Realism Invictus

But... will it work??? Take America again. Say America get's defeated - that can happend, this is afterall a game ;) - later some Englishmen do not want to be english anymore..... Could America then - either the 1st, 2nd, 3rd or 4th time some English revolted - reappear on the stage? I do not know.

I may be wrong, but I think it will not work this way unfortunately 😕
I think if a civilization wasn’t already present in game, it can indeed appear as a result of a split, but if it WAS already present in game, it can reappear only in cities where it still has some culture present.
 
for me, unfortunately the more complex mechanics disadvantage the A.I., for me as in a game of chess, anything that benefits the AI should be added. and makes the game more difficult for the human, also by simplifying, therefore forcing the A.I. to choose whatever is advantageous for it, therefore forcing them to choose the right religion, to use the best units and etc., absurdly even by making all the A.I. ally, against the human if necessary, for me this could be an excellent modmod for realism invictus, the game is the fight of the AI against the human player. Sorry for my bad english
 
In theory that's how "AI plays to win" kind of works, making opponents aware of victory types - although it's a bit bugged now regarding cultural one where after enabling AI razes almost all conquered cities, not sure if it will be fixed or not but just in case better to know.
 
In theory that's how "AI plays to win" kind of works, making opponents aware of victory types - although it's a bit bugged now regarding cultural one where after enabling AI razes almost all conquered cities, not sure if it will be fixed or not but just in case better to know.
I have also noticed AI plays to win / cultural victory bug, and it was already fixed by the author of the mod 🙂
 
Hi,
in the attached savegame, as soon as you press the end-turn button, the game immediately crushes, so it's impossible to continue the game.
I can't manage to get any log files, I only see, through the Windows event viewer, a 0xc0000005 error in CvGameCoreDLL.dll module.
I use Win10 Pro.
 

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Can confirm it crashes on my machine too - usually the best bet is to load save from a few turns before and try again.
 
Can confirm it crashes on my machine too - usually the best bet is to load save from a few turns before and try again.
The problem occurs even starting from a few turns before, I wanted to save just before the crash to minimize and exclude other factors.
 
Try other actions. 99% of the times I have crashing games, doing things differently from the latest autosave onwards results in the game not crashing.
 
Try other actions. 99% of the times I have crashing games, doing things differently from the latest autosave onwards results in the game not crashing.
Ah ok, sorry, now I understand the purpose of your question, you were trying to let me continue the game.
Thanks for that, but I didn't write here for this reason, I could start a new game without any pronlems. I wrote because I think it would be good for RI mod that the bug is fixed, if there was one.
 
Unless it's closely tied to a specific action, debugging such crashes is almost impossible, unfortunately - it's much easier to fix the save than to find the actual cause of the crash, as usually it's something that happened much earlier in the game and just got called at the time of the crash.
 
Hello! Two quick questions:

- Excellent to hear about the Christmas touch-up release! I am reasonably confident that the answer to this is no and that it will come with a new installer as per usual, but will this be save-game compatible? If not, I should be able to create a separate directory for the new version and be able to finish existing games on 3.6, right?

- While they are off by default, could anyone shed some light on the odd revolution behavior of separatism flareups during anarchy when switching civics? I recently finished a game on monarch that I ended up winning, but I had a huge setback in the early industrial era when about half of my empire (rather large at this point for a standard sized map at nearly 30 cities) seceded when I attempted to switch civics. I didn't have existing separatism, but it seems that there's some hidden factor that scales with empire size to create separatism while in anarchy; that's all well and good conceptually (I myself had even requested making the risk or opportunity cost of civic changes more punishing, after all), but the problem is that since all yield is frozen, there's no way to counter riots when they occur via espionage (and, with that many cities and all of them averaging about 20-30% separatism suddenly when they were net-negative before, the odds of one of them revolting and carrying several with it are very high), and strangely I don't recall the civic-dependent countering options popup occurring. So basically that's what happened in this game. Austria seceded from me and took about 15 cities with it, knocking me from solidly in the lead to merely a contender for that status again. I painstakingly reconquered my empire but it was still a giant setback. I was probably in a position to win the game from that point on without further conquest, but had to keep conquering in the aftermath and commit to a technologically inferior aggressive strategy to regain the lead (which ended up working, but would probably have been inferior to sitting on my empire prior to the civil war). Later in the game, I attempted to switch civics again, and this same problem occurred. It literally was impossible. All of my cities were net negative separatism, but just one turn of anarchy flared them all up to about 30-40%, so I reloaded the save and concluded that, for whatever reason, I would have to finish the game with the civics I was currently running. This very definitely seems to have something to do with size, since it only occurred late game and when my empire was rather large. Can anyone explain what might be going on behind the scenes here? Like those above mentioned, I find revolutions a very enriching and fun dynamic addition to the game: after all, getting knocked from a solidly winning position, having to fight a massive civil war that could potentially have costed me the game, then ultimately regain that position and win was very satisfying and if revolutions were off, I likely would have just been slingshot to the win which is much less exciting. :)
 
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- Excellent to hear about the Christmas touch-up release! I am reasonably confident that the answer to this is no and that it will come with a new installer as per usual, but will this be save-game compatible? If not, I should be able to create a separate directory for the new version and be able to finish existing games on 3.6, right?
Not save compatible, and renaming the directory to "Realism Invictus" is not recommended (unless you rename it back to play, this way you can maintain several versions but don't forget to always set the one you're actually playing to the default name).

Here's the changelog; you all can see it's pretty modest:

Code:
Bugfixes:
- Fixed some unit animation and model errors
- Fixed plotlist at 1024x768 resolution
- If Cultural victory is turned off, AI should no longer raze every city it takes
- Fixed a couple of rare zero divisions
- Fixed an AI building value evaluation bug that caused AI to vastly overvalue buildings that increased other buildings' yields (Clock Tower as a prime example)
- Fixed stock BtS heavy swordsman idle animation so that the sword properly loops instead of skipping
- Fixed Asian warrior getting a diverse group of non-Asians

UI and UX:
- Resource icons on the main screen have a better structured background (courtesy of sqwishy)
- New city billboard, with a better legible font (based on sources provided by sqwishy)
- Smaller popup icons in the main screen, better scaled with resolution

Cosmetic updates:
- Redid a lot of leader pictures
- Redid a lot of unit buttons
- Redid a lot of flavour unit art, especially for China (modern) and Khmer (medieval-Renaissance); several new flavour units
- Redid some tech icons

Other changes:
- Carrack unit class no longer called "Caravel" to avoid confusion
- Exploration and Expert Pilot promos now available to post-sail units as well
- Commandos now count as recon instead of gunpowder units
- Industrial shipyard provides additional +1 food from water tiles
- Players will only get news about GPs born in civs they met
- With per city research scaling off, the research cost penalty applied will be based on the map size (was fixed at +30%)
- Cult of Personality now allows unlimited informant specialists
- Bottom half of the scoreboard will no longer hate each other for getting ahead (world domination is far away anyway; crab bucket mentality is pointless at that point)
- Religious shrines will provide income based on the world % of a given religion instead of a fixed 5 gold. Exact amount based on the world size, but rule of a thumb is you'll get 5 gold around 12-15%, less with less and more with more
- Late game transports updated: old Transport class is no longer represented by a landing barge, as nobody crosses oceans in that, but rather by a WW2-era troop transport ship (NOT Liberty ship, those were simple cargo ships). Also added a post-WW2 class that it upgrades to, Dock Landing Ship, based around late-XX century designs (the model used is British Fearless-class)
- Added some missing pedia and strategy entries
 
Hello! Two quick questions:

- Excellent to hear about the Christmas touch-up release! I am reasonably confident that the answer to this is no and that it will come with a new installer as per usual, but will this be save-game compatible? If not, I should be able to create a separate directory for the new version and be able to finish existing games on 3.6, right?

- While they are off by default, could anyone shed some light on the odd revolution behavior of separatism flareups during anarchy when switching civics? I recently finished a game on monarch that I ended up winning, but I had a huge setback in the early industrial era when about half of my empire (rather large at this point for a standard sized map at nearly 30 cities) seceded when I attempted to switch civics. I didn't have existing separatism, but it seems that there's some hidden factor that scales with empire size to create separatism while in anarchy; that's all well and good conceptually (I myself had even requested making the risk or opportunity cost of civic changes more punishing, after all), but the problem is that since all yield is frozen, there's no way to counter riots when they occur via espionage (and, with that many cities and all of them averaging about 20-30% separatism suddenly when they were net-negative before, the odds of one of them revolting and carrying several with it are very high), and strangely I don't recall the civic-dependent countering options popup occurring. So basically that's what happened in this game. Austria seceded from me and took about 15 cities with it, knocking me from solidly in the lead to merely a contender for that status again. I painstakingly reconquered my empire but it was still a giant setback. I was probably in a position to win the game from that point on without further conquest, but had to keep conquering in the aftermath and commit to a technologically inferior aggressive strategy to regain the lead (which ended up working, but would probably have been inferior to sitting on my empire prior to the civil war). Later in the game, I attempted to switch civics again, and this same problem occurred. It literally was impossible. All of my cities were net negative separatism, but just one turn of anarchy flared them all up to about 30-40%, so I reloaded the save and concluded that, for whatever reason, I would have to finish the game with the civics I was currently running. This very definitely seems to have something to do with size, since it only occurred late game and when my empire was rather large. Can anyone explain what might be going on behind the scenes here? Like those above mentioned, I find revolutions a very enriching and fun dynamic addition to the game: after all, getting knocked from a solidly winning position, having to fight a massive civil war that could potentially have costed me the game, then ultimately regain that position and win was very satisfying and if revolutions were off, I likely would have just been slingshot to the win which is much less exciting. :)
You have described in details the problem I have encountered during every test game I have run. And you are right, these massive splits happen when switching civics.

it seems that there's some hidden factor that scales with empire size to create separatism while in anarchy
Excellent point! If you read above, I have modified some game files and reduced war weariness by 1,6 (from -60% to -75%). I was sure it would solve the problem of massive revolutions, but now, after reading your comment - I am not sure 100%. If there is indeed such a hidden factor, then problem will not be solved by only reducing war weariness. Anyway, I will run a new test game and will inform you all whether the problem was only due to war weariness or if there is a hidden factor too.
 
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My personal spinn-off is temporarily paused - now the latest version applies.

Fortunately, I have made it a habit to save "the best maps" as a scenario - it can always be reused - even after an update. So here goes the test - 24 nations are ready in the starting box (well, the 23 opponents have started as my choice fell on number 24 (never tried that nation before).

Thanks in advance for whatever turns out.......


Spoiler The setup :

Civ4ScreenShot0126.JPG

Civ4ScreenShot0127.JPG


Civ4ScreenShot0128.JPG


 
Great update, thank you! A few very important bug fixes I was waiting for (looking at you, clock tower...).
 
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