Realism Invictus

From the 15th Dec 2021 (I call that ver. 3.57(a) )?

If not, update a.s.a.p. The newest version do work(!). Not even I with some of my more-or-less crazy homemade mods can make it crash.


BUT - there is always a "but". Your savegame is 5.1 MB I see. Even if you had Process Lasso (a memory manager) installed, I would say you balanced on the thin edge of what the game-engine itself can handle. I always try to keep the save-game 'round 4-4,2 MB. Big maps with many active nations and many cities left in the late game WILL give you serious problems.
 
Thanks, I was avoiding to update to SVN as at the start of this thread is stated:
Also remember that unless specifically instructed otherwise, you should NEVER update SVN in the middle of an ongoing game. New revision = new game. If you disregard this, your game will behave absolutely unpredictably; please DON'T report any bugs if they happened to a game that you updated - those most likely have nothing to do with RI.

With Process Lasso and the 4GB Patch the game seems to be rock solid... I don't think it is something related to memory as the game doesn't crash... I think I just hit a code loop somewhere, and my hope is to able to modify something with the World Builder and continue the game.

Edit: Yes it is the one from 15th December, I downloaded it a few weeks ago
 
I downloaded the 4GB patch only a couple of weeks ago, but I have not installed it yet. I really didn't knew we had such a patch before I read about it elsewhere.

It might be needed in my current game - the savegame filesize is growing a little faster than I could want. Those da.ned AI isn't as willing as usual to kill each others now they have so much land to spread on. Even though I play with a 5-tile distance between the cities.
 
Hello-- I've been playing this mod for many years and it's been fantastic. I have recently updated to the newest version of 3.57 and seem to have the same problem as fdelbene. Specifically, my game gets stuck in an infinite "Waiting for other Civilizations" loading phase at the start of a specific turn. The game does not crash or even freeze-- I can still access the menus, etc. I have reloaded it from several save files but have no luck. I have been using process lasso but the save gets stuck even when I load the game without process lasso activated. I am running a custom scenario that I created if that would make any difference-- I have attached the save file and scenario if needed. I am not exactly sure how to find a log file. I am open to any suggestions on how to manually override/skip the AI turn as well.
 

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I'd be happy to participate in a project like this and would love to see another scenario.

One person who will not be doing this is me; I am perfectly fine if others take it on themselves, but I'm too preoccupied with the technical side of the mod to make a new scenario.

This is my first playthrough and I need help with this save file: after the end of turn it get stuck...
As I'm already past 1900 I would like to continue playing...

Hello-- I've been playing this mod for many years and it's been fantastic. I have recently updated to the newest version of 3.57 and seem to have the same problem as fdelbene. Specifically, my game gets stuck in an infinite "Waiting for other Civilizations" loading phase at the start of a specific turn. The game does not crash or even freeze-- I can still access the menus, etc. I have reloaded it from several save files but have no luck. I have been using process lasso but the save gets stuck even when I load the game without process lasso activated. I am running a custom scenario that I created if that would make any difference-- I have attached the save file and scenario if needed. I am not exactly sure how to find a log file. I am open to any suggestions on how to manually override/skip the AI turn as well.

All right, I have good news and bad news for both of you. The good news is that I fixed both of your saves, find them attached. The bad news is that I didn't fix the underlying bug. In both cases, the culprit is the same - it has something to do with AI-controlled privateers. This has been reported in all kinds of mods and even in vanilla Civ 4 IIRC, and the actual cause for that has never been found, to my knowledge (and infinite loops are much harder to debug than crashes). So in all likelihood, you'll run into this again. If you want a self-fix then, just go into WB and look around for privateers - try deleting one and seeing if it fixes the problem (it also helps to know whose it was - you can see the score updating for some civs but not for others when the infinite loop kicks in; as the turn order is known, you can more or less accurately detect which civ's ship is the guilty party).
 

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I really appreciate your assistance. If anyone is interested, the scenario I posted is a renaissance start (mostly) accurate map of North America. It's a little rough around the edges but I had great fun making and playing the map. It is very big and detailed but is less taxing on my computer than other big scenarios. If anyone wants to use or improve it into a more balanced scenario, feel free.
 
Hi, this mod is really neat. The changes around unit stacking, marginal cost, and support are surprisingly fun.

I have a question about capitulation. Often I'm finding that AI rather die than capitulate. I don't recall this being such an issue before using this mod. I have the required tech but the capitulate options is always red/disabled in diplomacy during some wars. I'm not sure why. Does this mod change how that kinda thing works or is it a thing where some civics prevent or allow capitulation?
 
You need the vassalage techs iirc, and reduce the enemy to just 1 or a few cities at most, but even then some AI personalities simply prefer to fight to the death.

There is no requirement to use a particular civic afaik.

It helps if the AI was somewhat friendly before the war I think, and presumably difficulty level plays a part too, not sure about that.
 
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Hi, this mod is really neat. The changes around unit stacking, marginal cost, and support are surprisingly fun.

I have a question about capitulation. Often I'm finding that AI rather die than capitulate. I don't recall this being such an issue before using this mod. I have the required tech but the capitulate options is always red/disabled in diplomacy during some wars. I'm not sure why. Does this mod change how that kinda thing works or is it a thing where some civics prevent or allow capitulation?
I have not got to that stage in this mod yet, but normally you can mouse over the red text in diplomacy and you will get a message that gives some indication of why they will not capitulate. I think if you could not gain a vassel the option would not be there at all.
 
Global warming mechanics in general are IIRC mostly disabled in RI. Not because, gods forbid, of any climate denial, but rather because the scope of the mod doesn't extend into the future, and by the "official" end date of 20 years ago, the effects of climate change were not yet globally relevant. And massed use of nukes should probably cause nuclear winter instead anyway...

In my opinion, those two facts (nuking / global warming) were connected because, 1945 was the first year of nuking, and in the decades after the first obvious effects of global warming became visible (like Sub-Saharian land turning to desert), maybe starting from the 60's. So basically the nuking in Civ4 was just used as a clear marker for "having reached the era where global warming starts to be visible soon". So I'd still support that idea of implementing global warming in Civ4 RI though it's not causal determined, because I believe in Vanilla nuking is just a "period determined" marker to start global warming.

Another Question regarding Israel and Khmer. Both are defined as "<bDerivative>0</bDerivative>", but why? They've been made fully playable at least for the Huge Map, and I like the concept of separatism a lot because of its dynamics. So I love the fact that so many derivative civs exist in RI and find it pity that those 2 are just left out. Right now I don't remember if they were given as possible derivative civs in "CIV4CivilizationInfos.xml", but if yes, I believe it will not work because of the defined stats as "<bDerivative>0</bDerivative>"

One question about separatism that I'm very curious about. If a civ conquered cities of another civ that later became a "dead" civ, and if one of those cities has a separatism ratio that's high enough to found a new separatist civ, is it possible that the "dead" civ is resurrected even though it's not defined as a "derivative civ" of that specific civ in "CIV4CivilizationInfos.xml"?
 
Walter have you ever considered giving each civ a preference for founding certain religions that were historically part of their culture? I always thought it would be neat, if for example, Arabia was more likely to aggressively pursue the tech path to found Islam.
 
Walter have you ever considered giving each civ a preference for founding certain religions that were historically part of their culture? I always thought it would be neat, if for example, Arabia was more likely to aggressively pursue the tech path to found Islam.

There's a mod in Civ V that does exactly this. More accurate religions is choosed by Ai's. But idk if such idea/syste could be implemented in CIv IV.
 
Walter have you ever considered giving each civ a preference for founding certain religions that were historically part of their culture? I always thought it would be neat, if for example, Arabia was more likely to aggressively pursue the tech path to found Islam.

I think that is already the case - many have a favourite religion and will try to found it, if the player gives them a chance,

Islam in particular is popular I suspect for the '5 horsemen of apocalypse' you get when you found it :)
 
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Each leader has a favourite religion, which they will try to found or convert to if possible & sensible. You can see it on their 'pedia page.
 
You guys know what would be awesome?
A map of Europe with settlers and city razing disabled. Then have cities already preplaced that belong to 'inactive' barbarian faction with a few defending units. Sort of like in Total war games where you start with one city and have to expand. Could give everyone a few starting units also to speed up early game somewhat.

I think early Renaissance would be an ideal setting for this, as the nations of Europe were in analogous form to their modern-day counterparts, with some minor powers still sovereign.

However, if we exclude colonization, then the early medieval period may be a better candidate. Rise of Islam could be a theme.

Seems like the map of Europe has been talked about forever but never implemented. Let me know who is interested and I might draft something soon.
 
If you want your game to stay in a certain era or not to reach next too early then you can change a little in this section in the ...\GameInfo\CIV4GameSpeedInfo.xml.


<GameTurnInfo>
<iMonthIncrement>180</iMonthIncrement>
<iTurnsPerIncrement>100</iTurnsPerIncrement>
</GameTurnInfo>


Use fx. Excel to calculate what the settings should be (you would probably want the first eras to be unchanged). iTurnsPerIncrement can be as few/many turns as you like and the Monthincrement can be as low a 1.


The penalty-change for advancing too fast to next era, that recently was added to the techs will also work here. Actually it is so good, that I fx. do not need my own home-made changes I used in ver. 3.5 any more........ And thanks for that!
 
All right, I have good news and bad news for both of you. The good news is that I fixed both of your saves, find them attached. The bad news is that I didn't fix the underlying bug. In both cases, the culprit is the same - it has something to do with AI-controlled privateers. This has been reported in all kinds of mods and even in vanilla Civ 4 IIRC, and the actual cause for that has never been found, to my knowledge (and infinite loops are much harder to debug than crashes). So in all likelihood, you'll run into this again. If you want a self-fix then, just go into WB and look around for privateers - try deleting one and seeing if it fixes the problem (it also helps to know whose it was - you can see the score updating for some civs but not for others when the infinite loop kicks in; as the turn order is known, you can more or less accurately detect which civ's ship is the guilty party).

Thank you very much!

I didn't know about this privateer issue. Maybe it could be useful to insert a switch to disable privateer creation.
 
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