Realism Invictus

Sorry, this was on 5441! I had the feeling that I was forgetting something in that post.

I started a new game, and have already run into some bizarre bugs:

- There seems to be something wrong with improvement graphics. A tribal village just north of my spawn location had the individual shadows of its huts floating above them, my pasture for cattle had a single segment of fence with floating grass on top of it, and the pigs pasture was likewise stacked on top of itself. The potato farm looks relatively normal, but is oriented weirdly, as well. I've attached these in saves for these, and updated to the current revision before starting this new game, so something there must be causing this.

- I noticed that the chinampa is exempt for the pastoral nomadism penalty on farms. Is this intentional or desired?

- The "miraculously prevailing" combat message displays before the combat animation is complete.

- I got 4XP from a 99% odd battle, so I think the XP calculation is still somewhat broken. In another instance which I've linked in a save, it displayed in the tooltip that I would get 4XP but I did in fact only get one, but in the first case it actually did yield that much, so I am unsure why there would be an inconsistency here.
 

Attachments

Seeing how the combat odds display was messing with people's early game, I just pushed out an update - it is compatible with the saves of the previous (5442) revision, and should now, as I mentioned before, only ever display normal combat odds against barbarians (note it will still add a line above the odds if you have free wins left).
But the same model is also a Nubian foot knight(9)
Good catch. I'll have to replace the Sahelian model with something more native then.
Hunnic and Sahelian short swordsman(4), Tatar milita(3) and cataphract(7)
From Caveman2cosmos
Please stop with the picture spam. None of it is helpful to me.
Would someone please help me with the following issue? If I am in wrong thread, please let me know.
I would like to reskin my Berserker unit in RI 3.4 with the Jomsviking's skin from RI 3.6 and the reason why I want it that way is that I created a world map in the past, it had taken me some time, and it is not compatible with RI 3.6 unfortunately now.

If I understand that correctly, all I need is to change the direction in the Art Define XML file to proper dds and kfm files.

RI 3.4 unit art info is following:
<NIF>Art/Units/Viking_Berserker/Berserker.nif</NIF>
<KFM>Art/Units/Viking_Berserker/Berserker.kfm</KFM>

RI 3.6 unit art info is following:
<NIF>Art/Units/Unique/Viking/Berserker_real/HeavySwordsman.nif</NIF>
<KFM>Art/Units/Charlemagne_HeavySwordsman/HeavySwordsman.kfm</KFM>

Nowhere in the BTS or RI (3.4 nor 3.6) are such directories except for Charlemagne_HeavySwordsman. The only "Berserker.nif" and "Berserker.kfm" are located in Axeman South America directory in BTS

Does it have solution? Thank you
Have you actually tried using the lines you posted? They should work. There's A LOT of units even in 3.4 RI that use that animation.
I started a new game, and have already run into some bizarre bugs:

- There seems to be something wrong with improvement graphics. A tribal village just north of my spawn location had the individual shadows of its huts floating above them, my pasture for cattle had a single segment of fence with floating grass on top of it, and the pigs pasture was likewise stacked on top of itself. The potato farm looks relatively normal, but is oriented weirdly, as well. I've attached these in saves for these, and updated to the current revision before starting this new game, so something there must be causing this.
See the screenshot I took in your saves and tell me if it matches what you were describing (if so, I fail to see the actual issue):

1732608542543.png

1732608586092.png

Also, try loading the saves yourself and see if what you're describing is still there. Sometimes, the game apparently fails to clean up some variables, especially if restarted multiple times.
- I noticed that the chinampa is exempt for the pastoral nomadism penalty on farms. Is this intentional or desired?
Yeah, it's limited as is already.
- The "miraculously prevailing" combat message displays before the combat animation is complete.
I don't see it as a major issue as so long as you have free wins you can't really lose to a barbarian unit anyway, so it's not "spoiling" anything major about the result of the combat.
- I got 4XP from a 99% odd battle, so I think the XP calculation is still somewhat broken. In another instance which I've linked in a save, it displayed in the tooltip that I would get 4XP but I did in fact only get one, but in the first case it actually did yield that much, so I am unsure why there would be an inconsistency here.
In that save a miraculous win did indeed trigger for me (the actual win chance was 30% - it will display properly with the update I just pushed), and I got 1 XP from it, as intended. The 4 XP would have kicked in if you won the combat normally. My guess the 4 XP you got was from a combat with similarly low odds, just "obscured" by free wins in the interface - which should no longer be an issue as of the new revision.
 

Attachments

  • 1732608510316.png
    1732608510316.png
    6.8 MB · Views: 23
  • 1732608526725.png
    1732608526725.png
    6.8 MB · Views: 21
Have you actually tried using the lines you posted? They should work. There's A LOT of units even in 3.4 RI that use that animation.
I have copied those lines from RI 3.6 to RI 3.4. Game loads, but the result is that instead of Bereserer unit with a Jomsviking skin texture and animation I have a red blob. I am noob at modding and I really don't know what *.nif and *.kfm files do, but I guess one thing is a skin texture of Jomsviking and the other is animation style of heavy swordsman. All these need to be put together somehow. I haven't found Jomsviking texture file in RI 3.6 installation directory. If there's a guide for this somewhere, please redirect me. I don't want to bother you with this in here. Thank you
 
Yes, you need to copy over the actual model, as indicated by the nif path. The models/textures are packed so you need to either unpack them with this https://forums.civfanatics.com/resources/pakbuild.2384/ first (no need to re-pack, you can put the files in unpacked so long as the path is right) or check the SVN version out as the assets are unpacked there. Don't worry about kfm.
 
I think it would be logical to limit the maximum increase in the speed of learning technology from open borders to ±120%, I had +300% on a huge world map
After studying the technologies of market relations, the maximum can be increased to ± 180% And for one nation you can get + 30% for the first time, and then + 15%
 
Last edited:
It should only be in the desert, there's too much food
Sorry RezerCuid. But you may not know this.

We only play the same version of RI for the first 3-4-5 weeks after a new release. After then I'm adding my own ideas and quirks. I have done so the last 4 - maybe 5 - years by now.

This is also the reason why Walter rarely can use my ideas for much. Apart from - maybe - a little inspiration now and then.
 
See the screenshot I took in your saves and tell me if it matches what you were describing (if so, I fail to see the actual issue):

View attachment 710493
View attachment 710495
Also, try loading the saves yourself and see if what you're describing is still there. Sometimes, the game apparently fails to clean up some variables, especially if restarted multiple times.

Yes, they all appear normal upon a reload. I had regenerated the map several times to get something that looked even halfway "German" as a start (usually as them I look for forests, grassland and pigs), and I guess from your description that can end up scrambling some of the assets. I wish I had taken some screenshots though because they were in fact quite funny.

In that save a miraculous win did indeed trigger for me (the actual win chance was 30% - it will display properly with the update I just pushed), and I got 1 XP from it, as intended. The 4 XP would have kicked in if you won the combat normally. My guess the 4 XP you got was from a combat with similarly low odds, just "obscured" by free wins in the interface - which should no longer be an issue as of the new revision.

Quick question on the free wins: do they apply to your first two otherwise actual defeats, or only hypothetically towards your first two combats, and get "spent" even if you win? For instance, if I happen to win my first two barbarian combats, then "lose" on the third (not having triggered either of the free wins) does it still apply, or were these chances burnt with the first two combats, even though they were won? Also, does this exclusively apply to barbarians or could you cheese it by rushing an enemy with one defender in their capital with your starting scout or warrior?
 
I think it would be logical to limit the maximum increase in the speed of learning technology from open borders to ±120%, I had +300% on a huge world map
After studying the technologies of market relations, the maximum can be increased to ± 180% And for one nation you can get + 30% for the first time, and then + 15%
This is not a bad suggestion, though currently the only places where it can happen (world maps) are balanced for the fact that it happens. But I will likely be reworking tech transfer to some extent post-3.7 anyway.
Quick question on the free wins: do they apply to your first two otherwise actual defeats, or only hypothetically towards your first two combats, and get "spent" even if you win? For instance, if I happen to win my first two barbarian combats, then "lose" on the third (not having triggered either of the free wins) does it still apply, or were these chances burnt with the first two combats, even though they were won? Also, does this exclusively apply to barbarians or could you cheese it by rushing an enemy with one defender in their capital with your starting scout or warrior?
They are only triggered and spent when the unit in question would die otherwise, and they only apply to barbarians (including animals).
 
Yes, you need to copy over the actual model, as indicated by the nif path. The models/textures are packed so you need to either unpack them with this https://forums.civfanatics.com/resources/pakbuild.2384/ first (no need to re-pack, you can put the files in unpacked so long as the path is right) or check the SVN version out as the assets are unpacked there. Don't worry about kfm.
I have found the models of Jomsviking in RI 3.6 and unpacked them, picture below
Print screen 1.jpg

Than I copied them in the directory here, picture below:
Print screen 2.jpg


Finaly I have edited the file CIV4ArtDefines_Unit as follows:
Print screen 3.jpg


however, the result is the same, red blob instead of unit
What am I missing? Is the path wrong? I have no clue :(
 
You placed them in the wrong folder relative to the path you've specified. What you need is not "Assets/XML/Art" but "Assets/Art/Units..." (technically, it can work where you placed it as well, but you'd need to alter the path to read "XML/Art/..." and generally that's not where models and textures are kept).
 
You placed them in the wrong folder relative to the path you've specified. What you need is not "Assets/XML/Art" but "Assets/Art/Units..." (technically, it can work where you placed it as well, but you'd need to alter the path to read "XML/Art/..." and generally that's not where models and textures are kept).
Thank you very much for your help. It worked. However only one of the three skin model (shield picture) applied. So the three units look the same with the same shiled. I have changed the unit mesh groups in TR unit info.xml, but it didn't work. But that's not a big deal I guess. If you happened to know how to fix it, please let me know, otherwise I am satisfied.
 
Congratulations to page 600 of this mod! :band: [party]
Woo! :rockon: Thanks!
Я просто хочу больше разнообразия для древних юнитов этих стран.
Spamming tons of pics will NOT give you that. What it WILL get you is it will get me annoyed.
Thank you very much for your help. It worked. However only one of the three skin model (shield picture) applied. So the three units look the same with the same shiled. I have changed the unit mesh groups in TR unit info.xml, but it didn't work. But that's not a big deal I guess. If you happened to know how to fix it, please let me know, otherwise I am satisfied.
They are three separate ART_DEF entries (you can see how they are in 3.6) that are then referenced as such in the TR_Unique_Units_CIV4UnitInfos.xml (again you can just look it up there).
 
They are three separate ART_DEF entries (you can see how they are in 3.6) that are then referenced as such in the TR_Unique_Units_CIV4UnitInfos.xml (again you can just look it up there).
I know and I have already edited that way before I wrote the last reply to you - print screens below. Still that didn't work. I was thinking that it has something to to with a TYPE of unit but probably I am wrong. Sorry for spamming print screens.

Print screen A.jpg


Print screen B.jpg
 
Top Bottom