Assuming unrestricted leaders what is the worst possible combination of leader and civ? Bonus points if you can find one where they aren't just individually bad but the UU/UB, techs and traits actively work against one another.
Honestly, debugging a compiler setup from a far like this is very difficult. Did you download everything correctly, get the proper version of visual studio and the compiler and follow the instructions to the letter?
Find the old visual studio version on the internet and use that. From what I understand the community version is perfectly legal to download as it was handed out for free by Microsoft in the first place.
Basically the compiler is the program that takes your code in C++ (or any other language) and translates it into machine instructions that are than packed into a DLL or EXE file. And as languages evolve, and they do, the compiler evolves with them. And each program is built around a specific...
Yes. It's all or nothing.
This said, if you really have not ever done any work with C++ at all before I would advise you to look into some basic tutorials first before you get into moding the DLL. You don't need anything fancy. Just like, hello world level of understanding. Just enough to get a...
#1. Yes every change to the DLL requires a recompilation.
#2. .h files are C++ header files. If you are going to be doing C++ programming you really should look them up because they are critical. But a TLDR is that these files tell the compiler what piece of code is where, So you can't create...
I guess it makes sense if you have to work within a 2GB memory limit since caches would add up very quickly. But still, god dam. Honestly just finding a way to rid our self of a memory limit would be huge in its own right if for no other reason than the mods. I wonder if that is even possible...
Honestly, I am not sure what you mean by caching in this context. I mean, all the data about the cities and units ect. is already in the memory anyway. It's not like it's written to a disk. And presumably the game does not just literally recalculate everything from scratch for each function...
To elaborate a bit on what I am proposing.
Basically, I am thinking of using STD::unordered_map for cities. The key is the cities name, ID or what ever CIV4 uses internally to track them. When a city is built / razed it is added / removed from the map. The value for the map is a boolean...
Honestly, I don't really see the logic for it. Not in this case anyway. If your goal is to make the function that checks where to move workers around in a city faster by making it run less often a cache is plainly overkill. Remember, maintaining caches comes with its own price in terms of memory...
You don't need a cache. After all, you need to reevaluate the whole city if a change has happened anyway. So you only need one boolean per city to represent that something, anything has changed and than hook that up into all the functions that change things.
So every time your city creates a...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.