Realism Invictus

Walter ,
Ok so random seed doesn't stick the first time,
Did you had some advciv code merged in?
If so , there is an overwrite to random seed there.

Otherwise ny guess would be on some game options order missmatch.
Unless its something in the sdk.

Ill try to look at your latest rev.
 
Walter ,
Ok so random seed doesn't stick the first time,
Did you had some advciv code merged in?
If so , there is an overwrite to random seed there.

Otherwise ny guess would be on some game options order missmatch.
Unless its something in the sdk.

Ill try to look at your latest rev.
Game options mismatch can well be the case, as new game options were added - but where and how would that take effect? The random seed option is referenced by name in SDK, from what I see. I did merge some AdvCiv code, but again I don't think there'd be any that touch random seed.
 
Pushed out a hotfix - apparently, some effects of leader traits wouldn't update on leader change (for once, not my fault, people who added trait effects before my coding time didn't add them to a couple of needed functions). People can either redownload, or just replace their RI dll with the one attached. Won't retroactively fix the malfunctioning trait effects in existing saves.
 

Attachments

A missmatch between the 2 enum files to the xml , the order must be exactly the same.
Which two, I recall only CvEnums.h - and it has the same order as XML

Edit: ah, CyEnumsInterface; again, same order.
If you added adciv,
Check the devel.xml file, it has an overwrite to random seed
Ah no, never added that bit. So that excludes this hypothesis. Also, GAMEOPTION_NEW_RANDOM_SEED is only mentioned in the GameCore once, where it should be, and it's the vanilla bit:

C++:
    if (isOption(GAMEOPTION_NEW_RANDOM_SEED))
    {
        if (!isNetworkMultiPlayer())
        {
            m_sorenRand.reseed(timeGetTime());
        }
    }

Nor has anything changed about the reseed function itself, for that matter.
 
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ok,
i compared your dll to advc kmod tweaks.

there is nothing that might hinder the game options.
i checked it to the letter.

so,
i know that since its a save game thing,
issues can come up if the order of parameters are not aligned.

so in cvgame.cpp,

i saw that is not set in the position similar to the rest of its appearances.
its probably not related, but worth moving.:

// MOD - START - Better Nukes
m_iNuclearWinterLevel = 0;
// MOD - END - Better Nukes

also,
looked at : m_abOptions
which stores tha caching of the game options.
didnt see anything that might be different.

except this:
DllExport const bool * getOptions() const { return m_abOptions;
to
const bool * getOptions() const { return m_abOptions; }

i know the dll isnt required though.


veryyy strange.
need to debug in game to see why the option isnt cached and into the save file.
 
try to remove this from the eventmanager in python:
## Stabilizer ##
for i in xrange(gc.getNumGameOptionInfos()):
Info = gc.getGameOptionInfo(i)
if Info.getVisible(): continue
CyGame().setOption(i, Info.getDefault())
## Stabilizer ##

edit: meh it wont change anything,
 
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I finally got a powerful new desktop assembled and can run the game excellently in 4K! I somewhat anticipated this, but most of the UI becomes almost microscopic at that resolution, and on a 27" display, it actually looks arguably worse at a lower resolution than it did in 1080p on a smaller monitor. It's somewhat ironic, because the map looks absolutely amazing in 4K, so turning it down to 1440p where the menus are at a more agreeable size causes the rest of the visuals to suffer for it. Much of the time spent in game lives in these menus, however, so I think that their larger appearance wins out in the tradeoff. The quality of life improvements of the expanded mini map and various advisor screens which Walter upscaled is much appreciated, and I realize that even that is much out of the ordinary for a game designed when native resolutions were massively lower, but is there any way to manually tweak or edit the UI to scale to 4K, such that a good quarter or so of the screen is occupied by the interface at that resolution? I have very limited but not altogether nonexistent skills with tweaking values in some code languages, but I imagine that this will be more involved than that. (For instance, I suspect that all of the icons and various other art assets would individually require their own upscaling, in addition to whatever menus they are sorted in, so this would probably end up being a herculean task...)

Either way, I am very happy to have gotten a setup that can optimally run the game, even if I have to play at a lower resolution for the best usability. :)
 
Should have mentioned this (again?) before the release, but there's a longstanding bug in LeaderHeadInfos.xml where music entries for Aztec and American leaders under <DiplomacyMusicPeace> are absent, meaning you will get no city music or I believe diplomacy music. Fix is simple, just copy the correct tracks from <DiplomacyIntroMusicPeace> - it's just annoying to click through the entire file for the ten or so needed replacements:undecide:
 
Finally, my game is going well in 480p resolution).
And this large and beautifully detailed interface is clearly visible.
YAY🤟😝
 
I wanted to try this mod but when I tried a custom game I could not find Willem van Oranje. Where is he ?
Sadly what Walt said, but you can enable the Dutch to be playable through the xml that takes care of that, they have some very nice flavor units (they even got a unique knight model!) and the East Indiaman as their UU, but they are nothing special besides some nice stuff and 3 leaders (Johan, Floris, Willem) I hope one day we will see more of them.

If you want to know more just look at their page on the civilopedia you can see their leaders, units and more.
See above, I need to have more info. I can start a custom game with leader switching perfectly fine.
Maybe I should just reinstall the game completely I might have messed some stuff between installations, thanks anyway. :) It's funny how most of the errors I have ever gotten always fix with just reinstalling.

EDIT: Alright reinstalling (got the hotfix!) was enough, no more crashes and because of that, no more errors on my side anymore :D
Possible yes, fairly easy no. Mostly because I am a bad coder who didn't annotate specific changes; some earlier components are annotated much better in code because they weren't done by me.
Very well, I shall get into it then...

I was wondering Walter, are there any new things in your mind for the next update of RI?:D things stilll in development?
 
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Just a small feedback from my side:

In multiplayer game when option to switch to different leader is turned on, every time when human player do it, game goes out of sync and needs to be reloaded. I am not sure if something can be done about it, but everything works normal after reload.
 
does version 3.71b was uploaded to 3.71 ? because downloader look
1739061728010.png

And i dont know do its 3.71b or 3.71
 
does version 3.71b was uploaded to 3.71 ? because downloader look
View attachment 718700
And i dont know do its 3.71b or 3.71
As far as I know the latest is the 3.71b, you can find it in sourceforge and while it isn't listed as 3.71b it should be as it's the first to appear:
1739061952279.png

The installer does not specify nor mention anything about it, but the name of the file specifies the date (which is today) so no worries:yup:
 
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