Realism Invictus

Oops. Don't finalise big SVN uploads when half-asleep after a very long day at work, I guess! A trivial typo / slip of hand that last-second invalidated the whole XML file (after running several hours of successful tests)...

All in all, I do wish this one to be playtested quite thoroughly, and any civic-related weirdness reported (which I understand is a tall order for something that's only available in the last 20% of the game). Comintern mechanics ended up being far too involved code-wise, but it was one of those cases when once I started I couldn't help myself but to see it through. Took lots of iterations, but now it all seems to work at least - but I can't rule out any leftover weirdness in a system with so many moving pieces (the works of economy, on the contrary, contain zero new code and shouldn't be problematic).
 
Oops. Don't finalise big SVN uploads when half-asleep after a very long day at work, I guess! A trivial typo / slip of hand that last-second invalidated the whole XML file (after running several hours of successful tests)...

All in all, I do wish this one to be playtested quite thoroughly, and any civic-related weirdness reported (which I understand is a tall order for something that's only available in the last 20% of the game). Comintern mechanics ended up being far too involved code-wise, but it was one of those cases when once I started I couldn't help myself but to see it through. Took lots of iterations, but now it all seems to work at least - but I can't rule out any leftover weirdness in a system with so many moving pieces (the works of economy, on the contrary, contain zero new code and shouldn't be problematic).

Awesomely fast fix! :O

Got it, I will make a sincere effort to play an entire game all the way through in a month's time or so, with special attention to this.
 
That's the general problem with late-game content: even if there is a critical bug in a mechanic that isn't even reached in 80% of the games, it can unfortunately stay undetected for a really long time. If there was a single UN resolution that crashed the game horribly, or a faulty flavour ICBM for one civ, that could have just sat there for years...
 
I'll to my charge, then. ;)

And I must say that it is, in my humble opinion, an absolutely brilliant idea to clone the Apostolic Palace and make an analogous communist "international" institution! With the other dynamics to relations vis-a-vis "The Free World," and all of the already high volatility of this slice of the game, I have a feeling that it will be exciting, and I'd be happy to identify any show-stopping bugs before the official release. I am curious what the "resolutions" for this are, if not simply for "General Secretary of the World Communist Revolution."

Spoiler :

1760594530582.png

 
It's not exactly a "clone" of the Apostolic Palace or the UN. It's completely different in scope, while using the same mechanics. The only purpose of Comintern is to pick an additional effect to Planned Economy, and switch between those (and I feel it made for both a fun and involved effect, and for a rather historical representation of how the real one worked - nominally an international org, in reality a vehicle to enforce the current Soviet dogma on the world's communist parties). It's basically a wonder that can have one of several effects that apply not just to your civ, but to all civs running a particular civic (which also means they're not quite as powerful as that of a "real" wonder, as you can switch between those at will - if you control the Comintern vote at least, but then again you absolutely should if you're going to build it ;)).
 
Oh, I only meant "clone" inasmuch as it is an untapped mechanism of the base game usable for the mod's expanded scope. I think it sounds fun and historically realistic, and, as I've been diving deep into the Cold War in my personal reading lately, I'm eager to see how this behaves in game and am quite excited by this change. :)
 
It's surely going fast now. Often the 'puter isn't able to show the fightings in a battle before it's over....
Spoiler 3 barbarian plus 1 of my troops killed in less than a second :

Civ4ScreenShot0185.JPG

 
Could someone kindly point me to the option or setting which notifies the player when a tile changes hands? I saw it occur before my eyes, but there was no notification, and I didn't see it in the BUG settings or the game setup options, so I must be missing where this is enabled.
 
With the way that GlobalDefines works, would my existing game be sensitive to any modification to the value, or would I need to start a new game for this to be recognized?
 
Very excited to present to you a Huge world map map script converted from the scenario file. Right now only the large earth scenario has the equivalent map (earth evolution). I will be playtesting it, but everything looks good from an initial look over. All previous attempts I've tried over the years were missing mountains and hills for some reason I couldn't figure out. You can thank gemini 2.5 pro for finally being smart enough for the task.
 

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I would like to report a crash - the game will crash after few turns if you put it to Autoplay for 10 turns.
Sorry for submitting it like last time, but I really don't know how to do it otherwise.
 

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Which SVN? And what exactly is the problem preventing saving 1 turn before the crash?
The very latest SVN (5524).
For testing, I run consecutive 10-turn autoplays, with autosaves set every 10th turn.
Since it’s still the early game, it will only take about 1-1.5 minutes to reach the crash 🙃
 
For testing, I run consecutive 10-turn autoplays, with autosaves set every 10th turn.
Since it’s still the early game, it will only take about 1-1.5 minutes to reach the crash 🙃
So what's preventing you, once you run into a reproducible crash, from autoplaying up to the turn the crash happens? Because when I do it on my side with this save you posted, I don't get any crash, so the issue is not reproducible on my side. Last time this happened I told you it was lucky that I could reproduce this crash at all - well, no such luck this time.

We already had this discussion, where I mentioned that the further the save from the crash, the more chance it won't be reproduced on my side. As you're taking your time to post the save anyway, I assume you want to see whatever's broken there fixed, which is why I provided instructions on how to best help me fix it.
 
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So what's preventing you, once you run into a reproducible crash, from autoplaying up to the turn the crash happens? Because when I do it on my side with this save you posted, I don't get any crash, so the issue is not reproducible on my side. Last time this happened I told you it was lucky that I could reproduce this crash at all - well, no such luck this time.

We already had this discussion, where I mentioned that the further the save from the crash, the more chance it won't be reproduced on my side. As you're taking your time to post the save anyway, I assume you want to see whatever's broken there fixed, which is why I provided instructions on how to best help me fix it.
My apologies, I didn’t understand last time that the issue was exactly this. I will share a save from one turn before the crash later tonight.
Thank you very much once again for your amazing work!
 
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Maybe a little strange - but I've never tried to put a game on Autoplay. How do you do it????

Edit:
I did find a little hint in a post from 2012 about this - check if autoplay is enabled in this file "Realism Invictus\Assets\Config\init.xml". And it is. So????

Edit-edit:
It is in the init.xlm - but not in the init.release.xlm. Maybe it's here......



No.
 
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A bit of feedback (SVN 5516)
1) Thank you Walter for a file that saves map settings during creating a game!:love: Works perfectly!
2) Another great change: when a civ with vassals declares war only the master's dow is accompanied with sound. This greatly reduces audio spam. Unfortunately when signing peace the sound is played for each peace treaty between each master and vassal.
3) After buffing pasture on pigs unique livestock improvements became worse on pigs than pasture: grazing ground, cattle trek.
4) After buffing hot springs park improvement German unique improvement thermalbad got powercerpt. Technically it offers unique bonuses hot springs park lacks but still.
5) Unit upgrade charts of some playable civs are offset: Mongolian, Persian. Also of some non-playable civs: Hunnic, Israeli, Mesopotamian, Dutch, Nubian.
6) Free religion civic unlocks representatives that spread religion. However it's impossible to make them until religious communities. The problem is that for one and a half era the build window is cluttered with greyed out units impossible to build. Maybe unlock the representatives with the same tech as communities?
6a) Also under free religion civic there are a greyed out missionaries (even for religions absent in the city) but they are impossible to build because the monasteries are disabled.
7) When a computer player builds Shwedagon Paya it almost always switches to Cult of Personality civic though arguably it's not the best civic for the time. I think it's because of all that potential happy faces this civic may provide but they are locked behind lategame techs. Or I'm wrong and AI values worker speed, up to 2 happy faces and infinite informants higher that I thought.
8) Where can one find a list of Sovereignity Definitions, their effects and triggers?
8a) Isn't supranational authorities a bit too ez? Or is it necessary because otherwise it's impossible to wage modern wars and win by domination?
9) Is it possible to make a Coal Plant upgradeable to a Hydro Plant? It is strange to be offered to build a Coal Plant when a Hydro Plant is built since the latter is strictly better.
10) Not really a request rather a speculation. IRL producing fertilizers requires a lot of electricity. But in RI a fertilizer factory operates without access to power.
11) If one can build Medieval Swordsmen but can't build Levies because of a lack of a Land Tenure tech it's impossible to make Warbands. Presumably because Warbands upgrade either to Swordsmen that are no longer available or to Levies that are not avaliable yet. Arguably this is a niche case however is it possible to fix such a conundrum?
 
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