Realism Invictus

If you drop the files here, I can run a diff on my copy and see any suspicious changes - and also test if the bug occurs on my side.
Here they are. Left out the FPK since it's just the old terrain downloaded from the SVN repo.

Let me know if you find anything weird. These same exact changes worked before without any weirdness and diffing them to the canonical version on my end doesn't show anything suspicious, but you're much more prepared than I am to evaluate that.

Edit: Hrm, it removed all the .py files. Is there a preferred place where I can upload those?
 

Attachments

Is it 3.72, 3.72c or SVN (and if SVN, which?)

I'm on SVN 5474.
Didn't want to risk updating it for the few last weeks as I finally have a game where I'm comfortable moving deeper into the Middle Age, and didn't want a SVN update screwing that save :crazyeye:

Edit : I see Windmills still have some graphical troubles. It does disappears on reloading, but it come back a few minutes later.

Spoiler :


Civ4ScreenShot0348.JPG


 
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All of those look extremely benign to me, and I can't see any sound issues on my side when I run with these.
Played around with it more on my end. The culprit seems to be the RY_Totestra.py file. If I exclude it everything is fine, but once included I get the persisting sound, even if using other maps. I'm guessing there might be something cached somewhere or something along those lines causing a problem.
 
Is it possible to customise Revolutions in a relatively easy way (by modifying some values/lines in relative files)? For example, to turn off the effect of war weariness on revolutions?
 
Is it possible to customise Revolutions in a relatively easy way (by modifying some values/lines in relative files)? For example, to turn off the effect of war weariness on revolutions?

That had been already massively toned down in the python (to 10% of its former value) back in November of 2022. War-weariness also indirectly can create separatism via unhappiness, but on its own, are you seeing it being significantly problematic?
 
Is it possible to customise Revolutions in a relatively easy way (by modifying some values/lines in relative files)? For example, to turn off the effect of war weariness on revolutions?
You're in luck as I externalised a lot of variables to GlobalDefinesAlt in one of the recent SVN updates; look at the end of the file.
May I continue my MP savegame from 3.72 with 3.72c?
I haven't specifically tested but it should work.
 
You're in luck as I externalised a lot of variables to GlobalDefinesAlt in one of the recent SVN updates; look at the end of the file.
Wow! Great! I will experiment with some numbers 🥳 Some line names are self explanatory, some not quite.
And also, as far as I understand, these are not all factors affecting revolutions, right? How to decrease the impact of anarchy turns for example?
 
What exactly is influenced by separatism_population and separatism_dangerthreshold lines?

Also, is there a way to make that espionage ia not affected by anarchy? I mean, espionage points are still generated during anarchies?
 
What exactly is influenced by separatism_population and separatism_dangerthreshold lines?
Separatism per unit of population and the level of separatism from which cities can start revolts.
Also, is there a way to make that espionage ia not affected by anarchy? I mean, espionage points are still generated during anarchies?
Not without rummaging in the dll. And no types of commerce are generated during anarchy.
 
I really like the new feature on the pre packaged scenarios to keep each civ but randomize the leaders. Is there a way to apply that to user created scenario?
 
Another weakness of AI (not related to revolutions) that I have seen in every Autoplay testing: AI seems not to understand the importance of strategic resources (like horse or iron). I have seen so many cases when AI was 1-2 tiles away from these resources (while not having them), but doing nothing to build another city in unclaimed land to get access to them. In the game I am playing now, AI has neither horse, nor iron, but there is unclaimed land just next to its territory where both iron and horse are present. AI can build a city there and easily get both resources, but it takes no action 😐
 
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