Realism Invictus

A handful of quick observations in case any of this is worth looking into before 3.71 releases. (The existing changelog looks great!)

- Savannah lacks a tag in the Pedia indicating that improvement construction time is longer on tiles containing it, but it appears that this is actually the case.
- In the combat animation, Special Forces appear to be firing out of their fists instead of the barrel, which is aimed askance of their target.
- Frederick II Babenberg could use an updated leader portrait to match the post-processed AI ones that seem to have become the norm where good historical portraits are lacking.
- Great Spies have their movement queues interrupted by being in enemy territory, even though they cannot be caught or captured as a rule.
- The default tank transport helicopter is depicted as a CH-47 Chinook but is instead titled with the previous generic name, when the only other distinctive alternative is the Mi-26, which is titled accordingly. Since there are only two models, I'd suggest tagging the default as the Chinook, since everyone who doesn't get the Mi-26 effectively gets it anyway. (It's even referred to as this in the strategy text already!)
 
To make the initial phase of the game more interesting, I started the initial game with a single slot (see image 1), the city can only get food and culture through hunting, killing animals (phyton code), furthermore every discovery up to ancientagelife technology(see image 2) , activates an event (see image 1) which allows you to choose a bonus to give to the palace from nine possibilities, (see image 1). obviously I inserted 10 new animal species (see image 3) and a hunter promotion at the beginning of the game, the only buildings you can produce are hunter and hunter cabin, once you have discovered the ancient age life style, the game continues as always.
the good thing is that each civilization specializes the palace in a different way, and the A.I. he interprets it perfectly, in fact they manage to bring the city to level 2 always before me, the hunters have no nationality, so they can attack between factions, to grab the best prey, the food is in proportion to the strength of the animal, while the culture is fixed.
ps: only the capital is protected by a gate that gives it 50% defense, and two fixed troops, so they are unconquerable until the beginning of the Middle Ages.the troops obviously become obsolete, after the discovery of ancien life style, and the game continues as always, but I assure you that the initial phase and exploration is too much fun now. lastly I added some forts on the map (see image 4), which give bonus visibility,help you find animals
, with various bonuses and temporary defense and attack promotions, which help you hunt animals or protect yourself
I made some new changes added to those written before,
, I'll mention them in case they serve as ideas, I added an event(Fig. 1), which is in addition to the other that I linked a few days ago, when you discover Mythology (fig 2), a new tech addition, with also audio created by me, which allows you to choose to make a sacrifice to one of the 11 deities inserted (fig 3),only 1 time, that you can no longer change, each deity gives you bonuses that you carry with you throughout the game, so at the beginning of the game you can customize your civilization and make it unique, every deity it also gives a phyton event, which I won't report for now for reasons of time :), for example, if you choose ishtar you can activate a phyton event that allows you to force peace, with a probability of 10%,
I also added a resource called "captured animals" (fig, 4), when you kill an animal, you have a chance that it will give this resource to the city, which allows you to build a tannery, which creates a leather resource, with the which you can build 4 new buildings, 1 per era up to the Renaissance, which activate 4 promotions (fig. 5),obviously the "captured animal" resource can adapt well to the coliseum, a possible circus, or a zoo later in the game
furthermore there are no longer tribal villages, but dens with eggs (fig. 6), which if harvests can give either food or culture to the capital. obviously, this is just to give some ideas, but everyone can adapt these changes to whatever they want. ideas, images (90%), and audio are all mine, except for the den model, and some phyton script used as inspiration and adapted by me
 

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I'm slowly starting to be convinced by the idea that water and land units should be able to heal only in cities, and the ability to heal would be reserved only for warlord-commanded units.

The problem of a small galley sailing around the world in the ancient era disappears - the barbarians will make contact between civilizations difficult.

and if someone thinks that “healing” means that new units join the ground troops - no, you won't find units for elite troops who are 5 or 10 lvl.At least not quick - you need train them.You can't just heal 12 units in five turns in a city that you have occupied and which is subject to military law and bandits do what they want at night

It takes time.
New dawn mod have "distance limit" as additional game option - dont know how it even work correctly but you have limit on movement on land and sea in every era (techs increase distance who you can travel)
if you exceeded the set limit you received 80% damage every turn.I have no idea how they force the AI to understand how it works correctly.
(also nice one is unit get 20% damage if desert/tundra doesnt have any route on tile,workers dont count - they can be on desert tile and dont take any dmg since they arent army unit)

Does anyone know if there is a way to block healing other than just in the city you rule and which has no riots?
when you kill an animal, you have a chance that it will give this resource to the city, which allows you to build a tannery, which creates a leather resource, with the which you can build 4 new buildings, 1 per era up to the Renaissance, which activate 4 promotions (fig. 5),obviously the "captured animal" resource can adapt well to the coliseum, a possible circus, or a zoo later in the game

sounds like an attempt to replicate this bugged cavemen2cosmos mod
all what you wrote you can find in C2C or in a New Dawn mods

Year 1152AD, about to start Renaissance era. I fot my first MAF error in 1134AD :cry:
dont know do it help but i play on lowest graphic settings and i dont have any MAFs due last game, even when i use window button to back to desktop (swap between desktop and civ4), huge world size
 
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dont know do it help but i play on lowest graphic settings and i dont have any MAFs due last game, even when i use window button to back to desktop (swap between desktop and civ4), huge world size

Yeah, turning the graphics down for whatever reason almost eliminated the MAFs for me in the modern era on the preset map scenarios.
 
Interesting thing to know.
Would it be possible to play with standard graphics till Renaissance-Modern, and turn graphics down once the crashs starts ? I assume yes, but I would rather ask before launching a new game ^^
 
Interesting thing to know.
Would it be possible to play with standard graphics till Renaissance-Modern, and turn graphics down once the crashs starts ? I assume yes, but I would rather ask before launching a new game ^^
Yes you can.
 
Yeah, turning the graphics down for whatever reason almost eliminated the MAFs for me in the modern era on the preset map scenarios.
and I thought everyone knew how hopeless the coding in the game is and how much the graphics devour the ram the lack of which causes Mafs
 
It's not "hopeless", it was perfectly fine for the scope of vanilla game, and for the 20-year-ago hardware. Civ 4 could have aged much poorer. Of course, in an ideal world, we could have gotten a 64-bit exe and less hardcoded stuff, but all in all, there are very few examples from that age of games/engines that were friendlier for modding.
 
People forget that MAFs happen on oversized maps with 50 civilizations with 2000 turns. If you play on medium-sized maps with 12 civilizations, like the original game, you won't have any MAFs. a 20 year old game that allows us to make so many changes, that still stands up well to the signs of time is already a miracle
if anything we must hope that they do like the Total War series, that they do a remake of civ 4. my advice to those who still love this game, choose the mod you like best and use it as a basis for modifying it and adapting it to your tastes, because a mod that satisfies everyone is impossible.
for me R.I. it is the best base, I have tried many mods, but R.I. is the one that comes closest to my tastes.
 
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It's perfectly fine. I have been warned many times, including in the RI manual, that on the huge earth maps the game would only be playable up to a certain point. I have almost done 1,000 turns (100 hours!) and I enjoyed every second, it does not matter if I do not "finish" the game. I get my pleasure mostly from the historic RP part, and the modern era has always been my least favourite in all civ games.

Anyway I have done around 50 turns since the MAF error and... so far so good. Fingers I can get through the Renaissance era, my carracks have just started sailing through ocean tiles !
 
I'm letting RamsesII testing the Renaissance-part of the game, and I jumped on the lasted SVN changes.

First impressions :
- I really like the new terrains, a mix of old and new, great work here !
- Techs at the beginning are almost as fast as in 3.6. I was a bit afraid reading the SVN notes, and seeing architectures/cottages being "after" the fast part, but after playing a game, it was pretty fine. I researched it pretty early and apart from the fact that it was a little bit longer than the others choices, it was alright.

Happy with the changes so far, will see how that evolves once I hit late classical :)
 
It's perfectly fine. I have been warned many times, including in the RI manual, that on the huge earth maps the game would only be playable up to a certain point. I have almost done 1,000 turns (100 hours!) and I enjoyed every second, it does not matter if I do not "finish" the game. I get my pleasure mostly from the historic RP part, and the modern era has always been my least favourite in all civ games.

Anyway I have done around 50 turns since the MAF error and... so far so good. Fingers I can get through the Renaissance era, my carracks have just started sailing through ocean tiles !
you can easily finish the huge scenario, but you will have to be patient, and restart many times, I will partially solve the problem, I created my own scenario, where the eras are unlocked in the right historical years and where you can only do 4 cities up to the classic , another 2 until the Renaissance and then up to 10 from industrialism onwards.to make you understand, the modern era unlocked for me in 1980.

another tip, eliminate the future that discovers all world map.
 
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Thanks, for the textures I tried something really new - the MIP maps aren't simply zoom levels of each other, but in fact, different textures - which means that at different zoom levels, you basically get different terrain sets, so there's enough detail up close, but it doesn't turn into visual noise zoomed out.
 
Just discovered Coal Mining... arghh... I have a massive empire and yet no source within my borders! only one source on the entire african continent (in South Africa), is this geologically accurate?

Quick internet search indicates only ~5% of coal world's reserve are in Africa, most of which indeed in South Africa. Surprising low numbers for such a massive land mass. Just checked world oil reserves: the African total is ~7.5%.

Anyway this means the Pharaoh will soon be on the war path again, but to where?...
 
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I've only passed by here to send you my greatest thanks for your mod, which I'm still enjoying after so many releases, better and better...
Thanks again a lot, an splendid job that I NEVER CAN'T GET ENOUGH every year and every game
:thanx::thanx::thanx::goodjob:
P.S. A small question: do you think it's worth to play with Revolutions active this time, or it's still a headache?. Thanks :mischief:
 
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P.S. A small question: do you think it's worth to play with Revolutions active this time, or it's still a headache?. Thanks :mischief:
Based on my autoplays I would say it's still a bit wonky and entire empires collapsing during wars without any serious reason is not a rare occurrence - I hope to finally fix it one way or another, but who knows when... :sad:
 
Based on my autoplays I would say it's still a bit wonky and entire empires collapsing during wars without any serious reason is not a rare occurrence - I hope to finally fix it one way or another, but who knows when... :sad:

Aw shucks. Well, thanks for the heads-up, I always check the "Yes to Revolution" as I believed it could be a fun thing to add for lategame.
But if, by any miracle, I find the time to finish a game someday, I would really hate having my whole empire destroyed by a revolution if there is no good reason for it to occurs...

Guess I will play with it tick off for now then.
 
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