Realism Invictus

Yeah i was sure i was pointing it at the place where the .exe was situated, in my case dont know why the "next button"
stayed gray and i was unable to continue even typing it didnt work for me.

This behaviour happens on every map, if the ai decides you are his enemy it will keep attacking you. Even if every previous war was lost. For me it feels like the ai gets in a loop and just never change its strategy.
If you lost the last 4 wars for example, it doesnt make much sense to simply do the same thing a 5th and 6th and 7th time.
Why keep attacking your stronger neighbour if there are weaker civs close to you.
Yes i am a builder at heart, but i like the india challenge(conquering all of india and get a space victory).
The getting kicked around part is part of the fun, however at some point it turns in a chore if you can predict so "the peace treaty is over in 4 turns then both of them are going to attack again, i can already see them building up the next stack".

What kind of power ratios did you have with your neighbors? AI in this mod generally likes to declare wars even without a spesific reason if they see their military power is higher than yours. Besides the power ratios, having units stationed near your borders seems to make them less likely to DOW you.

AI declaring wars without any means to actually damage you is a problem though, and that behavior should be tweaked.
 
My power ratio was somewhere between 0.8 and 1.2 depending on when i looked with both of them.

However in my new game(as india again ofcourse) its completly different.
Yes it started out with 3 or 4 continues wars between me and my neighbour south(dravida????) and turks this time.
But after the fourth time i believe their pattern changed and now i simply have wars with pretty much every1 close by, but the way it should be not a redow every 15 turns.
Not quite sure why but i am glad its alot of fun this time.

I have 1 more little question in my current game i changed some leaders(in europe mostly), i used notepad to change them, is there a way to make it so every nation has a random leader( i am aware it may change the balance ofc)?
 
Hey huge fan of the mod but every map I try to play loads like this (see screen shot attached).... I am running the game on steam / windows 10, had no issues like this with the previous build. :(

upload_2018-2-6_0-36-43.png
 
We need a War Academy specific for Realism Invictus mechanics somewhere. Maybe on official site or on civilopedia, i don't know which place would be better.
By the way, nice update. Some leaders got different negative traits, which suits them more now, specially the Poor Commander.
 
Playing a multiplayer game. So far (around 200 BC) here is what we noticed:

1. Slaves can now build paved roads. Intentional?
2. Both Slaves and Workers can clear jungle without having Water Pump technology.
3. Whenever a barbarian city is captured it immediately renamed itself to an American name. (no matter which player did it) ex Cherokee became Atlanta with no human intervention. And I was playing South Chinese.
4. Whenever the event "your slave died after making an improvement" happened it displayed on the screen but did not make an entry in the events log to be able to track it down.

Great work. The game is fun, challenging and we are enjoying exploring the new version. Save game file available upon request.
 
Playing a multiplayer game. So far (around 200 BC) here is what we noticed:

1. Slaves can now build paved roads. Intentional?

Slaves should be able to build all the stuff that workers can.

2. Both Slaves and Workers can clear jungle without having Water Pump technology.

Were any resources present? Resources in jungles can be worked with their appropriate techs, usually long before Water Pumps.

3. Whenever a barbarian city is captured it immediately renamed itself to an American name. (no matter which player did it) ex Cherokee became Atlanta with no human intervention. And I was playing South Chinese.

Not necessarily American, but rather appropriate to barbarian tribe in question. They will be renamed to whatever major city now stands at the place where the tribe roamed before. So for Native American tribes the names of cities will be American, while Magyars for example will be renamed to Budapest (and won't spawn in the first place if a proper Hungarian civ is in game).

4. Whenever the event "your slave died after making an improvement" happened it displayed on the screen but did not make an entry in the events log to be able to track it down.

Because it's not so much of an event, but rather the intended functionality of the unit. Slaves die upon finishing an improvement.
 
[QUOTE="Were any resources present? Resources in jungles can be worked with their appropriate techs, usually long before Water Pumps.[/QUOTE]

Excellent! I saw you had said that jungle starts were now less difficult and this must be what you meant. Yes - there was a resource there.



Not necessarily American, but rather appropriate to barbarian tribe in question. They will be renamed to whatever major city now stands at the place where the tribe roamed before. So for Native American tribes the names of cities will be American, while Magyars for example will be renamed to Budapest (and won't spawn in the first place if a proper Hungarian civ is in game).

Makes sense. Glad it is deliberate.
 
Turk mu sun?

On which map did you play? I think if you play random map you should use "perfect world" so the resources can be distributed nicely but I suggest you to try large or huge world map first, I think it is a very intersting scenario, and the resource distribution is more planned and balanced.

Wait until you have bombard, from there one your siege weapon can weaken and soften enemy soldier and tip the scale of the war to your side. The more advance the siege weapon the more collateral damage it can deliver to your opponent.

Yes Turk, of course random map. Large World Map Scenario is very very slow, thats another problem.
I dont want to wait until bombard) just siege weapons are less important.
 
Nothing understand.

You complained about "map graphics being too dark". There is an option, when installing the mod, NOT to install terrain graphics. That leaves you with what Civ 4 normally uses. Then you can either play with it, or download and install any other terrain graphics from these forums or elsewhere that you like more.

You don't have to reinstall to remove our terrain too, if you'd like to remove it. Just go to Mods/Realism Invictus/Assets/ and delete RealisticTerrain.FPK. This will leave you with standard Civ 4 terrain.
 
I am playing Aztec and running slavery, but I cannot sacrifice population for production. The tool tip also does not mention slavery enables sacrifice population. What combinations of civics allows sacrificing population for hammer? has it been removed from the game?
 
I am playing Aztec and running slavery, but I cannot sacrifice population for production. The tool tip also does not mention slavery enables sacrifice population. What combinations of civics allows sacrificing population for hammer? has it been removed from the game?
Yes, it has been removed. I think the reason was that it was simply causing too much problems for the AI that kept sacrificing its population away in its endless wars.
 
HI, I've been playing this new version happily for a few days now. It is great! However, I have noticed some problems I'd like to share and preferably find a solution for.

Both the culture and the production details are bugged in the city screen. The totals seem to be ok, but if i look into the tooltips, it displays a lot of building and other bonusues that are not present in the city: wonders and buldings from somewhere else, or bulidings I have not even built yet. I wonder what's going on there.

The new Worldbuilder look neat, but is strange at places. I cannot set the pine forests and some other terrain features, and can't even set it to "None". It automatically selects "Sea Ice" in these cases. Also the world builder keeps complaing about some callbacks missing maybe...

Regards, way
 
I am playing Aztec and running slavery, but I cannot sacrifice population for production. The tool tip also does not mention slavery enables sacrifice population. What combinations of civics allows sacrificing population for hammer? has it been removed from the game?

Indeed, it has been. AI was way too happy spending the population of its own cities. Unfortunately, it was beyond me to persuade it otherwise, so the ability to sacrifice population was removed. It performs much better now.

Both the culture and the production details are bugged in the city screen. The totals seem to be ok, but if i look into the tooltips, it displays a lot of building and other bonusues that are not present in the city: wonders and buldings from somewhere else, or bulidings I have not even built yet. I wonder what's going on there.

They are not bugged. These aren't breakdowns, these are suggestions of what else you could build for additional culture or production.

The new Worldbuilder look neat, but is strange at places. I cannot set the pine forests and some other terrain features, and can't even set it to "None". It automatically selects "Sea Ice" in these cases. Also the world builder keeps complaing about some callbacks missing maybe...

Can't claim much responsibility for that, unfortunately. This is a third-party component with third-party quirks. I just ported it wholesale, as it mostly does what intended.
 
Just getting into this mod for the first time; one thing that really bugs me is that the grassland and plains textures look kind of ugly to me. Is there any way I can edit my installation's mod files to use the default Civ 4 textures? Or is that practically impossible without breaking the rest of the terrain?
 
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