Realism Invictus

Happy Thanksgiving to any who observe it!

For fun and out of random curiosity, I decided to stability test the Huge World Map scenario with revolutions on by autoloading virtually the entire timeline. I had it run in intervals both overnight and while I was away at work, but it seems capable of getting this far without becoming unplayable with crashes, and also the revolutions component seems to have turned out to be quite functional, judging by the resulting political geography. By 1982, it appears that the problem of getting Austronesia to expand and conquer is not represented here, as they've interestingly partitioned Asia between themselves and Transoxiania without any formal alliance or client/master relationship, while Rome established and held onto a glorious if still not quite mirrored empire in Europe. Russia seems to have managed to maintain a status as a regional power, and Japan of all nations (in the intermediate save) actually invaded England and colonized Canada, while Egypt at some point took their own homeland, and the vast majority of Africa and the Near East for themselves. Colonial interest in North America seems to have spawned from its western coast as a springboard, with New England still shakily under control of natives, while the Inca have leveled the Amazon and claimed well-neigh all of South America for themselves. Pretty cool! :D

This is on the current SVN, but it seems that (even though turn resolutions get extremely slow), this is actually stable and playable all the way up to the end of the game, even with revolutions on, unless autoloading turns doesn't constitute a viable test case in substitution for actual play. I haven't even installed Project Lasso, if that makes a difference. (Also, sorry for uploading these as .bmp attachments, but I am in somewhat of a hurry.)
 

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For the benefit of others reading this, one significant limitation of that test is that it was conducted on SVN - with unpacked assets. The release version with packed assets might behave quite differently in terms of stability.

Oh yes, you had even said this recently as well. For those wanting to play the HWM specifically, is it possible to temporarily unpack said assets on the official release version for the duration of such a game (which will doubtless take quite a while unless it ends early) and then repack them later for random map games?
 
For buildings specifically, to get you started, the files you need are:

Buildings/CIV4BuildingClassInfos.xml (if you're creating a new class)
Buildings/CIV4BuildingInfos.xml (for the actual stats of the building itself)
Text/Buildings.xml (for the name, or any other file in that folder, just keeping all building names in one file is tidier)
Art/CIV4ArtDefines_Building.xml (if you want to add a new art file, or just reference any existing one from there)

In all of these cases, you are easiest off just copying an existing entry and modifying it. Most of the tags in CIV4BuildingInfos.xml should be self-explanatory or easy to understand when you look at what they do in-game.
While waiting for the new release....

I did start making 1 new bonus (so far only one, that are a result of the consumed -> produced process) and the building used for that process. As far as I can see, they should work - at least I can start a new game and see both the bonus and the building.

As far as everything with graphics and images is concerned - there I have to use what I think "fits" best, so I use Wheat as picture for the Grain/Cereals and I use the CerealCompany as picture for a Grain/Cereals Mill in the Civilopedia. Now
I can see the new building in the Civilopedia - but I can't find where the text for the Strategy and Background are placed.

It shouldn't be so, that these texts are placed somewhere in one of the packed files - or?????
Spoiler :

Civ4ScreenShot0040.JPG

Civ4ScreenShot0038.JPG

I haven't started fine-tuning various pre-req, settings or other details yet - so all that is irrelevant right now.
 
Hey guys :wavey: it's been like a month since I didn't sit to play, which sucks because I was finally getting the hang of the new mechanics and could do well in noble. Anyway, I finally got some time for this and because I had formated my computer I had to install the game once again:mischief:this mod never fails when it's about entertaining my ass! I was playing BTS and I was the entire time saying to my myself ''oh, how I wished so much I had the units from RI here!'' :lol:
I noticed this though:
View attachment 710830
Was the mod updated? Maybe was using an old version or something because I remember the B-2 being dark and with a blue windshield! That caught me by surprise :lol:because although I kinda liked the old one this one is very cool... the other advanced bombers also got new textures! And we even got a B-2 made in China! cool :crazyeye: I don't understand why this kind of dumb stuff makes me excited, but it sure does!

Also Walter listen to this! I actually wanted to change since long ago the art for the Trench infantry (Doughboy) because the textures didn't appeal me much compared to the other ones, and it just so happens that the one I used (downloaded from here) is the same one that is now used! :crazyeye: the one by Kine100, I read you teached him some things in that regard and I'd say you taught him well because that model is BEAUTIFUL. I guess that despite the downloads section having hundreds of unit models available is indeed a small world.

It's funny though, I wanted so much to replace the model and it took me very long to learn how to (despite being ridiculously easy), I spent hours burning my braincell just to replace a .nif and a texture :rotfl:and now that I finally learned how to I find out the very same one I wanted is the one that now comes with the mod, at the pace I learn how to mod the game I'll be dead before I can make anything meaningful:hammer2:

But since Y, Drakarska, JDCP and AspiringScholar liked your post, I suppose there is a widespread sentiment that it's good to attack me personally rather than discussing (or simply ignoring) the ideas I bring up.
Sorry I couldn't reply sooner, I didn't mean any sort of attack to you, but I do agree with the fact that many things you mention are the way they are for a reason and should stay as they are. Nevertheless I do admire your dedication to this subject and I feel that, while I don't think likewise, your ideas aren't necessarily wrong. They might bother some people but I don't think you should care much about it:p
 

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I learned about the Hungarian "Black Army" because of RI
Me too. I knew nothing about the house of Hunyadi until I played this mod! And it is surprising how interesting it is. According to something I read, that I don't know if it's true, their armors weren't really black... but a very dark blue that resembled black! :crazyeye:
 
While waiting for the new release....

I did start making 1 new bonus (so far only one, that are a result of the consumed -> produced process) and the building used for that process. As far as I can see, they should work - at least I can start a new game and see both the bonus and the building.

As far as everything with graphics and images is concerned - there I have to use what I think "fits" best, so I use Wheat as picture for the Grain/Cereals and I use the CerealCompany as picture for a Grain/Cereals Mill in the Civilopedia. Now
I can see the new building in the Civilopedia - but I can't find where the text for the Strategy and Background are placed.

It shouldn't be so, that these texts are placed somewhere in one of the packed files - or?????
Ok, so first - a warning. Adding new bonuses properly is more tricky than anything else (buildings, units, etc), as they have the tiny icons that are displayed in the city screen and elsewhere, and those are sequential and all kept in one file.

That said, any game texts, including strategy, background etc, should go into one of the XML files in Assets/XML/Text folder. It doesn't really matter into which one, they are all read by the game. Just create a new TXT_KEY and then reference it in your building XML.
Hey guys :wavey: it's been like a month since I didn't sit to play, which sucks because I was finally getting the hang of the new mechanics and could do well in noble. Anyway, I finally got some time for this and because I had formated my computer I had to install the game once again:mischief:this mod never fails when it's about entertaining my ass! I was playing BTS and I was the entire time saying to my myself ''oh, how I wished so much I had the units from RI here!'' :lol:
I noticed this though:
View attachment 710830
Was the mod updated? Maybe was using an old version or something because I remember the B-2 being dark and with a blue windshield! That caught me by surprise :lol:because although I kinda liked the old one this one is very cool... the other advanced bombers also got new textures! And we even got a B-2 made in China! cool :crazyeye: I don't understand why this kind of dumb stuff makes me excited, but it sure does!
Was the mod updated compared to when? It is constantly being updated :lol:

IIRC all the new advanced bomber art was added late last year, so they should all be in the last release, which is probably what you're using. You're in for a treat then, as it's less than a month to go till the new one.
Also Walter listen to this! I actually wanted to change since long ago the art for the Trench infantry (Doughboy) because the textures didn't appeal me much compared to the other ones, and it just so happens that the one I used (downloaded from here) is the same one that is now used! :crazyeye: the one by Kine100, I read you teached him some things in that regard and I'd say you taught him well because that model is BEAUTIFUL. I guess that despite the downloads section having hundreds of unit models available is indeed a small world.
Heh, yeah, I do remember showing Kine100 some tricks and sharing some tips - and he did indeed turn out to be one of the best unit creators out there afterwards! Anything by him is an instant add to RI. A pity he seems to be less active nowadays, hope he drops by again at some point.
It's funny though, I wanted so much to replace the model and it took me very long to learn how to (despite being ridiculously easy), I spent hours burning my braincell just to replace a .nif and a texture :rotfl:and now that I finally learned how to I find out the very same one I wanted is the one that now comes with the mod, at the pace I learn how to mod the game I'll be dead before I can make anything meaningful:hammer2:
Don't sell yourself too short! Now you know how to do that, meaning you can do it to any unit you want. Knowledge is incremental. :)
Me too. I knew nothing about the house of Hunyadi until I played this mod! And it is surprising how interesting it is. According to something I read, that I don't know if it's true, their armors weren't really black... but a very dark blue that resembled black! :crazyeye:
The contemporary depictions use distinctly black colour for their armour:
1732868903420.png
1732868926778.jpeg

But I guess the metallic sheen would probably come off as bluish (also, one must note that silver-based dyes might have been used to depict shiny armour, and those would oxidise with time and go much darker). In any case, from what I understand, the naming might not even come from the armour colour, as it was pretty much in fashion at the time with others as well, and wouldn't set them apart that much. There is no clear consensus where the name is coming from or if it is even a contemporary one.

And I totally agree with you that Hunyadi family history is quite exciting - I think one could make an excellent HBO series based on the life of Janos (John) Hunyadi, and Matthias was a true Renaissance prince.
 
Ok, so first - a warning. Adding new bonuses properly is more tricky than anything else (buildings, units, etc), as they have the tiny icons that are displayed in the city screen and elsewhere, and those are sequential and all kept in one file.
And what's the name of this file?
 
GameFont.tga, and it you try editing it everything will blow up - the file is very, very cursed; I only touch it if I have no other choice.
:hatsoff: I guessed so after after doing some close reading. I wasn't able to open it in my 1st try :nope:- but from now I'm going to keep my dirty fingers away from that file :groucho: .......
 
TheBirdMan Have you decided to create your own mod based on RI?
Yes. Actually I have one personal mod working already as you can see in my signature below.

And once every year in January/February I have to redo this, since I under no circumstances will be without any parts of the latest version. The rest of the year is then spent playing my own version - and of course making the corrections and/or additions that I think are better and/or needed.
 
as it's less than a month to go till the new one.
:clap:great! What will come with this new update?
Knowledge is incremental. :)
Thanks! somehow patience has given results, and one day I might finally understand how to use nifskope and the like. I was wondering if there was an easier way to modify certain the art files (FPK) without having to constantly unpack them, I can do it but it seems tedious and I don't think that keeping them unpacked would do any good given that they are compressed for a good reason. Would using the customassets folder do the work? Rather than using it to replace units I feel I could use it to add new ones to the civs that don't have them, like derivatives which lack some or even main civs like China, who doesn't have unique graphics for some industrial/modern units.
I think one could make an excellent HBO series
I agree with this, something at the production levels of Rome would be magnificent :D
I have one personal mod
You should post that whenever you feel it's done, I'd like to try it!
 
I agree with this, something at the production levels of Rome would be magnificent :D

I wish there were more well-budgeted historical dramas like this! That one is one of my favorites, and I've seen it several times. Something depicting XV century Hungary along those lines and its conflicts with Mehmed II would perhaps be even better.
 
:clap:great! What will come with this new update?
Beware of what you wish for! Enjoy the 13 pages of changelog (that's only the major stuff, individual unit changes and such aren't there and generally I tried keeping it short).
Thanks! somehow patience has given results, and one day I might finally understand how to use nifskope and the like. I was wondering if there was an easier way to modify certain the art files (FPK) without having to constantly unpack them, I can do it but it seems tedious and I don't think that keeping them unpacked would do any good given that they are compressed for a good reason. Would using the customassets folder do the work? Rather than using it to replace units I feel I could use it to add new ones to the civs that don't have them, like derivatives which lack some or even main civs like China, who doesn't have unique graphics for some industrial/modern units.
You don't necessarily need to pack/unpack the fpk files if you want limited-scope changes. If you aren't adding hundreds of units, you can leave them outside of fpks just as well, in the normal mod structure. They are packed for a reason, yes, and the reason is to speed up loading - but you'll only feel the difference if there a real lot of unpacked stuff.
 

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By the way, you can add the Chukchi tribe to the huge world map, they have unique warriors with bone armor
 
Saw this in the tentative changelog:
Make the AI favor more picking techs that benefit from a tech diffusion boost
That explains some of what I saw in my recent games (though haven't played as much in the past month) where it felt like all Civs were following the same research paths. I'm guessing this change caused a compounding effect where the more civs picked a tech for the diffusion boost, the more other civs then picked that tech for diffusion boost, causing the leading civs to basically select the research paths for most of the world.

While this might be the "correct" choice from a game theory standpoint, it led to worldwide research feeling very sterile and flat. It also punished civs not following that research path as there were fewer techs with diffusion bonuses overall (since civs now mostly had the same techs available rather than different civs focusing different research areas), and made for much more of a "falling behind" feeling if you weren't following that primary research path. And if that research path was military (often is), falling behind also meant being very vulnerable.

I'd like to advocate for reversal of this change. I'd rather see more organic research patterns than AI mechanically optimizing gameplay. If kept, I'd likely start experimenting with removal of tech diffusion bonuses. Though considering how much of a bonus they offer in games with high civ counts (which mine usually are), I should consider disabling it anyway.
 
I'm prepared to give it a think, as I'm not even sure if it's the correct choice from a gameplay perspective. Once the bonus is there, it isn't going anywhere, whereas the "first mover" benefits of many techs are quite important.

The bonus to value isn't all that great though; if AI is one tech behind and benefits from one open border, it's a measly +2%; if it's 5 techs behind and has 3 open borders, it's +40%, which is considerable, but not decisive. It only really kicks in for really struggling AIs.

Also, I'll caveat this with the fact that this is not the only change in AI tech choice routines - the whole tech choice AI has been rewritten in the latest K-Mod version to be more in-depth. You may simply see AI making better tech choices (which might lead to a more uniform feeling). And if that's the case, it's not really possible to "take it back", as basically the whole routine has been rewritten. It simply didn't make it into RI before this version exactly because it was too daunting to merge.
 
Even if it isn't particularly weighty in actual manifestation, I would agree with [Y], in that I would rather see the research preferences of leader personalities be more dominant than overridden by a cold optimization of beaker value per bonus, if my opinion is welcome. It took a while for me to get a feel for the system as it is, where I used to think that "follow the leader" was too advantaged, but the immediate benefits of research are actually accentuated by such an approach, and in creative play are themselves quite multifaceted and variegated, such that stapling the nuance of this choice to the raw numerical value of technology for the AI is likely going to mitigate some of the richness of the tech game.
 
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