Realism Invictus

In my last three games, I was playing the World Map as Emperor. It was the version of the last release, 3.25. I played as Austronesia, Transoxiana and Rome. I never encountered the problem of Barbarian havoc in China. In all games, the two Chinas consistently battled each other, while Mongolia fell to the Koreans in the end.

In Europe, due to the close placement of so many civs, some of them are bound to bite the dust quite early. However, I do not know how this could be avoided. A lot of civs are hemmed in after founding their third city, and have no other option than to conquer their neighbors.

Ok, the 2 games I started both led to vast parts of AI civs falling victim to the barbs. Looking through the posts I found that this is a common problem. I'll try again.
 
Ok, the 2 games I started both led to vast parts of AI civs falling victim to the barbs. Looking through the posts I found that this is a common problem. I'll try again.

Here are the possible options to aid an AI to survive the barbarian onslaughts.
  • Disable barbarians via worldbuilder.
  • Disable "Raging Barbarians" option via worldbuilder.
  • Augment the AI bonuses against barbarian units via XML files.
  • Increase the game difficulty.

There are multiple approaches to it. I'll give more details if requested.
 
This problem can be resolved if you give it more thought.


well, i heard that in early realism invictus barbarians was be split per 3 or 4 fractions represent barbiarians from china, europe , america or africa who fight each other

i didnt notice that they fight aganist themselfs. but i saw how they make armies who just devastating the whole civilised world.


best option would be when a barb "fraction" conquer the capitol of civilisation, they transform into minor nation and later full-scale civilisation

Mandzuria, Mongols, Goths..
 
Hey all! Sorry for no responses for quite a while, things have been quite hectic IRL.

Here's some things I noticed while playing it :
1) Great Library wnder is overpowered , please consider nerfing it. I feel really cheating on AI if I have any source of Marble nearby(luckily enough in my 2 games it was near).
2 free scientist is just too much, once you build it you just spam GS like there's no tommorow.

Yep, nerfed it for good. It being OP was my own feeling on it as well.

2) AI didn't care about seige units untill bombards become available, after that he just went nuts and prioritized them over any other unit , here's his cannon stacks of *Doom*
At least he didn't suicide them on my heavily fortified city.

Well yeah, AI is quite fond of ranged attacking units. I am not sure if it is really a bad decision though.

Oh, also I quiet liked the tactical AI in your mod guyz, enemy tends to carefuly wage could he take city or not and I was quiet amuzed when at the start of my English game I was almost obliterated by the AI stack pillagilng all my lands and eventualy finding not enough protected city(I had no offenseive force atm to stop them). That was quiet cool :goodjob:

Yep, K-Mod's tactical AI is quite good, though still far from perfect. Taking no credit for that, that's a third party component.

3) Some people already adressed the warmongering state of mind for AI and that did applied to both of my games in this mod(I used all the victory conditions exept the space race). But somethingtha bothered me is not the fact that AI don't care about relations or anything at all exept the power projection(or is it something else ? ) but the fact that sometimes he declares wars without any practical reason. Here's an example of romans trying to wage war against me with militia and archers (yes I was at war with turks , maybe that's why they decided that it's good time to jump in ? ):

Poor fellows lost their border city almost instantly.
Also in my Transaxonian game Korea was winning a war against Ethipia pretty succesfuly and then they decided that it is good time to threaten me (1.1 power projection against them) and declared war on me when I rejected. Obviously they had no forces to stop me from steamrolling all over their cities. No screens sadly. It doesn't happen too often and most of the time aI tends to fight only at one front, but when it happens it is quiet werrd and I can't find any reasonable explanation for this behavior.

That might have a very easy explanation - an AI that you were already at war with asked another to join, and the other guy agreed.

4) I can understand why do they need to be stronger than in previous age but... But srsly, peasants stronger than any foot soldier unit(including you own proffesional areuqbuisers) ? And you do realise that it was not so easy for them to equip the whole unit with guns ? It was quiet impossible .(Pitchfork model would still apply I'd say, would it ?)
Ir's nothing to complain about though, I jsut found it quiet disturbing( just imagined bunch of peasants making fun of Musketeer regiment)

I think I already covered that a bunch of times in the past.

1) The musket graphics is purely aesthetic, so that a unit looks different from previous age.
2) The strength of rebels can be adjusted only once per era, with current mechanics. And anything less than 9 would probably be underpowered for most of Renaissance.

Because it does seem totally urealistic how peasants got muskets faster than my army everytime.

Would you be pleased if we just swapped the artwork of the unit for one holding pitchforks? Everyone seems to be very upset from one simple visual decision that is there just so you can easily see that the rebels are now stronger...

Is there a way to disable voluntary capitulation so that vassal states can be used on the world maps either by straight modding the option out, or making it less attractive to the AI? I really don't want to play huge world maps without vassals and colonies, but I haven't been able to find any xmls on diplomacy yet.

Nope. We are also quite annoyed by that fact, and will probably do something with it in future.

also I'm frequently having trouble with the world map loading up with all black graphics. I don't know if the game is to blame, but so far I haven't been able to find a solution on my end. I thought maybe it was the ram. It seems to be fixed by restarting the PC, breaks when the PC sleeps, and is sometime fixed by running gamebooster.

I can't reproduce this issue on my rig, so I can't really provide any meaningful advice there, unfortunately.

Does the game still crash due to MAF? What I mean to ask is if there has been any improvements at all to avoid crashes due to this? I played this mod a few years back using two different quite high end computers, both with 64Bit Windows, 16GB Ram etc, but I had crashes on both due MAF about when reaching the industrial age. Even on small maps the game would crash before or just about reaching modern age. I'd really like to play Invictus again, but if no improvements has been made on 64Bit systems I don't want to spend all that time again just to get MAF in industrial age again.

MAFs can't go away, ever. That is not an issue that can be solved without tampering with game executable, and we can't do that (at least I know of no other possible ways).

I've wondered since a while if it is possible to have religion-specific versions of the Apostolic Palace, like there a different version of the wonders related to the Solar Cult. For Buddhism the AP would be replaced by the Potala Palace, for Islam by the Madinat as-salam, the original administrative center of Baghdad, for the Solar Cult maybe the Temple of Jupiter Optimus Maximus, for the Orthodox version the Magnaura. As for Hinduism, Zoroastrianism etc. I'm sure appropriate buildings can be found.

I am not sure it is possible from technical point of view. Even if it were, we don't have appropriate models for many of those. But of course the idea itself is quite nice and in vein of what we like to see in RI.

Just reinstalled the mod as I finally got a 64 bit system and a lot more RAM, and I've run into an issue I haven't had before.

There's a lot of silence.

In between every piece of background music, there's usually a few minutes of silence. Is this intentional? Either way, do you know how I would go about changing that?

What version are you using?

The "fear" promotion is overpowered to the point of becoming extremely frustrating. I just got slaughtered attacking a city with my 39 heavily promoted elite units against roughly 15 slightly outdated units. The city was bombarded to 0% defence and I also range attacked the units inside until I couldn't anymore. There was a single unit in that city which gave the fear promotion. If it wasn't for that one unit I may have taken 3 casualties, 4 max.

That is a somewhat common complaint, and it usually stems from the fact that people don't like to promote their units for first strikes. First strikes are a very significant part of Civ 4 combat and many people don't appreciate that enough. The number of first strikes is often the single most important deciding factor when assaulting cities, as it directly determines if defender will survive combat taking no damage. A single strong defending unit with enough first strikes can, in theory, hold against an infinite number of attackers.

But while they are busy let's discuss some tactics/strategies :
1) Alot of people already mentioned the overwhelming superiority of the Despotism over any other early civic but I found myself using it untill industrial era . How long do you guyz stick to Despotism ?
2) I couldn't find any practical use for Crossbowman, I find idea of having any in the stack rather useles. Does someone actualy knows how to use them effective enough ?
3) Also I can't find any reason to build Levies/Irregulars at all. Their cost is almost as theirs proffesional counterparts and food production doesn't cover the strenght difference at all. Does anyone actualy use them ?
4) Again about the Great Library(I think this wonder is way overpowered). In every game I played I was able to build it even without marble, AI simply ignore this tech for some reason. Is it just my luck ?
5) I played 2 games with tech transfer and found it enjoyable early on but not quiet what I like later on, I had to feed the AI techs through the map editor in order to keep them on pair. It is more of a personal preference but I like it when even small civilizations(or big but that fell behind in sciense too much) can posses threat strong enough to send troops on them. How do you guyz play it ? With techtransfer or in old way ?

Are you playing 3.25 or SVN? Some of the things you're discussing are pretty different between those. Oh, and the last one is definitely an indication that you are playing on a difficulty level below your skill level.

Is there a way to turn off great people notifications? I'm tired of getting spammed by "Great general X has been born in a faraway city!" messages early in the game.

I don't know if such a way exists. No obvious solutions come to my mind.

Is there a way to take the default name of a random leader when you start a game? Right now I have to remind myself to change my name at the beginning of each game, or just accept the other leaders calling me by whatever silly name I made up for myself at game start.

You can always later change that in "Your Details".

O.K., now something that's easily fixable: I tried to pillage some fishing boats with the Shift-P shortcut recently, and the ship blockaded instead. Turns out they have the same shortcut.

Noted and fixed.

I've noticed that Light Infantry have a weird glitch in their combat animation where one of the guns is pointing straight up while the soldier acts like he's firing it at the enemy.

Hm, I actually saw this a couple of times myself, but when I tried to reproduce it in WB, I couldn't. So long as I can't reproduce it, I can't fix it. :(

About the levies : on legendary speed production difference between the irregulars and fusiliers are 1-2 turns and it doesn't compensate the power gap at all :< I would consider reducing their cost even more , does anyone agree with that ?

That's quite normal; no nation ever should want to field irregulars instead of regular army. Irregulars are a "last resort" unit when you don't have any resources or if you really need that extra production speed (it should be noted that cities with high food production can pump them out much quicker). But in general, yes, irregulars are by design inferior and when alternatives are available, you shouldn't be building them.

The thing I also wanted to ask is about large world map(I assume now that it might be difficulty issue again). In my Aztec game All eastern factions exept for the Mongols, Dravidian empire and Japan(duo to isolation) got crushed by the barbarians pretty easily. What is your experience on that matter guyz?
P.S. Also, in the same game English empire went "wonder whoring"(no Great Libraby-Gondenashpur combo though :p) and doubles my gold income with their 4 cities and soon will be ahead of me in techs by almost an era(wooho... Long live the Queen).

Are you playing 3.25 or SVN. I think I fixed that barbarian issue on the world map in SVN.

I like new science great works, that are created by great scientist, but you could completely turn off possibility of building academy with great scientist, it seems redundant.

Well, it currently remains as a generic NW (one per civ). I think we may either safely remove it completely in future, or make it available only later with tech.

... So I tried scince works... they worked fine, they are rly good, but they go obsolete. So I wasted 4 great scientists, researched paper and they all were gone and I had 4 obsolote buildings. I will try to find out how to use it, I dont know why should I build it now :p.
Cultural works are just discontinued by new art era. Is there reason why science obsolete?

They are not supposed to go obsolete. Thanks for pointing out a major bug!

The FAQ could really use a tune up to "modern times" :p

What parts of it are currently not in tune? I think it is pretty up to date.

With revision 4798, am I supposed to get 5 Mujahid with Attrition Tactics when I found Islam? Because that's a neat bonus. :king:

Yep. We thought Islam could get some more love.

Quick question, how big (wide and height) are the Large and Huge world maps, also the same question for the Triassic and Crusades ones.

Large: 124x68
Huge: 210x90
Triassic: 171x97
Crusades: 80x80

Uh, oh, if I disable space and diplomatic victories then I can't build the space ship and UN? I think one should still be able do so, if only for the points and in the case of the UN it's other perks.

Yep. That's how it works in vanilla Civ and that's how it works in RI.

1. What culture score in a city do I need to make it legendary? (Semi-realistic, medium)

135000

I was able to download and install the mod and play a game . However when I tried to load the saved game , I got a message " found 303, expected to find 302 " .and it would not allow me to go any further . Is there a " fix" for this ?

That's an odd error, never ran into it. Could you go into a bit more detail (if it persists with you of course)?

i have played a few games recently, and every time I noticed a very stupid game mechanics. A significantly weaker AI (with an army between 0,9 and 1,5) continually attacks me every 10 turns or so, only to sign a peace treaty in 2-3 turn. There is plenty of free land, barb cities, but no, that stupid AI keeps attacking me, although it has no chance...Needless to say that, in history, the weaker nation/state almost never attacks the stronger (and certainly not every 10 or 15 years or so). From my point of view, as a player, this situation is very annoying .... Could you fix that somehow? Is it something that has to do with "AI plays to win" ?

We are working to fix unmotivated AI war declarations. In the case you've described it's clearly undesired behaviour and should be fixed.

Problem fixed itself! When I waited a few hours and DL'd again, it was fixed. Idk what the issue was...

Google sometimes flags strangest stuff as malware. I think at one point they flagged their own site as malicious... Anyway, such glitches usually pass very quickly.

Have you ever thought to have "Writing" as the only requirement to get out of "prehistory"?

Since this transition (unlike other eras) doesn't carry any meaningful gameplay effects, I don't really care strongly about it one way or the other.

I noticed usually whenever the AI is attacking with a unit that is capable of bombarding it will bombard your defences to 0%, even if it has a large army that is capable of taking the city without bombarding it first. This is good on some cases because the AI doesn't waste a lot of unit, but in other cases it gives their enemy several turns to bring reinforcements making it impossible for them to take the city.

Now this probably isn't the proper tactical terminology... but in situations like this the AI would be able to easily take the city if they just quickly butt rushed their enemy with a bunch of units.

AI actually has a value that determines at which strength difference it just skips the siege routines. Currently it is roughly 2.6 to 1, with any unit having at least 10% success chance. Do you feel this is not working?

Nukes:
Surely the great race to a nuclear weapon should take you to that end ww2 era and have a 1 use nuclear 'enola gay' unit that functions like a aircraft but detonates like a nuke? Seems so odd the race to these history changing weapons ends up in a full blown high tech intercontinental missile thus having to research rocketry and those addition factors. The unit should be expensive but knowing the only way is air delivery they are also defendable if you maintain some air defence.

I gave it a lot of thought previously. With our World Unit mechanics, such a unit would actually work quite well - but unfortunately for now it is impossible to implement within current unit mechanics.

Flanking:
Is there any way get a 'pincer' or actual 'flanking' promotion/detriment (not the flanking promotion)? When you have an army being attacked from two sides by equal strength armies all miltitary ideas would tell you your in for a serious anihilation.
The absence of this means you rarely seem to develop a 'front' in a war as there is no point spreading your units to avoid being flanked, your better off just stacking them up.

Too many plot-related calculations. This would absolutely kill the performance.

Supply lines:
Is there any way to link units to a supply line, the same way cities are linked in the trade network via any available route?
I can imagine an invisible supply line to every stack over a certain size not in your territory. Perhaps their strength detiriorates every turn they are not properly supplied. Plus can land units 'blockade' the same way water units can?. This would allow you to employ different tactics to cities and armies, you can blockade a big stack that wont move off a hilltop or effectively siege a city, cutting it off from its fields and its city network.

Same here; pathfinding is already a major drain on processing, so adding even more pathfinding calculations to every unit stack would be absolutely deadly.

Hi guys. Great mod! In my personal opinion better then the other big ones. But i also have the "same" problem here, like the others: VERY long turns. I am on the big worldmap-scen in 1490. World is settled and one turn needs, i stoped it, 2 minutes and 15 seconds roughly.

And i have win7-64 bit, a 3,6 ghz cpu, 16 gb ram and a good graphic card geforce gtx gtx 770.

Is this "normal" ?

Yes, this is normal. I actually don't consider our World Map scenario playable, but people like it, so we keep it. I think for best experience one should play random maps.

A third: In my taskmanager, civ is only on the second important level (under normal) maybe i should change this for a higher level?

Well, it might help your performance somewhat if you have lots of background processes running, but in my experience Civ 4 usually just ends up eating 100% of one processor core, and thus increasing its priority doesn't lead to any additional increase.

It would be cool if capital cities that are captured by barbarians would spawn into a new minor civ. For example, if the conquered civ is Russia the Ukranians take their place.

This is not totally out of question, as we're working on introducing elements of Rev comp. Barbarians settling down to form civs is definitely a part of the plan.

Also if you don't adequately fortify your boarder cities a neighbouring civ WILL attack you and it doesn't matter what your power rating is.

That's true, we even have loading screen advice for that.

I also suggest playing with "AI Plays to Win" off if you find the AI to be too aggressive. Turned on, this option does make the AI much more aggressive since they understand what the victory conditions are and will decide to go for a certain victory condition quite early on.

That's true. "AI plays to win" is best selected by competitive players who also "play to win". For example, I don't consider myself a competitive player, I enjoy just playing naturally instead of going for any particular victory and tend to play without "play to win" on as AI playstyle then matches mine better.

I found the "dutch irregular" unit crashed the game. is it just me? also, I have a bad cold.

I tried to replicate it, but it seems to work fine with me.

@PKSRoman if you'r playing on noble difficulty then turn off barbarian. On noble ai, is to week to deal with them. I play on Emperor and none civilization was destroyed by barbarians.

Hm... I never actually gave this much consideration. Perhaps evening out bonus vs barbarians on all difficulty levels would be the right choice here. Also, of course, on higher difficulty levels AIs tend to start with additional units which can also be helpful for them.

I was playing one of the latest swn versions and i noticed two strange things.
Is it intentional that you commented few long bowman units in xml (for example Poland don't have long bowman unit now), or is is it a bug?

Yes, this is intentional. Longbowman is now an optional unit, not all civs get them.

Second thing is that "The hanging gardens" seams to be broken, no player was able to build it form some reason.

It requires a river in the city. Could it be that, by some twist of fate, none of the cities were built on rivers?

The reason for my success is that I run a heavy specialist economy. I only build farms which produces 10 :food:, which can support 2 specialists. Currently, one scientist produces 9 :science: (in my capital 11 :science:) (thanks to theory of evolution), one craftsmen 7 :hammers:, both of them much better than a mine or a town. A 30-sized city can employ for instance 15 scientists and 5 craftsmen! I also built the sistine chapel, and run representation, which means 3 :culture: per specialist. I built the Eiffel Tower in another city, there one engineer gives 5 :hammers:, 5:science: and 5:culture: currently. So, it is no surprise that I am winning the game by such a margin.

Well, by itself it is more or less our intention - in later eras, specialist economy should be the way to go. Especially when it comes to craftsmen, it is completely intentional that in industrial era production should shift from city tiles to citizens working in factories. But you are right that wonder whoring is currently too powerful and can unbalance things a lot later on.

And so, there comes my proposals:

1. As we can see above, there are many buildings, national wonders, great wonders, great works... that boosts the specialists, especially their science output. When those are used correctly, you become too strong and advanced and the game becomes dull. But there are no such buildings or wonders that boosts towns or villages. But there should be.

That's a very good point. In general, towns seem to be a tad underpowered. Giving some wonders the ability to boost them could give players additional options.

2. After vaccination, all my cities growed 30 or above. It gave me about more than 10 :yuck: in every city. Which caused -10 :food:. But who cares? It can be compensated by one extra farm or two. And my city would still be very productive with its specialists. But if unhealthiness would be punished properly, that wouldn't happen. Therefore i propose: 1 :yuck: = -1 :food, 2 :yuck: = -3 :food, 3 :yuck: = -6 :food, 4 :yuck: = -10 :food,... Then at some point you realise: "Hmm, this unheathiness is very annoying. I should keep my cities smaller, and modestly build towns or watermills instead of all those farms"

Health and epidemics will be overhauled as a whole. I already have a plan laid out for that.

3. There are many buildings that increases the :gold: and :science: output (banks, libraries etc.). But there are very few things that increase :commerce:. If we had a few more buildings that would give +10% :commerce: each, then it would be more attractive to build towns, and run plantations, because the :commerce: bonus boosts the output from city radius and trade routes but not the specialist output.

That is an excellent point I never considered. Bonuses to commerce don't affect citizens! Thanks, that is some food for thought.

4. I think it is great that you lose production from mines after you adopt Labor Union. After that, your :hammers: income must be based on craftsmen (and on lumbermills). The problem is, that the hills are quite useless after that, because the windmill is a terrible improvement. I think at its peak, the windmill on a grassy hill should produce something like 3 :food: 2 :hammers:, 3 :commerce:.

(By the way, the craftsmen concept is really great. It still gives you a chance to build a solid city when there are no hills around or even on an island)

The fact that craftsmen should form the backbone of your production in later eras is totally intentional. It might be worthwile to give windmills more commerce output though...

5. Levee is too strong. How about decreasing it to a building, that gives one :hammers: to a watermill? Maybe the water mill might become further boosted by the hydro plant, which might give a further 1 :commerce: per watermill.

Also an interesting suggestion. We'll consider that.

6. A thing that I don't get: Temple gives 1 priest, theater gives 1 artist, forge gives 1 craftsmen, but why does library gives 2 scientists? Why the double standart? ;)

Hah, you're right indeed. It is currently too easy to have 2 scientists in your cities early on. That will change now.

I just downloaded RI 3.2. and started a game as Mongolia on the large world map in the recommended speed. After 119 turns in 2310 BC Germany, Egypt, Turkey, India and China have been whipped off the map. Is this intended?!?

Since it's a scenario there is no option to regulated the barbarians...

RI 3.2 is an obsolete version. Try 3.25 or even check out SVN version and share your thought after that please - is it any different? A couple of days ago I ran a hands-off test game of the World Map, and barbs didn't wipe any civs.[/QUOTE]
 
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Hey all! Sorry for no responses for quite a while, things have been quite hectic IRL.

No worries. Sorry to hear that. I hope there's nothing too serious going on.

AI actually has a value that determines at which strength difference it just skips the siege routines. Currently it is roughly 2.6 to 1, with any unit having at least 10% success chance. Do you feel this is not working?

I don't think it's working 100%. I've certainly seen the AI skip siege routines as well, but the AI doesn't seem to be following that rule strictly. Unless, they just got really unlucky and didn't have the 10% success chance? That could be possible with the large logistics penalty they would of had.

When I posted that I just had the English launch a major amphibious sneak attack into Europe and their stack probably could have taken my city several times over. I was certain I had lost it, but to my surprise they never attacked. They bombarded my city for 3 turns and by then I was able to bring reinforcements and chip away at their stack and they lost.

I had 4-5 units (something like 1 archer, 2-3 pikemen, 1 swordsmen) in the city and walls. It was awhile ago, but they must have had 30 or so units... something like that. Most were horsemen, but they had a good amount of swordsmen and a couple axemen. They should have been easily able to take it if they were willing to sacrifice some units to soften up my defenders.
 
Yes, this is intentional. Longbowman is now an optional unit, not all civs get them.

Damn, that is sad, but i think it is more realistic. Still crossbowman with trained archers doctrine will work just fine for me:) BTW i really like my Winged Hussars with trained archers doctrine promotions but i think it is unrealistic.

It requires a river in the city. Could it be that, by some twist of fate, none of the cities were built on rivers?
Point is i had few cities along the rivers and still couldn't build it. In fact nobody build it in whole game. If you absolutely sure that there is nothing wrong with that wonder then i guess somebody must have razed it, but i don't think it is the case, since i studied event log and it had no entry about The hanging garden being build.
 
well, i heard that in early realism invictus barbarians was be split per 3 or 4 fractions represent barbiarians from china, europe , america or africa who fight each other

i didnt notice that they fight aganist themselfs. but i saw how they make armies who just devastating the whole civilised world.


best option would be when a barb "fraction" conquer the capitol of civilisation, they transform into minor nation and later full-scale civilisation

Mandzuria, Mongols, Goths..

You still haven't precised if you still desire to make the World Map more playable for the AIs. First, what difficulty do you play? It is a pivotal feature that gives the AI resiliency to barbs (despite I've seen occasionally on random maps Titan AI fallen from barb onsets).
Second, I assure you the option of giving the AI much bigger battle bonuses against barbs will seal their resiliency to an optimum.

What you desire is to make factions of barbs; that is a huge feature changes you demand. Why not starting smaller before redefining the whole mod?
 
@ Walter Hawkwood: Thanks for the positive feedback on my suggestions. It's encouraging me to think of and write down even more ideas. Here is one:

7. How about turning the trade fair into a national wonder(3 available) - like weaver's workshop. It would reflect the fact that in most countries there are only a few but well-known trade fair cities. Maybe the trade fair might also give +5% :commerce:.
 
You still haven't precised if you still desire to make the World Map more playable for the AIs. First, what difficulty do you play? It is a pivotal feature that gives the AI resiliency to barbs (despite I've seen occasionally on random maps Titan AI fallen from barb onsets).
Second, I assure you the option of giving the AI much bigger battle bonuses against barbs will seal their resiliency to an optimum.

What you desire is to make factions of barbs; that is a huge feature changes you demand. Why not starting smaller before redefining the whole mod?


i played on noble difflucty. but i remember in total realism 2.4 this text show on loading screen ( this with barb fractions)

i also notice when u destroy a fortification using a tank, u still have fort bonuses on field. it should be repaired
 
i played on noble difflucty. but i remember in total realism 2.4 this text show on loading screen ( this with barb fractions)

i also notice when u destroy a fortification using a tank, u still have fort bonuses on field. it should be repaired

I realized something while hovering the worldbuilder of the World Map (which I couldn't before getting a new computer). Whatever the difficulty taken, all AIs start with defending warriors; that is the root of your problem. Even if I suggested you to increase difficulty, you will see fallen AI at the hands of barbs.

Sadly, the only solution I can suggest you to worldbuilder the World Map and give 2 free archers. Still, per experience, that might not resolve the matter as AI units have pre-programmed behaviours and if the given archers don't have the right behaviour, they might wander around and leave the city still defended by warriors.

In summary, you still should augment the difficulty to at least emperor. That leaves an AI producing units faster.

Also, forget about barb factions; Walker Hawkwood won't dust this feature off. Plus, it wasn't quoted by him, meaning he won't bring this back (perhaps for the trouble that rose from this very feature).

It's up to you now if you want playable World Map. I gave you many solutions. Roll your sleeves up now. :goodjob:
 
Can someone tell me how to add Genghis Kai's Gigantic Accurate Earth Map to this mod? I've been trying desperately for the past hour but it does not appear in the map list. Although double clicking it pulls it up in vanilla without any problems. Thanks.
 
Bugtism invictus another great victory


88aVm6A.jpg
 
Are %:hammers: from resource bonus (forge, etc), %:commerce: from resource bonus (tailor, etc.) gone for good or will be reimplemented? Don't see it since the big buildng patch, neither tooltip or effect.
 
With the last SVN, I have encountered three problems:

1. Very poor selection of city tiles. The automatic selection seems to have a contempt to go for food. For instance, 1:food: 2:hammers: is chosen over 3:food: 1:hammers: 1:commerce:

2. Problem, when units are selected by using ALT+left click: At first ALT+click, the unit symbols below are not highlighted, as if you couldn't pressed the ALT button. Yet still, the units will move together, if one unit is moved. And it is very difficult to ungroup those units. :S

3. Occasionally, if a unit is ordered to move, the unit doesn't move. Instead, a circle appears on the target square.
 
Hey ! Glad to hear the "official" reply =) Real life can take alot of precious gaming time :D

Coming back to the topics : Yes I am playing 3.25 and I am sure that alot of the things were changed in the SVN but I don't have time to keep up with it so I just play the most stable version:rolleyes:
That's quite normal; no nation ever should want to field irregulars instead of regular army. Irregulars are a "last resort" unit when you don't have any resources or if you really need that extra production speed (it should be noted that cities with high food production can pump them out much quicker). But in general, yes, irregulars are by design inferior and when alternatives are available, you shouldn't be building them.
This is clearly not right, I am surprised you said that. It is historical fact that armies consisted from professional soldiers were rather exeptions than a rule(assirians for example, and NO ! romans used ALOT of auxiliary forces). In case of war civilizations just drafted the bulk of the army from any sources(depends on the era and organisation) they had. Not going to go further on this topics since it can take alot of space and time on forum and it is not the main case, but I am sure that you will agree that your perfectional
no nation ever should want
doesn't quiet worked in history and shouldn't be taken as core in REalism Invictus mod.

Going further , this is not even the case ! You said that
Irregulars are a "last resort" unit when you don't have any resources or if you really need that extra production speed (it should be noted that cities with high food production can pump them out much quicker)
but in fact there is no actual profit in building clearly inferior by all stats unit that costs only 1-2(at max) turns less to build , yes I am talking about my big production centres. In opposite to what you have said the differense is more visible in the smaller cities with less production , but still not convincing enough to build irregulars. Maybe you have already changed that in SVN and we just talk about different costs ?
Don't take this as criticism , I just want this mod to be even more satisfying =) I highly appreciate the work you put on this mod and hope to see the new official version with plenty of cool changes(main of them is revolutions mechanics implementation imo) whenever it is avialable , take your time =)
 
I don't think it's working 100%. I've certainly seen the AI skip siege routines as well, but the AI doesn't seem to be following that rule strictly. Unless, they just got really unlucky and didn't have the 10% success chance? That could be possible with the large logistics penalty they would of had.

I myself am not sure if there is some randomness involved in AI calculations regarding that. If you wish, you can experiment yourself, since these values are externalized to XML (in BBAI_AI_Variables_GlobalDefines.xml). You can try tweaking them and see if you have the desired results.

Damn, that is sad, but i think it is more realistic. Still crossbowman with trained archers doctrine will work just fine for me:) BTW i really like my Winged Hussars with trained archers doctrine promotions but i think it is unrealistic.

That mostly should now only happen to units actually able to shoot stuff. :-) Winged hussars are a leftover from when we redistributed mounted units into charge/ranged cavalry. They will be moved to the proper category.

Point is i had few cities along the rivers and still couldn't build it. In fact nobody build it in whole game. If you absolutely sure that there is nothing wrong with that wonder then i guess somebody must have razed it, but i don't think it is the case, since i studied event log and it had no entry about The hanging garden being build.

That's strange; I am not sure myself if you just didn't miss it, but in my test games, there are no problems with Hanging Gardens.

@ Walter Hawkwood: Thanks for the positive feedback on my suggestions. It's encouraging me to think of and write down even more ideas. Here is one:

7. How about turning the trade fair into a national wonder(3 available) - like weaver's workshop. It would reflect the fact that in most countries there are only a few but well-known trade fair cities. Maybe the trade fair might also give +5% :commerce:.

Another good idea! I like the way you think.

Can someone tell me how to add Genghis Kai's Gigantic Accurate Earth Map to this mod? I've been trying desperately for the past hour but it does not appear in the map list. Although double clicking it pulls it up in vanilla without any problems. Thanks.

It is not very easy to add a custom map to our mod, and it is definitely not done just by loading it. It has to be tweaked quite extensively first, to be even able to run, and you should add some RI-specific resources to it by hand, otherwise it will not be very playable.

Are %:hammers: from resource bonus (forge, etc), %:commerce: from resource bonus (tailor, etc.) gone for good or will be reimplemented? Don't see it since the big buildng patch, neither tooltip or effect.

Yep, they're gone for good. Instead of getting %:hammers: bonuses from buildings, you now increase the productivity of your craftsmen. Basically, the mechanics of increasing your production with tech has been totally overhauled.

With the last SVN, I have encountered three problems:

1. Very poor selection of city tiles. The automatic selection seems to have a contempt to go for food. For instance, 1:food: 2:hammers: is chosen over 3:food: 1:hammers: 1:commerce:

That's very interesting. In one of the last revisions we implemented a new tile selection algorithm from K-Mod, and I've yet to form my own opinion of it. If it turns out to be bad, we'll roll it back.

2. Problem, when units are selected by using ALT+left click: At first ALT+click, the unit symbols below are not highlighted, as if you couldn't pressed the ALT button. Yet still, the units will move together, if one unit is moved. And it is very difficult to ungroup those units. :S

Will look into it.

3. Occasionally, if a unit is ordered to move, the unit doesn't move. Instead, a circle appears on the target square.

Again, I'll see if I run into that.

This is clearly not right, I am surprised you said that. It is historical fact that armies consisted from professional soldiers were rather exeptions than a rule(assirians for example, and NO ! romans used ALOT of auxiliary forces). In case of war civilizations just drafted the bulk of the army from any sources(depends on the era and organisation) they had. Not going to go further on this topics since it can take alot of space and time on forum and it is not the main case, but I am sure that you will agree that your perfectional doesn't quiet worked in history and shouldn't be taken as core in REalism Invictus mod.

You're mixing up two different categories - regular/irregular troops and professional/drafted troops. Draftees can - and most often are - still a part of regular army. Basically, regular army is the one that gets uniforms, training, standard issue weapons etc. It can be either professional, or drafted, or mercenary-based or any other type. In all military campaigns it forms the bulk of armies.

Irregulars are militias - they have no standardized equipment, no training, often no official chain of command. They rarely, if ever, participate in actual military campaigns.

(note that we are speaking of the era when "irregulars" unit is available - that is not always true in other eras; for instance in medieval times, irregular levies could indeed be a real part of a fighting force).

For an example, I will use Russian army of Napoleonic wars:

  • Most cavalry regiments, especially heavy cavalry, should be considered professional regular army: these are people, mostly nobles, who voluntarily make war their carreer choice.
  • Most infantry regiments, on the contrary, are not professional soldiers. They are draftees, mostly from peasantry. Still, they are regular army, as all draftees get uniforms, standard guns, a backpack with a standard army kit, and some boot camp training. These troops are NOT professional, yet they are regulars.
  • Lastly, there are militias. These people equip themselves with anything they can get their hands on, and while they are often led by professional officers, they don't get uniforms, don't undergo much formal training - and very rarely participate in pitched battles, most often left for garrison duties far from the front or to independently conduct guerilla action. These troops are irregulars.

While 1812 campaign saw a significant number of irregular troops raised (~400k compared to ~600k Russian regular army), these troops were kept away from actual combat and didn't follow the actual campaign - beyond Russian borders, no irregular troops were deployed. In all other campaigns of Napoleonic wars, Russia hardly ever deployed any irregulars at all; all major battles of Napoleonic wars were fought by regular armies on all sides.
 
@ Hawkwood:

Regarding to the bugs of unit selection and movement:

It is funny because I've been playing the realism invictus and its svn's for a long time, I never encountered such bugs. I simply update to the latest SVN and see whether the problem continues.

With the poor tile selection: If i were playing the vanilla civ and I had newly built 1-sized city, I would probably prefer a work tile with 2:food: 2:hammers: 1:commerce: instead of 3:food: 1:hammers: 2:commerce:, which is also the choice of the new selection algorithm. But with 3:food: eaten per head and a slowed down population growth (which was indeed a very good improvement by the way), I'd rather go for the 3:food: 1:hammers: 2:commerce: tile and work the other tile as second. I actually like micromanagement, it wouldn't bother me to pick the worked tiles manually. But the problem is the constantly attacking barbarians, which step onto the tiles that I'm working, and it is an annoying task to rearrange the tiles after every barbarian unit steps into my territory.

The previous tile selection was very good. Well, it prefers :food: and especially in the medieval ages it prefers the farms a bit too much and neglects the production. But still, as soon as your city reaches to its population cap because of the unhappiness or unhealthiness, the :hammers: and :commerce: gains weight again. So it is maybe not optimal but was very robust. The K-Mod-type of the selection might have a point in some cases, but its decisions are too often controversial.
 
The previous tile selection was very very good. Well, it prefers :food: and especially in the medieval ages it prefers the farms a bit too much and neglects the production. But still, as soon as your city reaches to its population cap because of the unhappiness or unhealthiness, the :hammers: and :commerce: gains weight again. So it is maybe not optimal but was very robust. The K-Mod-type of the selection might have a point in some cases, but its decisions are too often controversial.

Which revision were you running? K-Mod 1.44b was merged in just a few days ago in revision r4809 and it was supposed to fix a bug in the worker AI that messed up some of the values.

Previously I thought the worker AI was too poor at evaluating specialists; in theory the new code should be much better at that which would be great for the industrial age specialist economy. I haven't had time to test the new algorithm in an actual playthrough though and feedback is very welcome. If it's simply too weak on food prioritization that should be a pretty simple adjustment.
 
I was able to download and install the mod and play a game . However when I tried to load the saved game , I got a message " found 303, expected to find 302 " .and it would not allow me to go any further . Is there a " fix" for this ?
That's an odd error, never ran into it. Could you go into a bit more detail (if it persists with you of course)?

I found the same error message. All I can say is that it occurs when I try to load the game when the mod is not loaded. If I load the mod first, and then the saved game, everything works fine for me.
 
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