| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#381 |
|
Deity
Join Date: Jan 2007
Location: Cheeseland
Posts: 2,624
|
Congratulations on the breakthrough!
Thanks for all of your hard work.
__________________
Civ IV BTS /Huge/Marathon/Single Player/Mods History in the Making ,Civ IV Road to War , Legends of Revolution , History of the Three Kingdoms , and Grand Inquisitions 255c . Maybe one day I'll load V on this new computer, but I have no desire to play it anymore. |
|
|
|
|
|
#382 |
|
Prince
Join Date: Jan 2010
Posts: 339
|
Excellent, Orion.
Keep up the good work! |
|
|
|
|
|
#383 |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
Status Update on Mine Warfare
The development of the SDK version of Mine Warfare sufferred a major setback, as it failed to meet the standard performance criteria I wanted, when playing a huge map and 12 players. It was better than version 2, but not good enough get past round 600, without rounds taking over 5 minutes each. All is not lost though. I have another approach to trigger mine detonation that may solve the performance issue in the late game. Result is: The next release of OGI may be delayed for quite some time.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
|
|
|
|
|
#384 |
|
Deity
Join Date: Jan 2007
Location: Cheeseland
Posts: 2,624
|
Would limiting the number of mines in use at one time help?
__________________
Civ IV BTS /Huge/Marathon/Single Player/Mods History in the Making ,Civ IV Road to War , Legends of Revolution , History of the Three Kingdoms , and Grand Inquisitions 255c . Maybe one day I'll load V on this new computer, but I have no desire to play it anymore. |
|
|
|
|
|
#385 |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
re
Large numbers of mines is part of what makes Mine Warfare interesting and challenging. The path I am going to pursue is getting away from checking each and every unit's movement and moving towards how opportunity fire works in DCM. The historian and I believe that will solve the performance problem. It's just going to take time to set up a test.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
|
|
|
|
|
#386 |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
Status update
Testing proved that the opportunity fire code did not work for Mine Warfare. Later on I discovered the on move function was not causing the performance problem!
Indeed the performance improved dramatically, when I disabled all of the the mine distibution functions in Python. I have converted most of these python functions to the SDK. Testing was a huge success. Instead of the game failing to get beyond turn 700, without taking 5 minutes a turn and getting stuck in a loop at turn 773; the mod now rips through all 12 players in about one minute per turn! One minute per turn is an acceptable wait time for a game played on a huge map with over 300 cities and hundreds of units. So, the SDK version of Mine Warfare passed the performance test on my old PC! The only thing I'm not happy with is the overall distribution of Naval mines between the AI cities. I want to spread them out more. This is really a minor issue, when compared with all of the problems I have overcome to this point. Explosions were happening every turn, as foriegn units entered several plots, each having an invisible mine. The distribution of land mines is spread out evenly. All that is left to do is fix the distribution of naval mines. I can finally see the light at the end of the tunnel and its not a train casting the light. I should be able to conclude Phase 21 of my SDK project soon and move on to the migration of the rest of OGI into this mod. Mine Warfare will be my crowning achievement.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 Last edited by OrionVeteran; Jun 23, 2012 at 01:01 AM. |
|
|
|
|
|
#387 |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
Fixed AI Naval Mine distribution problem
Good news! I have fixed the AI Naval mine distribution problem. My new approach not only works, but the performance has improved as well. Mine Warfare is finally doing what it was designed to do. After months of work, this is a dream come true. Testing will continue over the next couple of days to insure a bullet proof addition to Phase 21 of my SDK project.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
|
|
|
|
|
#388 |
|
Prince
Join Date: Jan 2010
Posts: 339
|
Excellent mate. Can't wait until you finish. I've been dying to play your mod again!!
|
|
|
|
|
|
#389 |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
Progress Report
I have converted the python plot rating function over to XML and SDK. New XML tags were created for terrain, features and improvements. This allowed single line SDK lookups, as opposed to loops, to determine the overall plot rating. Performance has improved dramatically.
The new SDK code for the distribution of mines has tested successfully and is now complete. All that is left now is the conversion of the Mine Sweeper python code to SDK. This is the code that establishes a search pattern in the hunt for enemy mines. Once the SDK hunt code is done and tested, then Mine Warefare will be ported over to my Big SDK project. Lastly, all remaining OGI mods will be migrated into the project and my dream mod will be complete and ready to be published. Take note Firaxis: This new BTS version of OGI will be what Civ5 should have been.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 Last edited by OrionVeteran; Jul 08, 2012 at 06:54 AM. |
|
|
|
|
|
#390 |
|
Prince
Join Date: Jan 2010
Posts: 339
|
Can't wait to run versions of your game for fine tuning! Keep up the good work!
|
|
|
|
|
|
#391 |
|
Emperor
Join Date: Aug 2009
Posts: 1,675
|
Our gulf war mod needs your new Mine Warfare modcomp. Can't wait to see it working.
__________________
Iran Iraq War Mod+Scenerio The Invasion of Kuwait Mod+Scenerio Partisans Mod (BTS 3.19) Great Diplomat Mod (BTS 3.19) Super Spies (BTS 3.19) Great General Progress Bar (BTS 3.19) Puppet States Mod (BTS 3.19) DCM (BTS 3.19) Bombard Experience Mod (BTS3.19) Pillage Experience Mod (BTS 3.19) Captured City Art Mod (BTS 3.19) |
|
|
|
|
|
#392 |
|
Deity
Join Date: Jan 2007
Location: Cheeseland
Posts: 2,624
|
![]() ![]() Sounds great!
__________________
Civ IV BTS /Huge/Marathon/Single Player/Mods History in the Making ,Civ IV Road to War , Legends of Revolution , History of the Three Kingdoms , and Grand Inquisitions 255c . Maybe one day I'll load V on this new computer, but I have no desire to play it anymore. |
|
|
|
|
|
#393 |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
The Mine Sweeper python code has been migrated to SDK. This is the AI code that establishes a search pattern in the hunt for enemy mines. The search pattern is much improved over previous versions. Testing of the new sweeper code will begin over the course of the next week.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
|
|
|
|
|
#394 |
|
Emperor
Join Date: Aug 2009
Posts: 1,675
|
__________________
Iran Iraq War Mod+Scenerio The Invasion of Kuwait Mod+Scenerio Partisans Mod (BTS 3.19) Great Diplomat Mod (BTS 3.19) Super Spies (BTS 3.19) Great General Progress Bar (BTS 3.19) Puppet States Mod (BTS 3.19) DCM (BTS 3.19) Bombard Experience Mod (BTS3.19) Pillage Experience Mod (BTS 3.19) Captured City Art Mod (BTS 3.19) |
|
|
|
|
|
#395 |
|
Prince
Join Date: Jan 2010
Posts: 339
|
Hope ya get it done by this weekend. Gonna be moving next week and ISP wont be available for a while. Hope it works great!
|
|
|
|
|
|
#396 |
|
Chieftain
Join Date: Nov 2008
Posts: 89
|
Will you be re-releasing Mine Warfare as a modcomp once testing is complete? I'd very much like to be able to merge it with one of my projects. I haven't merged the older version because I'm veering away from Python modcomps in favor of SDK-based ones in favor of speed.
__________________
===============================================
AND Resurrection Team Mod Manager"Rise of Mankind - A New Dawn" - Back under development! =============================================== |
|
|
|
|
|
#397 | |
|
Deity
Join Date: Dec 2003
Location: Hampton VA
Posts: 2,001
|
re
Quote:
After several private discussions, there is a need for human players to have a scan feature that will be used by the Sweeper unit to help detect the location of enemy mines around nearby plots. The SDK already detects mines within a 3 plot radius for the AI. The scan is another development that is required to make the hunt for mines more interesting and to give human players the same search capability as the AI has now.
__________________
Check Out Orion's Grand Inquisitions Mod http://forums.civfanatics.com/downlo...=file&id=13380 |
|
|
|
|
|
|
#398 |
|
Emperor
Join Date: Jun 2007
Posts: 1,453
|
No Mine Warfare standalone?
|
|
|
|
|
|
#399 | |
|
Chieftain
Join Date: Nov 2008
Posts: 89
|
Quote:
I bet I'm going to have to race stolenrays to it though.
__________________
===============================================
AND Resurrection Team Mod Manager"Rise of Mankind - A New Dawn" - Back under development! =============================================== |
|
|
|
|
|
|
#400 |
|
Emperor
Join Date: Aug 2009
Posts: 1,675
|
We can work together if you'd like.
__________________
Iran Iraq War Mod+Scenerio The Invasion of Kuwait Mod+Scenerio Partisans Mod (BTS 3.19) Great Diplomat Mod (BTS 3.19) Super Spies (BTS 3.19) Great General Progress Bar (BTS 3.19) Puppet States Mod (BTS 3.19) DCM (BTS 3.19) Bombard Experience Mod (BTS3.19) Pillage Experience Mod (BTS 3.19) Captured City Art Mod (BTS 3.19) |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| [BTS Python/XML] GIRs Mini Mod Collection v0.8 | GIR | Civ4 - Modpacks | 5 | Oct 12, 2008 05:38 PM |
| [bts Mod Collection] | rgros | Civ4 - Modpacks | 4 | Sep 13, 2007 03:19 PM |
| collection of taxes | izarek | Civ3 - General Discussions | 8 | Sep 18, 2004 09:44 PM |
| Can u kick Orions out of the Senate? | ciuly | Master of Orion | 2 | Mar 19, 2003 11:28 AM |