Realism Invictus

Hey, I had an issue with 3.01, nothing too major.

There was a random event involving a High ranking official in my government being a spy for another nation. All three options were available too me, including the one that gives me 8 free tanks. Unfortunately this happened well before tanks had been developed in my game, the next turn it crashed.

Thanks to the power of the auto-save I was able to determine that selecting the non-tank option allowed the game to progress smoothly. I'm thinking that the third option was meant to be unavailable, but for some reason it was.
 
Hey, I had an issue with 3.01, nothing too major.

There was a random event involving a High ranking official in my government being a spy for another nation. All three options were available too me, including the one that gives me 8 free tanks. Unfortunately this happened well before tanks had been developed in my game, the next turn it crashed.

Thanks to the power of the auto-save I was able to determine that selecting the non-tank option allowed the game to progress smoothly. I'm thinking that the third option was meant to be unavailable, but for some reason it was.

Thanks. :goodjob: We haven't yet updated all the events. This one is clearly bugged.
 
This is applied to SVN as well? Because I could not with some military units.

That's logical. Some units aren't able to pillage.

Questions: Which units failed to pillage ? Do you remember ? I can check to be sure.
 
That's logical. Some units aren't able to pillage.

Questions: Which units failed to pillage ? Do you remember ? I can check to be sure.
I discovered the problem, not units that have problem but the place. The cart path, road, paved road, etc... can not be destroyed.

Playing with spanish. Units tested: Infante, Hussar, Dragón, Artillary.
 
I'm trying to play with r3435 of Realism Invictus (SVN). While the mod is starting, I get a huge amount of messages similar to:

Code:
Tag: BUILDING_PALACE in Info class was incorrect
Current XML file is: xml\Units/CIV4UnitInfos.xml

Is this to be expected? Can I avoid those messages somehow?
 
I'm trying to play with r3435 of Realism Invictus (SVN). While the mod is starting, I get a huge amount of messages similar to:

Code:
Tag: BUILDING_PALACE in Info class was incorrect
Current XML file is: xml\Units/CIV4UnitInfos.xml

Is this to be expected? Can I avoid those messages somehow?

Strange. That's the up to date version and it works fine with me.
 
I'm trying to play with r3435 of Realism Invictus (SVN). While the mod is starting, I get a huge amount of messages similar to:

Code:
Tag: BUILDING_PALACE in Info class was incorrect
Current XML file is: xml\Units/CIV4UnitInfos.xml

Is this to be expected? Can I avoid those messages somehow?

Please check that your BtS is up to date (3.19).
 
I'm using Civ version 319, build version 3.1.9.0. It is the Steam version of BtS. The latest release of Realism Invictus with the patch applied worked fine before I uninstalled it today to try the SVN version.

EDIT: I checked if some files of the old installation were still remaining. After removing them (they were in a different folder), the error persists.
 
I'm using Civ version 319, build version 3.1.9.0. It is the Steam version of BtS. The latest release of Realism Invictus with the patch applied worked fine before I uninstalled it today to try the SVN version.

EDIT: I checked if some files of the old installation were still remaining. After removing them (they were in a different folder), the error persists.

The name of mod´s folder is just "Realism"?
 
Would like to leave some impressions from my old last game test match before the new scenario. Playing with the Spaniards, Huge World Map, Monarch level, Legendary, Time victory.

I decided that speed because I wanted to "enjoy" more every age. Here's the first question: Is it possible that the game would end in 2000 and not 1705?

I felt that approaching the technologies of the first world war, the game became very fast, ie there was no time to build buildings, units and fight for the same period. Then, could you include some turns from this era? (By my analysis could at least double the number of turns starting this era.)

Another curious point is Absolute Monarchy requires Palace, absolutism, and bureaucracy. Feudal Monarchy requires palace, contract and feudal aristocracy, but none of them require monarchy as a government.

The game is much more stable, the new artillery system (with fortifications) is pretty cool, but this is subject to the new version ...

Keep up with the great work. :goodjob::goodjob::goodjob::goodjob::goodjob:
 
Would like to leave some impressions from my old last game test match before the new scenario. Playing with the Spaniards, Huge World Map, Monarch level, Legendary, Time victory.

I decided that speed because I wanted to "enjoy" more every age. Here's the first question: Is it possible that the game would end in 2000 and not 1705?

I'll adjust that later, before the release.

I felt that approaching the technologies of the first world war, the game became very fast, ie there was no time to build buildings, units and fight for the same period. Then, could you include some turns from this era? (By my analysis could at least double the number of turns starting this era.)

Thanks, these observations are valuable; the pace still needs to be fine-tuned.

Another curious point is Absolute Monarchy requires Palace, absolutism, and bureaucracy. Feudal Monarchy requires palace, contract and feudal aristocracy, but none of them require monarchy as a government.

But none of them work without Monarchy. Check their effects!

The game is much more stable, the new artillery system (with fortifications) is pretty cool, but this is subject to the new version ...

Keep up with the great work. :goodjob::goodjob::goodjob::goodjob::goodjob:

Thanks! There are still some stability issues to iron out before the release. Could you please try playing the Crusades scenario next and see if you can finish the scenario without running into CTDs?
 
I was wondering what the "complete status" for each civ is? Everything is basically a work in progress right now and come civs only have 1 unique building and some have 2, excluding pagan temples. Same thing with national units, some have up to 3 different ones while some civs have only 1 or 2. I'm not really sure if number of leaders is important, but some civs have up to 6 and some have only 2 or 3.
 
I was wondering what the "complete status" for each civ is? Everything is basically a work in progress right now and come civs only have 1 unique building and some have 2, excluding pagan temples. Same thing with national units, some have up to 3 different ones while some civs have only 1 or 2. I'm not really sure if number of leaders is important, but some civs have up to 6 and some have only 2 or 3.

There is, of course, no such thing as a fully complete civ that will no longer see any additions or tweaks. The number of NUs and NBs, though, is not really a factor as long as it is above 1, since when there are more than 1 per civ, they are appropriately rebalanced so as not to give that civ an unfair advantage (with NUs by limiting their numbers appropriately, with NBs usually by lowering their bonus).

What is more apparent is when a civ is NOT complete: civ-specific GP, at least 3 leaders, an NU and NB and some other stuff are required for a civ to be considered sufficiently developed.
 
I decided that speed because I wanted to "enjoy" more every age. Here's the first question: Is it possible that the game would end in 2000 and not 1705?

Thanks for addressing this Walter, although I enjoy the mod completely I've also felt like once you hit 20th century technology everything sort of flies by.
 
I decided to install RI on my wife's laptop for an upcomming holiday and ran into a bizzare issue. When launching the mod, the main menu is missing. The background graphic is present, the music plays, but the text for the menu just isn't there. I can click on where it should be and things happen (such as exit), but there's no visual change. I tried reinstalling three times and redownloading twice. The menu is there in vanilla BTS.

Help?
 
I'm playing a game as the Scandinavians on the world map at the moment, and have one small issue: with the number of civilizations in the game, the scoreboard quickly gets bigger than the screen (even though I'm playing in 1080p), and defaults to the bottom of the list. Would it not be possible to get it to show the top civs and leaving the lower ones out? I have deselected "show minor civs".
 
Back
Top Bottom