Realism Invictus

Also, with the aid of these Apostolic Blackbirds in one of the promotional photos, I can't see how Egypt could fail to lose this game... :lol:

https://sourceforge.net/projects/civ4mods/

Spoiler :

1739064357527.png



EDIT: And in relation to my previous question, it seems that the resource icons are the appropriate size here, but they are actually fairly huge at 1440p in 3.71b. Am I missing something, possibly, and were any changes made which could realistically have affected this since this screenshot?
 
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Almost all AI change leader due change era - its awesome btw : DDD
you literally have a leaders who change their direct point of wiev per era and style of playing (and style of winning)
No more "creative" civic and AI on higher difflucty win in 1900 , wohoo : DD
Or Montezuma with slavery as favourite civic and screw up UN voting
What a shame there`s no “random leader” button - because now I'm using the google random number generator
If somewho`s want play realistically in history he just could use leaders in correct order
 
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I can't see how Egypt could fail to lose this game... :lol:
Egypt is ALWAYS at the top of the score :lol: and for some reason in my games, they have ALWAYS been Gamal Abdel Nasser.
If somewho`s want play realistically in history he just could use leaders in correct order
So far I've chosen them according to what I will be doing mostly in that era, mainly because there are no modern era leaders :) But for example with Mongolia I plan to choose Genghis on medieval, maybe Kublai for renaissance, Khorloogiin for industrial and maybe Mandukhai for the modern age (probably my favorite Mongol leader in the game, despite being so unpopular in history. Genghis and Kublai are amazing but I love philosophical trait way too much:D)
Almost all AI change leader due change era - its awesome btw : DDD
The best part of this is that now we know instantly when someone advances on era, you could before, but now it's just clearer.

I know there are some side effects sure, but I'm already making strategies for the future where I change leader and take on my mission to reinforce a certain aspect of my civilization until next era. I'm glad to see everyone seems to have received this feature just as well as I have.
 
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I was wondering Walter, are there any new things in your mind for the next update of RI?:D things stilll in development?
Of course, but I will not spoil anything particular. I don't want to be beholden in December to what I say in February. :mischief:
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.
I suspected it would. I don't directly test for OOS when I add stuff - if I implemented a possible fix and dropped the dll here, would you check and see if it worked?
 
Of course, but I will not spoil anything particular. I don't want to be beholden in December to what I say in February.
and then there will be crying and whining “nooo walter it shouldn't look like that at all we fans know better” and some 30 pages of arguments from both sides
 
As experience shows, it'll be there in any case, whatever I do or don't do! Seems like any change will have someone who absolutely hates it and is very vocal about it (and then in 90% of cases they try it and somehow find it actually works better than before*).

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* and then there is the other 10% where the person will be "I can't play this mod anymore because there are no stacks of 150 barbarian units every turn like there were in 2014! You ruined it!" :lol:
 
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:
Renamed the installer to avoid confusion, should now be called 3.71b.
Also, with the aid of these Apostolic Blackbirds in one of the promotional photos, I can't see how Egypt could fail to lose this game... :lol:
Hehe, I used those to take the screenshots of places the Egyptian player wouldn't have visibility of normally.
EDIT: And in relation to my previous question, it seems that the resource icons are the appropriate size here, but they are actually fairly huge at 1440p in 3.71b. Am I missing something, possibly, and were any changes made which could realistically have affected this since this screenshot?
I literally simply took the screenshots; here are the resource icons as they currently are on my side:
1739094753280.png

Just fired up the current version and pressed PrScr. Are you telling me they look different for you?
What a shame there`s no “random leader” button - because now I'm using the google random number generator
Easy to add! Just didn't think people would want that one.
 
AspiringScholar
How did you discover the peasants without irrigation?
Are you cheater?
And you also need to open up boundaries with other civilizations to accelerate your scientific development.
And process ALL the tiles that enter the radius of the city.
 

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AspiringScholar
How did you discover the peasants without irrigation?
Are you cheater?
And you also need to open up boundaries with other civilizations to accelerate your scientific development.

It's the Crusades scenario, replicating the same screenshot that Walter posted, for consistency. I didn't modify or do anything.

On the other hand, I suggest you open up some new posting boundaries to accelerate your meaningful contribution to this thread.
 
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Yes, they are for some reason. Resolution doesn't seem to be making a relevant difference, either.
That's weird, especially if you claim this was different before. Can't say I can meaningfully investigate this either, as the code for this was lifted wholesale from f1rpo (and is way way above my level), so I wouldn't know where it could go wrong.

A related question - does it work for you in the current SVN (as I know you're an SVN user as well)?
why courthouse bring me science :/ ?
Probably because you're Chinese and pagan?
 
Thanks, I can confirm it is reproducible on my end. This is tremendously helpful, and I will likely get this bug sorted out (sorry people waiting for 3.71, but this is a major bug that I will definitely want to be fixed before release).
- Fixed a major bug that would mess up unit role costs and unit classes in pedia
I started a new game, and, after the discovery of military engineering, I can confirm that the bug is fixed. :thumbsup:
I will report back if I find any new cases after the discovery of gunpowder.
 
Of course, but I will not spoil anything particular. I don't want to be beholden in December to what I say in February. :mischief:

I suspected it would. I don't directly test for OOS when I add stuff - if I implemented a possible fix and dropped the dll here, would you check and see if it worked?
If course, that would be amazing, just send DLL and I test it.

Not sure if its important, I noticed also that my player name changes from my custom name to leader name.
 
Are you telling me they look different for you?
Yes, they are for some reason. Resolution doesn't seem to be making a relevant difference, either.
One known issue is that the size changes don't affect the standard Steam version, i.e. not having installed the "unsupported beta." Because I couldn't inspect the layout of that version of the EXE at the time. I have done so by now (and updated my code), but I'm still not installing Steam and so this hasn't been tested. And, if it's not the non-beta Steam version, then I don't think this can be the problem. I don't recall if RI has the BUG settings for adjusting the balloon sizes; if so, then trying to adjust those could be worth a try.

Regarding New Random Seed, maybe adding assertions to the write and setter functions (CvInitCore) could shed light, i.e. whereever the game options array gets written to. Maybe easiest just to search CvInitCore.cpp for uses of m_abOptions. An assertion directly in the read function and where the reseed call happens could show clearly whether the option gets lost directly upon reloading or some time after. New Random Seed is not for network games; conceivable that the EXE checks this at some point and turns it off through setOption? But, then, why would the EXE think that it's a network game.
The assertion would be: FAssert(getOption(GAMEOPTION_NEW_RANDOM_SEED));
Might result in false positives while still on the game setup screen, but, once launched, I don't think there's a good reason for New Random Seed to (even temporarily) toggle off.
 
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