Felis catus
Warlord
- Joined
- Sep 10, 2018
- Messages
- 149
Nope, I found it, but anyway I just realize during the gameplay that if a technology is too advanced for a particular time/era there is a research price penalty, examining the custom game option it seems there is no way for me to toggle it off. I play mostly as a small, advance nation, that is technologically ahead of most of its surrounding nations, this feature pretty much affected my way of playing civilization for almost 30 years, how can I edit that out?Hi, been playing this mod for years with a little bit of tweak on the xml, we usually decreased the -10 percent from the Islamic temple, but today when I am about to play this game with the newest installment I'm unable to allocate the line that I need to change. IIRC, it's supposed to be at buildinginfos.xml, can someone please give us directions? we just want to have fun.
Is the farm irrigated or not?Are you running pastoral nomadism? It reduces the yields from farms to improve the yields from pastures.
I am not seeing anything frigate-related in this screenshot. If you're referring to the fact that it can cross ocean tiles, then yes, this is somewhat questionable from a historical perspective, but given the time of this unit's arrival, it would be rather useless gameplay-wise if it were confined to shores.
I will try revisiting this strange bug.Tor the same reason lack of hills in civilopedia bothers me - it doesn't have anything to do with functionality.
It definitely is. I would have no real way of knowing that from my side though, until you produce something that seems to be missing on your side, but is present in the SVN.OK, will let you know if I run into any missing splashes. But as I said - it is possible that I messed a SVN update or asset packing?
Assets/Python/Components/Revolutions.py has some externalised values in the beginning of the file that you can fiddle with.I understand. Could you point me to any revolution files that I could edit and test myself (if it requires only basic notepad skills)?
Thanks, but don't bother with the naming bit - it's very much WIP, and I can also easily hunt down the missed ones in the pedia. Once I declare that finished, OTOH, anything I missed will be welcome.Also I noticed some inconsistencies within a new unit naming scheme for charge mounted units. Russia still has old names for:
-Boyar Cavalry
-Pomestya Cavalry
-Cossack
-Northern War Elephant
I did some more random checks for different civilizations and it seems there are similar "mistakes" with some of them (for example America also has Mounted Heavy Warrior and War Elephant, while Egypt has a correct name for a knight and elephant unit). Disregard this if it is intentional, I just wanted to mention it if it is not. (Noticed these with SVN 5362)
Replied in the bug thread.Revision 5364
Game crashes on year 152 AD (latest auto save included, + 4000 BC save).
Option 1 would basically make them invulnerable and an unfair advantage to their owner, as it could be used with impunity to attack the enemy territory. Option 2 involves a whole new mechanic of dragging neutral parties into wars, and it's something far beyond me.I see two realistic options:
- Nothing happens, units are not destroyed
- Destroy the units but trigger a war with the neutral civ
RI doesn't change anything in this regard to my knowledge. Diplomacy in general is rather hard to modify.Because if we agree a deal, let's say Open Border and 40 gold per turn, you cannot cancel the Open Borders and keep the money flowing
It happens frequently in my games that powerful civs agree a costly (for me) Open Borders deal and then cancel it after a few turns, but if I forgot to manually cancel the other part they continue to siphon my funds... I think it's the first time I saw this happening in Civ... is it something you implemented on purpose?
Eh, sorta kinda. French knights in the HYW period definitely wore tabards (as otherwise it would be a logistical nightmare to tell friend from foe in battle), but indeed were much less showy than their Burgundian counterparts. That said, properly Burgundian flamboyance would probably crash Civ 4 engine.By the way, do you want a "joke"? The French knight in mod is definitely a guy with a difficult fate.
He has a helmet from at least the 15th century. And at this time, the French tyrannical regime is desperately fighting the tendency of freedom-loving nobles to spend money on glamorous rags over armor. As a result, the French feudal lord is a harsh proletarian image a la the Red Army. Bourgeois excesses - are "friendly"... Burgundians. It would just be a vile suspicion, but on the helmet of the knight... white and blue burgundy feathers.
There was nothing to betray a spy in a Soviet agent - neither a cap with a red star, nor a parachute trailing behind his back.
This is not a suggestion to redo, just funny.

Yeah, thanks for pointing out. The new revision will actually have a fix for all the NUs with limited-number upgrades, not just Armenians.I appreciate the new upgrade for the Armenian NU, however producing the old Zrahakir should probably be disabled when it becomes available (guessing just an oversight).
They have much less content and are intended for scenarios and for declaring independence if such an option is enabled.Why some civs arent avaiable to play like mesopotanians ?
XML is reloaded every time you launch the game. The only exception to that are the LSystem files that are reloaded real-time.Also I have a modding noob question: how to reload xml files when i changed it like for example civicinfos?
Not really, no. Why would one need that, though? You can simply launch RI and browse pedia from the start menu.Is there a PDF or a way to access the Pedia for RI outside of the game itself?
I have the PDF manual thinger but it doesnt have the fine details
Thanks
Still there in that very file.Hi, been playing this mod for years with a little bit of tweak on the xml, we usually decreased the -10 percent from the Islamic temple, but today when I am about to play this game with the newest installment I'm unable to allocate the line that I need to change. IIRC, it's supposed to be at buildinginfos.xml, can someone please give us directions? we just want to have fun.
Hm, as pointed out above, you're likely running Pastoral Nomadism, which reduces farm yields. Otherwise, farms are not supposed to have negative values. Watch your civics closely, their effects can facilitate drastic playstyle changes, and many are quite situational.Hello everyone. This is my first game of Realism Invictus mod. Now i am learning before enjoying.
A weird thing was found while playing as Frederik of Germany. Farm improvement reduces food yield in plain tile. I wonder if it is intended.
You can't in the latest release version; I've already added the custom option for that for the next one. I suggest trying to play with it, though - the penalty doesn't mean you won't be ahead in tech, it just reduces by how much ahead you are. The small, advanced playstyle is definitely still viable (before it was actually too overpowered, more or less the only way to play). If you find that you can't grow to like this change, you can either revert to the previous version for now, or play the SVN version, in which the custom option to turn it off is already implemented.Nope, I found it, but anyway I just realize during the gameplay that if a technology is too advanced for a particular time/era there is a research price penalty, examining the custom game option it seems there is no way for me to toggle it off. I play mostly as a small, advance nation, that is technologically ahead of most of its surrounding nations, this feature pretty much affected my way of playing civilization for almost 30 years, how can I edit that out?
I did a quick investigation of this, and it turns out this is an artefact from over a decade ago - the schema was brought over when the mod was converted from Warlords to BtS, while the code bits for it weren't. If the relevant bits were annotated in legacy Warlords code, I'd bring it over with no problem - unfortunately, it doesn't seem to be the case, and digging them out would require too much effort now.I posted in on the modding questions thread (link) about implementing the option for military production bonuses in traits (it shows up in the XML, but there's been no implementation of it in the DLL). Is this something that could possibly be included in the (theoretical) next update of the mod? I'd do it myself if it was just an XML thing, but full-on code monkeying is beyond me.
IMHO, option 1 is pretty realistic: if you want to attack them declare war to the "neutral part".Option 1 would basically make them invulnerable and an unfair advantage to their owner, as it could be used with impunity to attack the enemy territory. Option 2 involves a whole new mechanic of dragging neutral parties into wars, and it's something far beyond me.
I'm so excited about penalizing technological costs based on the size of a nation because I feel that most players: human or AI, mostly based their strategy on expanding. A combination of that feature with toggling off the unit price inflating per production can really make the two-play-style viable, the quantity vs quality. Perhaps that game is not for everyone, but that is definitely my game, and I feel the ahead-of-time feature is somewhat getting in the way.You can't in the latest release version; I've already added the custom option for that for the next one. I suggest trying to play with it, though - the penalty doesn't mean you won't be ahead in tech, it just reduces by how much ahead you are. The small, advanced playstyle is definitely still viable (before it was actually too overpowered, more or less the only way to play). If you find that you can't grow to like this change, you can either revert to the previous version for now, or play the SVN version, in which the custom option to turn it off is already implemented.
Yes, in the 14th - early 15th century, even more impressive capes were worn.Eh, sorta kinda. French knights in the HYW period definitely wore tabards (as otherwise it would be a logistical nightmare to tell friend from foe in battle), but indeed were much less showy than their Burgundian counterparts. That said, properly Burgundian flamboyance would probably crash Civ 4 engine.![]()

I'm so excited about penalizing technological costs based on the size of a nation because I feel that most players: human or AI, mostly based their strategy on expanding. A combination of that feature with toggling off the unit price inflating per production can really make the two-play-style viable, the quantity vs quality. Perhaps that game is not for everyone, but that is definitely my game, and I feel the ahead-of-time feature is somewhat getting in the way.
I tracked this forum and I think you post a python file for someone who want to disable it, I downloaded it and loaded it for my new hotseat game, if that's working I'll let you know.
) with these units, to see in bold that even a mere skirmisher is a viable threat. It would help too when simply building one's own army in peacetime, to know generally what kind of weaknesses they may end up having with their unit composition, while this information would come too little too late if they learn about it only after having been invaded with their enemy right next to them.
), but it is an excellent choice. Even with the jarring immediate transition to the Ancient Era atonal wind chimes and whatnot once the game starts.You've hit the nail on the head with this one - and the answer is "extremely hard", unfortunately.Of course I don't know how hard is it to code, as it would involve also AI understanding the mechanic (both to declare war to neutrals and to avoid being dragged in a war by opening borders to belligerents... maybe Open Borders could be automatically revoked at war start depending on status of diplomatic relations?).
I and most people I know set up multiplayer as LAN games using a virtual LAN. You'll have to switch to legacy Civ 4 version on Steam (in betas section; this is recommended for anyone playing with mods anyway) for the LAN option to come back, and you'll need to set up a virtual LAN (I use ZeroTier, but I'm sure there are others out there as well).Another question. Yesterday I was trying to create a RI Internet Game, with the Civ4 Steam edition, but when launching I got a bunch of Python's errors and the game freezed.
Do you have any guidance on this?
Well, the default WW1 tank and the default WW2 carrier driving in reverse haven't been reported by anyone for ages eitherHowever, the unit is immemorial antiquity, and no one has found fault with it yet![]()

Noted, but generally speaking it's unlikely I'll end up doing this. I generally understand that new players might need more guidance in a lot of aspects, but when it comes to choosing between new player UX and actual mod content, it's much more engaging for me to work on the latter.This might be something I or others could help you with Walter if you like the idea, but I just had a thought along the lines of the naming scheme change which is currently underway: perhaps under the "strategy" heading in the pedia for each specific class of unit, after the little text blurb briefly advising how the unit is intended to be used, maybe it could be listed in bold which hard counters this unit has?
As it is, it's a little cumbersome only seeing this from the perspective of the attacking unit, and though at this point I'm pretty familiar with most of these, there are still times where I'll fail to see a counter that the enemy has because I've forgotten the specific relationship between two units, and it was only through looking these up individually that I've mostly memorized these as they are. I'm sure for a new player (perhaps even a strong vanilla player), it would streamline play and make the game more enjoyable to see that when they want to spam swordsmen because they think they can conquer anyone with a 60-40 siege-unit ratio (well, they'll figure out that error pretty quickly, assuming they haven't read the manual) with these units, to see in bold that even a mere skirmisher is a viable threat. It would help too when simply building one's own army in peacetime, to know generally what kind of weaknesses they may end up having with their unit composition, while this information would come too little too late if they learn about it only after having been invaded with their enemy right next to them.
Thanks, fixed.Minor typo: Separatism loading screen tip notes overview button in upper right, but it is actually upper left.
The main deal with the new main menu music is that it is public domain (as with all his music). My reasoning for choosing it was that with anything copyrighted, streamers might end up having their videos pulled down by Youtube and such.Also, loving the new main menu music, very.....minimal. At first I thought it was more Adams or even Glass. I'm daresay I'm not familiar with Mr. Engel (and not quite adjusted to a Composer being younger than me rather than 20 to 400 years the other way), but it is an excellent choice. Even with the jarring immediate transition to the Ancient Era atonal wind chimes and whatnot once the game starts.
Thanks for reporting that! I've tracked it down to a bug in the previous revision and pushed out a hotfix. Anyone using the latest revision is very much encouraged to update; it's save game compatible and will fix a very nasty CTD.Also, with latest SVN I'm getting a lot of repeatable game crashes starting in the early game (Ancient era). Basically an end of turn crash, if I reload the same turn it crashes again but if I go back to an earlier autosave I can usually get past it. Annoying now but rapidly will become unplayable in later eras. Huge World Map, with Revolutions on -- it's been a long time since I had Revolutions active so I'm not sure what state the code is in.
That would mean coding a totally new building mechanic behaviour. This is not something I'd be willing to undertake now.Side note, and I'm pretty sure I asked before (and I realize Separatism development is very low priority), but when conquering a city, instead of having -500 Separatism for 50 turns and then 0 on turn 51, could it perhaps diminish 2% a turn over the 50 turns so that the effect is less overwhelming when it suddenly wears off (I think that you said last time that the math is too resource intensive, but it seems like it would be a fairly minor thing to code (I know nothing about Civ4 coding, but something like (-10 * (turns remaining)) should be simple enough).
(...)
But the French draw themselves and a cape with lilies in the chronicles of Froissart
As standard, a little fabric on top of a cuirass, one striped poncho and a lily–covered outfit - one incredibly cool guy in a gilded helmet. The cape is clearly a privilege. Moreover, a cape with royal lilies is a privilege of.. members of the royal family ?![]()
Битва при Роозбеке — Википедия
ru.wikipedia.org

TBH it might be more or less anything. For instance, a common CTD before I fixed it was linked to AI splitting a group of ships on another civ's border - which, depending on a map, could happen all the time or not at all.
Well, Firaxis initially set unattainable heights. European vanilla knights, for example, are also beautiful because the horse armor of the first suits the second and vice versa, but the main thing is not to accidentally draw a historical unitWell, the default WW1 tank and the default WW2 carrier driving in reverse haven't been reported by anyone for ages either![]()
. Galleon in general could play Frankenstein without makeup, etc. In general, everything is fun
.A bit of a problem here is that I wouldn't be making the replacement from scratch and my options to choose the source are quite limited and not that different. I could use these ones for example, but I think they're basically more of the same: https://forums.civfanatics.com/resources/civ5-ancient-unit-pack-17-france.20127/
With a 99% probability yes. But the king in reality did not participate directly in the battle, and he had enough relatives. That is, he is most likely depicted, but there is 1% doubt.The fellow in the gilded armour is meant to be the future king Charles le Fou (Charles VI) I think - he was 14 at the time of the battle iirc.
The actual battle may well have been less colourful![]()
That turned out to be an absolutely unrelated issue that has no connection to the recent update. The good thing is, it is now also fixed, and the new update I pushed is also savegame-compatible.Still Crashing
All right, now you've definitely convinced me that I want to redo some of the knights. I think I found some suitable victims.Well, technically speaking, a helmet with a round visor on the first version is a little less unhistorical, but still "not". The combination of surcoats (with a brigandine under it) with plate "legs" and "hands" coexisted 1. with late tophelms 2. with pieces like chapels, 2. bascinets of the most unaesthetic kind (hundskugel is not the worst option).
At a very late stage of the development of the bascinet, the helmets had a round dome and a round visor, but 1. They still did not have a crest 2. By that time, the capes had shrunk.
Technically, by the way, a German knight can be use the head of a Teutonic knight (German crusader). But it will be appreciated by one and a half people.