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Realism Invictus


Can you at least reveal how far along in the update you guys are? Don't meant to bug you about it, I just like release dates because it gives me an idea of how to spread my gaming out. I don't like to be in the middle of a really involved game when a game/update I am looking forward to comes out. The lines between the games get blurred. It's like watching a bunch of movies and shows at once.

Anyways, the reason why I keep bringing it up or asking what you can reveal is because I have stopped playing RI knowing there is an update coming. If it's going to be a year, then I don't want to stop playing RI.
 
Can you at least reveal how far along in the update you guys are? Don't meant to bug you about it, I just like release dates because it gives me an idea of how to spread my gaming out. I don't like to be in the middle of a really involved game when a game/update I am looking forward to comes out. The lines between the games get blurred. It's like watching a bunch of movies and shows at once.

Anyways, the reason why I keep bringing it up or asking what you can reveal is because I have stopped playing RI knowing there is an update coming. If it's going to be a year, then I don't want to stop playing RI.

It won't be a year. It may or may not be a month. I don't know if this answer is satisfactory for you, but that's the clearest I can get.
 
I've encountered a reproducible error with the Scandinavian fighter replacement: As soon as I click on its build icon in the city screen, the game crashes.
I've attached the savegame on the same turn the error occurs, just go to the city of Oslo (it pops up asking what you want to build) and click the FFVS fighter.

EDIT: No save attached, it's too large to upload here, and compressing it doesn't reduce its size...

EDIT-EDIT: The limit is larger on zip files, so here you go.
 

Attachments

  • civsave.zip
    5.7 MB · Views: 45
Hi, Im on my third run on this mod and have run into an issue I can't get past. I'm to a point in the game where it just freezes.

Windows says its stopped responding, and closes the program. It seems like I am running into the 32x limitation, but I have 64x windows. I tried moving the game folder from Program Files(x86) to Program Files, but to no avail.

Any suggestions?
 
Hi, Im on my third run on this mod and have run into an issue I can't get past. I'm to a point in the game where it just freezes.

Windows says its stopped responding, and closes the program. It seems like I am running into the 32x limitation, but I have 64x windows. I tried moving the game folder from Program Files(x86) to Program Files, but to no avail.

Any suggestions?

What makes you think you run into a MAF? Do you get the popup about memory allocation failure? It might just be a normal regular crash. If you don't get any error popups, then that's that. We eliminated most of such issues for upcoming 3.1, but there were still some in 3.01 you're currently playing.
 
Thank you for the info, the main reason I was thinking it was the MAF error was the game file was originally saved under (x86). The only pop up I get is if I Alt-Tab out of the game, windows say the program is no longer responding, maybe just a freeze... so my recourse is to start over?

no biggie if it is, still enjoying the mod!
 
Hey Walter, I consider myself pretty good, although certainly not the best, with Photoshop. I was wondering if you guys ever needed help creating any of the still images for game, as I would be more than happy to help out.
 
Hey Walter, I consider myself pretty good, although certainly not the best, with Photoshop. I was wondering if you guys ever needed help creating any of the still images for game, as I would be more than happy to help out.

We always need help with great person splashes; as you could probably see, about half of them is still in the old, much less spectacular format. They need to be redone into new format. If you think you want to help with this, contact me via PM.
 
I ran into a CTD about 50turns into the game. Somebody built Stonhenge the turn before and when I end the next turn I go straight to the Desktop. I attached the save just prior to the CTD

PS: Where can I see which version of RI I have
 

Attachments

  • QuickSave.CivBeyondSwordSave
    299.3 KB · Views: 77
Are we even able to do that?!? :confused:

Please give us a screenshot to illustrate your question. I see no obvious way how this effect could even be coded in XML.

Should, as in something to add vs something that is currently happening. I don't know if it's easily do-able or not. Are angry citizens not just another specialist?

The thought is that in a welfare state the state will take care of the non-working citizens, and so the additional burden.


I had one other thought too, can building a unit drain the food stores of the city by.. 25% or something? In civ3 there was an option for population cost, which was in addition to hammer cost. The same idea here, but less impact. This better reflects the population going off to war. There won't be much burden at first, but with an increasing % committed to the military, there are fewer left to support them, thus raising the effective cost of maintaining too large an army. Something along these lines, perhaps an increasing % of the food stores for each unit over some baseline (eg 5% of total population).. The motivation here is that late game commerce levels are so high, cutting 10% research can support another 50 units (huge map) or so.. the numbers just get out of hand which bogs down the game.
 
I ran into a CTD about 50turns into the game. Somebody built Stonhenge the turn before and when I end the next turn I go straight to the Desktop. I attached the save just prior to the CTD

PS: Where can I see which version of RI I have

Although this save is... odd, it doesn't crash on my machine. I can end that turn, and the turn after that without CTD. As for checking the version, I now realize that there is no way; the best you can do is look at the installer you used.

Should, as in something to add vs something that is currently happening. I don't know if it's easily do-able or not. Are angry citizens not just another specialist?

The thought is that in a welfare state the state will take care of the non-working citizens, and so the additional burden.

Ah, I get you now. No, I don't think they are handled like other specialists, and that would probably confuse AI mightily. Anyway, angry citizens are not just unemployed - I don't see the angry mob as a recipient of social welfare...

I had one other thought too, can building a unit drain the food stores of the city by.. 25% or something? In civ3 there was an option for population cost, which was in addition to hammer cost. The same idea here, but less impact. This better reflects the population going off to war. There won't be much burden at first, but with an increasing % committed to the military, there are fewer left to support them, thus raising the effective cost of maintaining too large an army. Something along these lines, perhaps an increasing % of the food stores for each unit over some baseline (eg 5% of total population).. The motivation here is that late game commerce levels are so high, cutting 10% research can support another 50 units (huge map) or so.. the numbers just get out of hand which bogs down the game.

Wouldn't be easy to code. Most we could do is make all units use food to be built, like workers and settlers - cities wouldn't grow while they are building units. But then, units would also build much quicker.
 
I had one other thought too, can building a unit drain the food stores of the city by.. 25% or something? In civ3 there was an option for population cost, which was in addition to hammer cost. The same idea here, but less impact. This better reflects the population going off to war. There won't be much burden at first, but with an increasing % committed to the military, there are fewer left to support them, thus raising the effective cost of maintaining too large an army. Something along these lines, perhaps an increasing % of the food stores for each unit over some baseline (eg 5% of total population).. The motivation here is that late game commerce levels are so high, cutting 10% research can support another 50 units (huge map) or so.. the numbers just get out of hand which bogs down the game.

Wouldn't be easy to code. Most we could do is make all units use food to be built, like workers and settlers - cities wouldn't grow while they are building units. But then, units would also build much quicker.

Building units with food is featured as a Civic in PAE and has turned out a nice way to balance desert or flatland starts with few hills and almost no production on historical non-random maps. Similar to what primeordial is proposing, there is a minus one population, if extensively man power consuming heavy polyreme ship types are being built, to express that these citizens while being oarsmen (citizens rather than slaves as in Ben Hur) were missing in their city. I'm sure, you could use PAE's code to base something suitable for RI on it.

That leads me to a little request. I understand, you have a lot of other things to do, Walter, but do you think, you could create a variant of your republican Roman legionary that would pass as a convincing triarius (with a modified helmet and a hoplite spear instead of a pilum)? As you may know, your very realistic hastati type of guy has already made it into PAE, and besides, primeordial stew wouldn't perhaps be so unhappy, too, if there were good triarii in RI quality available;).
 
-1 is too much for RI's pace, with pandemia and all, even if only applied to certain units. Something less (trivial reduction of stored food), but the key is the graduated cost. There is (was?) something like that with hammer cost for some units in AND, but increasing food cost to reflect increasing scarcity of food stocks during war time would be more realistic. It doesn't increase maintenance directly, though if population decreases because too many units are built then the cities will create less commerce, and so be able to support fewer units.

Yes, there is indeed 1 more legion I would like to have. The 3rd century one which had a spear and no more lorica segmentata. I created one such with a white tunic, and not even chain mail armor (as in http://en.wikipedia.org/wiki/File:Roman_soldier_end_of_third_century_northern_province.jpg), but I don't think it's kosher somehow. Last time I check PAE didn't have a suitable unit for this period either, as it won't normally come up there or in RI, but in RFRE no such simplification can be made. Actually I'd like it in both (and other units too!) so I can port the 200AD scenario here and there.
 
You guys understand that I don't do requests, right? Any unit I make will be made only insofar as it can be used in RI. And I already have a pretty clear picture of what units our mod needs (and most of the ones I see as our first priority have little to do with Europe).

That said, 3.1 will include several early medieval Italian units.
 
I do. Just asking nicely… You know, before I tried the latest version of the Mac-compatible mod History Rewritten, I spent a day and a half first to add unit art from RI, before I started playing. If one mod brings me on the edge of finally getting a PC solely for gaming purposes, it's RI, and certainly not because it has such ugly units and buildings and because no one cares to create original art where it's missing.

primordial, sorry for constantly misspelling your name, there's no method behind it (think I got it right this time). I'm using your third auxiliary in my personal PAE version without noticing anything unkosher about them. I'd only wish for less gloss on the white tunic, which reminds me of a more silky material. Take a look at the Iberians of late in PAE. Some elements could maybe be borrowed for late imperial Roman skins.

And now back to topic…
 
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