Realism Invictus

Hello, I have made some very minor changes; if they are welcomed and imported, I can avoid to re-edit them locally on every new release ( :) ).

1) Since this old message of mine, which no one was able to give an explaination to, I even changed PC, so I did a new complete installation from scratch; but the problem still is there. I don't know why it only happens to me and I can't imagine what the problem on my side could be, but in the end I decided to solve it in another way. I recycled another icon already present in the game for the button of the "Revolution Tracker" screen (I saw that the same thing was done for the "BUG Options" icon, that was replaced by the icon of the former "Corporations" button). I also grouped all the buttons in the right area of the screen (I verified that they always fit well even with lower screen resolutions) and reordered them in a more logical sort. IMHO, I would even swap the icons (the images, not the positions) of the "Victory Conditions" screen and the "Revolution Tracker" screen, but I'm not sure this would be appreciated. The modifications are in the attached CvMainInterface.py file.
Old Message

2) After that this message of mine didn't get any answer, I didn't know whether the listed fixes had been included or not, so I did them myself. The corrections I indicated are in the Events.xml file.
Old Message

3) In the "Revolution Tracker" screen I changed the icon on the left of every city from the flag of the current civilization into the icon for the city detail, the same icon used in the "Domestic Advisor" screen. The change is in the Revolutions.py file.

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1) Since this old message of mine, which no one was able to give an explaination to, I even changed PC, so I did a new complete installation from scratch; but the problem still is there. I don't know why it only happens to me and I can't imagine what the problem on my side could be, but in the end I decided to solve it in another way. I recycled another icon already present in the game for the button of the "Revolution Tracker" screen (I saw that the same thing was done for the "BUG Options" icon, that was replaced by the icon of the former "Corporations" button). I also grouped all the buttons in the right area of the screen (I verified that they always fit well even with lower screen resolutions) and reordered them in a more logical sort. IMHO, I would even swap the icons (the images, not the positions) of the "Victory Conditions" screen and the "Revolution Tracker" screen, but I'm not sure this would be appreciated. The modifications are in the attached CvMainInterface.py file.
Sorry that I forgot to answer, but I believe I have fixed the button since. It should display normally now.
2) After that this message of mine didn't get any answer, I didn't know whether the listed fixes had been included or not, so I did them myself. The corrections I indicated are in the Events.xml file.
I did incorporate those changes when you posted them. Again, sorry that I didn't answer.
 
Ok, tonight I thought I'd take a stab at converting the huge world map to a normal non-scenario map.
I've attached the preliminary result. There might be stuff I missed, but for the most part it looks and seems to be fine, though I will be continuing to test it.
You just need to drop the .py file into your privatemaps folder

I created a bunch of scripts to automate a lot of the boring stuff, if anyone wants it I can share (you need visual studio/c# though)

Edit: I realized that the map has no mountains or hills. Yeah still needs work. If anyone has an inkling of what might be causing this let me know, cause after looking at this a while I got no clue
 

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Walter: Could I trick you to consider to make a new option when starting a new game?

Namely to give the possibility to choose the number of tiles between 2 cities from 2 (default) and up to 5 tiles (which in my opinion is the largest distance that should be used).

The reason is, that there always will be made too many cities (more than 200) on the largest mapsizes with the normal distance (unless 80% or more is a watertile). My experience with so many cities is, that the game becomes very slow and the 'puter easily locks up and often also has to be restarted to continue the game.

Personally, I don't consider it a problem to change the GlobalDefinesAlt.xml file to the value I think is best for a given size of map, but I think many players would like this option if it was present.
 
No, as that would be an additional variable that I'd need to balance for.
Well - a different distance between the cities may have an effect somewhere - but I don't think it will be that important. At least I haven't noticed the AI having trouble handling it. I would say: No need to balance for that.
 
Hi/ With new update something strange happened to tanks and cavalry. Now to them available promotions from air and sea units. Also available sity attack and city defense promotions.
 

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Update - artillery also got this promotions
Update2 - and gunpowder , recons (exept spec ops)
sea units got promotions from land and air units.It is seems that all units got all promotions from other unit types that is very weird
 
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Is it possible to edit the xml's to assign the capacity to move units through another civ's territory to defense pact or vassal relationships, rather than open borders?
 
I am not playing the current revision yet, but wouldn't combining armor and cavalry classes lead to weird unit dynamics like your anti cavalry promoted units arbitrarily becoming AT units later by virtue of simply upgrading but without having to research the intended tech for that and hence nullifying an intended brief window of battlefield dominance for tanks, as well as making AT somehow overwhelmingly effective against actual horse cavalry (which, while even in its latest rendition is still relatively weak by this point, is actually sometimes still quite potent and actually useful, and I fail to see how firing fairly cumbersome rockets with small arms at fast moving horses with carbines is plausibly an overwhelming advantage when their base strengths are roughly equivalent to begin with). I am not sure I like this change.
 
Hi/ With new update something strange happened to tanks and cavalry. Now to them available promotions from air and sea units. Also available sity attack and city defense promotions.
Oops. That's what I get for meticulously testing the intended case while not looking at everything else! I'll push out a hotfix soon. :lol:
Is it possible to edit the xml's to assign the capacity to move units through another civ's territory to defense pact or vassal relationships, rather than open borders?
No, this can't be done through XML
I am not playing the current revision yet, but wouldn't combining armor and cavalry classes lead to weird unit dynamics like your anti cavalry promoted units arbitrarily becoming AT units later by virtue of simply upgrading but without having to research the intended tech for that and hence nullifying an intended brief window of battlefield dominance for tanks, as well as making AT somehow overwhelmingly effective against actual horse cavalry (which, while even in its latest rendition is still relatively weak by this point, is actually sometimes still quite potent and actually useful, and I fail to see how firing fairly cumbersome rockets with small arms at fast moving horses with carbines is plausibly an overwhelming advantage when their base strengths are roughly equivalent to begin with). I am not sure I like this change.
Roles are not in any way tied to combat bonuses; they only exist for the purpose of cost scaling. Classes weren't combined, only roles.
 
Miscellaneous issues:

- I got a case of missing text: AI_DIPLO_REFUSE_TO_TALK_LEADER_HARUN1
- I got a tile with a broken production display. The tile produces 15 food and 1 gold, but it has additional hammers overlaid on top of the bread and coin parts. Subsequent tiles that got to 15 food displayed the same issue.

- Great People points can now be fractional; a +25% on 1 GP is no longer wasted
- Halved GP from wonders; world wonders now provide 1 GP point
- National Epics now truly national, providing +25% global and +25% local GP points instead of +100% local
Nice.

- Fishing docks and lighthouses can now be built on water bodies of any size (including lakes)
- Grand Arsenal can now only be built on sizeable bodies of water
- Golden Age duration now roughly doubled across all game speeds
Great.

That was quick!

- Deleted tags for unsupported languages (French, Spanish, Italian) from the text files, roughly halving their size
Makes sense. Did you miss my mention of ways to export/import the XML strings to make maintaining texts easier?
 
I actually agree with you. I also feel the system is a bit too passive. It should be more involved than just signing some Open Borders. While I don't have a clear picture in my head of how exactly I'll go about it, it will definitely involve nerfing the passive open borders spread.
There's a million interesting things in this thread since the last time I came around RI but I wanted to call out this one specifically - nerfing passive tech diffusion was one of the very first "mod-mods" I did on my local RI installation and I've been generally happy with the results, but it is very passive and my straight nerf also served as a backhanded buff for protectionism relative to other civics. Whether that was warranted is a whole different conversation. :)

I'll be very interested in what a more dynamic imagining of this mechanic might look like. In the meantime, time to fire up a new game and test out all the cool stuff going on!
 
So just got started but it seems that the promotion tree is a little busted in r5420 - check out my warrior with the Coastal Ship and Air Tactics promotions.
 

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I just noticed in my current game that the Kremlin was changed from -10% upkeep to -5% upkeep. I think that's a good change that make that wonder's power much more reasonable.

The Theater is advertised as giving +1 happiness for every 10% on the culture slider, but it seems to be giving +1 for every 5%. Is that intended, or related to the theater being supplied with dye? Rounding up to +1 when at 5% is nice, but getting +4 when running at +20% may not be intended ? At least it doesn't match the civilopedia.

Although if the theater is made less effective, the Arena should be made more effective. Having to get the culture slider all the way up to 20% to get an additional happiness is a lot, if it gave its point at 15% it would be something that matters more in games.

So just got started but it seems that the promotion tree is a little busted in r5420 - check out my warrior with the Coastal Ship and Air Tactics promotions.
This was already reported a few posts earlier. Better wait for the next revision to play.
 
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