[...] Thus, I've gone back to my mid-'90s method of opening multiple PCX files at once, and looked at the algorithms to see if they can be improved. The good news is that after a couple more years experience, I spotted several areas that could be improved, and importing PCXs now takes 14-43% less time than before (average 25%). And this should be seen even on old single-core systems.
All in all, it reinforces two software development principles:
- Always make sure that theoretical performance benefits actually benefit performance.
- Most of the time, a better algorithm is the best way to improve performance.
And arguably a third, that developers love optimizing code. The cumulative time saved by faster PCX loading might never equal the amount of time I've spent optimizing it, but it's an enjoyable area to work on.
As ever, thank you for your extraordinary efforts - and, as IT guy from the '80s ( ) I very much appreciate (1) "that developers love optimizing code" and (2) that "newer" isn't necessarily better.
,
z
Second that emotion.
& (3) The people doing the work are too busy doing it to give updates as often as clients want them
Unlike I wrote in my previous post, I do have now a question and/or suggestion.
Your editor opens every time in 3/4 screen window which I enlarge to full screen (1280x1024) to avoid side scrolling.
While everything is completly on the screen, only the unit selection (framed red) is still a very narrow slot and shows most of the names only incomplete.
Would it be possible to make unit selection broader, so that the names are fully visible (except for extraordinary long ones)?
Is their a way, that your editor remembers to go on full screen when starting?
And yes, I have to upgrade my editor to the latest version yet.
Thanks again!
Does anyone know why when I'm in the unit tab, and I scroll through different units I get their values randomized?
For example if I'm on the settler, and I skip to the medieval infantry, the med infantry will acquire the combat values of the settler and have its own values deleted, then act as if it was a settler.
I dont know if it has anything to do with me owning a steam version of civ. I think there is a work around but it makes my work very slow. I'd have to make the unit back to the way it was, then add changes I was gonna do with Quint's editor.
Any help will be appreciated.
Hi Quintillus,
I have upgraded to the last version 0.96 and I have a little problem.
There have been now three times, that the KI does not build settlers in my game. I have checked my main BIQ and several scenarios with both Firaxis and your editor.
It seems to me that your editor removes the "join city" order.
All scenarios have got both "build city" and "join city" order active. If I save a scenario with your editor (and thereby remove "join city") and then open and save the same in the Firaxis editor, the Firaxis editor "helpfully" removes the the strategy checkbox, making the KI unable to use the settler.
Thanks for your help!
Yes Kirejara I was about to post this lol. Remember the issue I talked about the editor cloning? It seems that a half ass cloned version of the worker is being posted on the settler. It changes the unit_32 to the workers, and it disables the join city. This is what I noticed when I opened the editor to double check.
In game its still a settler but it wont settle. I can confirm this.