mambo668

    Mambo668 Chieftain

    Joined:
    May 28, 2015
    Messages:
    71
    I like this separatism idea. Really nice to know about espionage helps with that.The problem is the AI if all of them sooner or later collapse there is no point to continue playing my curent game. Just surviving means 100% win.
    So it looks like the only solution now is to turn it of (for those who like challenge).

    What about barbarian civs? Should I turn them off too? I read about problems or bugs there.
     
  6. Colon

    Colon King

    Joined:
    Sep 25, 2001
    Messages:
    725
    I suspect the biggest problem with separatism may be that it's boosted by city size, which means a country's biggest, core cities are disproportionally likely to secede. You can change that by setting self.iPopulation in the revolutions.py file to zero. (go to Realism Invictus\Assets\Python\Components to find that file, it can be opened with notepad). I don't play the mod that often, so I can't really tell what effect the change is having.

    On another matter: does anyone else feel technology is progressing several steps too fast? For instance, I'm in the 13th century and already researching mercantilism. And I'm a bit of a laggard, others are researching labor specialisation or farming mechanization, or already have explosives and enlightenment. Gunpowder units are common. I had the same in my first game.
     
  7. Jaded1

    Jaded1 Chieftain

    Joined:
    Jan 26, 2020
    Messages:
    9
    The Barbarians have been fixed in the Hot Fixes which you only need to install Hot Fix 5. (Sadly the R.I. Maps are broken at the moment. So Don't install them yet.) The bug had to do with Separatism after all Barbarian Cities were defeated. As, if all Playable spots are used, then Separating Cities go to barbarians instead.
     
  8. Southern

    Southern Chieftain

    Joined:
    Apr 17, 2020
    Messages:
    2
    Gender:
    Male
    I got this to stop crashing by setting the .exe file to run as administrator and in compatibility mode.
     
  9. Muninn

    Muninn Chieftain

    Joined:
    Mar 29, 2014
    Messages:
    11
    Location:
    Midwestern US
    Just wanted to point out that the download link to the manual in the first post from this thread still points to the 3.4 manual.

    Congrats on the 3.5 release!
     
  10. zarakand

    zarakand Prince

    Joined:
    Nov 4, 2005
    Messages:
    561
    Location:
    Chicago
    So excited about trying this I just got back into Civ IV after not playing for a few years and it's still my favorite Civ. Thanks for all the work!
     
  11. Mambo668

    Mambo668 Chieftain

    Joined:
    May 28, 2015
    Messages:
    71
    thx for answers Jaded. Started new game with this hotfix files will see how it goes (like Colon advised I edited separatism from pop to 0 in revolutions.py file)) Anyone knows in what time exactly
    barbarian cities can transform into civs? 945 BC there are at least 7 barb cities around and 0 new civs yet. It looks suspicious? maybe another bug? (barbarian civs are on)
     
  12. Zap0

    Zap0 Chieftain

    Joined:
    Feb 2, 2020
    Messages:
    23
    Are all the barb cities on the same landmass? Think it'll only form civs out of barbs on the same landmass. I've definitely seen them pop up rather quickly in the lategame: some AI goes on a razing spree in another's lands, the land gets abandoned, barb cities spawn, a barb civ forms.

    Seperatism results in silly situations, but barb civs aren't nearly as unbalanced or game-changing.
     
  13. AbuHab

    AbuHab Warlord

    Joined:
    Feb 22, 2004
    Messages:
    198
    Hi. I have a question about the Seafarer trait. According to the in-game Civilopedia, the Seafarer trait is supposed to give a promotion called "Sailor Training" to ship units I build. However, my early sailing units don't appear to have any such promotion, at least none that I can see in game or using the Worldbuilder. Was the Sailor Training promotion removed from the Seafarer trait?

    Also, one of the perks of the Sailor Training promotion, according to the Civilopedia, is supposed to be -1 terrain movement cost. I don't understand how that would work in coastal waters, which I'm assuming have a terrain movement cost of 1.
     
  14. Mambo668

    Mambo668 Chieftain

    Joined:
    May 28, 2015
    Messages:
    71
    Yes they were on the same landmass. Finally around 200 BC south china civ with chang kai chek emerged and he immidiatelly started to conquer the world. Now its 4 AD and he has 8 cities and second place on score list. He conquered France easily and now is kicking ass of Celts. Celts had 2x bigger score when south china apeared. In around 20 turns or sooner Celts will be crushed too.
     
  15. Zap0

    Zap0 Chieftain

    Joined:
    Feb 2, 2020
    Messages:
    23
    Is it not there? I thought I saw it once. Maybe only some ship types are egligible for the promotion? Ocean tiles have 2 terrain movement cost, and not all ships ignore terrain movement costs. I like the trait just for the +1 free trade route.

    Damn, it's nice to see a barb civ do so well! Later in the game they're typically backwards pushovers.
     
  16. BCheek

    BCheek Chieftain

    Joined:
    Nov 24, 2019
    Messages:
    88
    I recently discovered something interesting, that I'd like to share re revolutions.

    My current game I made it a point to convert all my allies to my region then spam inquisitors and gift them away. The end result was a multi-polar world where both my allies and enemies were all very stable from having few religions in their cities. There were far less "unexpected" collapses of very large civilizations, however there were no "runaway civs." This got me thinking, perhaps if the cost to build inquisitors was lower the AI would actually build them and the end result would be revolutions + stable gameplay. Food for thought.

    Thanks again for the new version. I love it!
     
  17. teukros

    teukros Chieftain

    Joined:
    May 14, 2020
    Messages:
    1
    Gender:
    Male
    I finally finished a game of Realism Invictus, this mod is wonderful. I certainly played Civ IV after it came out, and every couple of years I would dust it off and give it another try but I was never totally hooked on it. Well I am totally hooked on RI (like I was hooked on Civ II Back In The Day). Great job!!!

    One question: Is it possible to use the "RI World Map Huge" map (the REALLY BIG one) when creating a Custom Game?
     
    Last edited: May 14, 2020
  18. AbuHab

    AbuHab Warlord

    Joined:
    Feb 22, 2004
    Messages:
    198
    No, it's not there. I checked the CIV4PromotionInfos file in my installation and saw that it has no unit types listed under <UnitCombats/>, meaning that the promotion applies to no units. I added all the sailing unit types in there. That fixed the problem.
     
    Last edited: May 14, 2020
  19. Muninn

    Muninn Chieftain

    Joined:
    Mar 29, 2014
    Messages:
    11
    Location:
    Midwestern US
    Multiple columns on the revolution tracker screen are sorting incorrectly - they are being treated as strings instead of numeric values, resulting in things like "1, 127, 15, 2, 37, 4" once the columns are sorted.

    The cause of this seems to be that the function interfaceScreen() in Assets/Python/Components/Revolutions.py (lines 589-622) is adding columns 5-13 to the table using screen.setTableText() instead of screen.setTableInt() (Columns 1-4 and 14 are already using setTableInt(), and setTableText() should be correct for column 0 which contains the city name). Swapping out this function has resolved the issue for me.
     

    Attached Files:

  20. AbuHab

    AbuHab Warlord

    Joined:
    Feb 22, 2004
    Messages:
    198
    While running the Slavery civic, do all combats have an equal chance of capturing a slave? If so, what is the percentage chance? If not, what sorts of factors affect the percentage chance?
     

Share This Page