Not sure if it actually freezes or just takes forever to get to the "initializing" screen - longest I'd waited was probably a few minutes, but I don't recall this happening before. Will install your latest RC - for which many thanks - and see if the problem persists.@Jorunkun: Totestra isn't big enough to have the overflow issue (that I've fixed), must be something else. (And Totestra/PerfectWorld has its own lake placement code anyway.)So the loading screen ("Initializing") doesn't even appear? Just freezes after you click "Launch"? (Never seen that.)
If it does, then I could try to reproduce it by using the same RNG seed. To that end, you could set self.UsePythonRandom to false in Totestra.py (to get the Python RNG out of the way) and try particular nonzero MapRandSeed and SyncRandSeed values in CivilizationIV.ini until the problem occurs. And, then, with your seed values and ideally also your version of the Totestra script – and maybe a screenshot of your Custom Game settings – I might be able to reproduce the issue. If not, as a last resort, I could send a DLL with debug symbols and you could install a profiler to find out where the game (the DLL; hopefully) is stuck. I've walked people through that before (e.g. in this thread).Not sure if it actually freezes or just takes forever to get to the "initializing" screen - longest I'd waited was probably a few minutes, but I don't recall this happening before. Will install your latest RC - for which many thanks - and see if the problem persists.
The Animal phase should be over when they start avoiding enemies, so it might work as intended if there are (non-Animal) Barbarians nearby. I think auto-explore moves are executed before manual moves, so the enemy unit that the automated Warrior is trying to avoid may have become fogged by the time that you inspect the situation. If that's what's happening, then I guess some sort of memory needs to be built into the AI behavior. The AI does take into account the direction that the unit is currently facing in (i.e. the direction of the previous move), but this inertia isn't strong. It could also happen that there is only one direction in which there are still tiles to explore and that direction is blocked by patrolling Barbarians. The current code also doesn't take into account how strong the enemy units are. If it's just Warrior vs. Warrior and maybe a defensive bonus to take advantage of, then taking detours isn't justified. But moving a Warrior next to a Barbarian Axeman – something the BtS AI will happily do – is pretty annoying. Still, if proper AI code is too laborious to write, then it might be best to revert to the BtS behavior at least for human units. And I wouldn't even know what to do about the confusion caused by auto-explorers moving to safety before the human player gets to see the enemy units.Shifting topics, your notes indicated you worked on AutoExplore coding (flee from enemies). Not sure if it's that or unrelated, but my warriors sure seem indecisive on autoexplore lately - step forward to uncover new lands, step back to their prior location, then step forward to that tile again.
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIAnimalBonus>-25</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iAIAttitudeChangePercent>30</iAIAttitudeChangePercent>
<Define>
<DefineName>INITIAL_AI_CITY_PRODUCTION</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
I have this issue as well.Can't reproduce that; screenshot attached. I've tried a smaller screen size too, same result. Also haven't been able to reproduce the issue that you mentioned in a PM with the GP bar not appearing unless at least two specialists are assigned that sounds like it might be related. Edit: part of reply moved to private conversation
@Fimbulvetr: Thanks for stopping by.
Apart from decisions about war and peace, I haven't attempted anything ambitious with the AI. The Caveman2Cosmos team still has some bigger plans, but they're kind of digging themselves out of a hole. K-Mod also got included in Realism Invictus and History Rewritten, which are still being developed. Civ 4 Reimagined is also based on K-Mod, got started around the same time as AdvCiv and is still alive. Agree that it would've been a pity for karadoc's work to just slip into oblivion. Oh, and the Rhye's-and-Fall world might still adopt (part of) AdvCiv.
I tried applying this hotfix by copying it into AdvCiv\Assets\Python\Screens and replacing the old CvMainInterface.py file, but it didn't fix the non-interactable Spy specialist problem for me unfortunately.Attaching a hotfix for those two UI issues. Thanks for making me aware. Who knew that so many people use such peculiar window dimensions.
Indeed had to do with the "Specialists" label – the space normally (on higher resolutions) reserved for that label was being used for the resource list rather than for the specialist buttons.
UPD:
By the way, I noticed another problem, I don't know the problem is in the BUG itself, or it's in fashion, but when I hover over the list I get a huge loss of FPS, most likely it's in the animation, which opens up additional information about civilizations. In mods where there is no acimation, there is no loss in performance. I don't think the problem is in the PC (RTX 3070, Risen 5 5600). The problem does not appear immediately, apparently you need to dial a large number of familiar civilizations, and perhaps it's something else
I poked around and found that the cause of the lag while hovering over the scoreboard is due to the "Expand on Hover" option. This occurs even when all the underscored options in "Column Order" are deleted. So, the game lags while hovering the cursor over the text in the scoreboard, regardless of whether or not the scoreboard actually expands out.
View attachment 564747
While the cursor is on the scoreboard, the scoreboard data is constantly (4 times per second) recalculated. This is the only (reasonably easy) way that my code in the DLL is able to tell whether the cursor has been moved away. I don't think this causes noticeable delays on Standard-size maps, but, in large games, it can be an issue. If you disable "Expand on Hover", then you can remove the underscores from the "Column Order" box to get the same info as before, i.e. basically to keep the scoreboard permanently expanded. The order of the columns might be a little awkward that way; this order —@crullerdonut Yes, this solves the problem, the panel does not expand when hovering, respectively, there is no drop in performance. But, obviously, the information is now incomplete.
I'll experiment some more, maybe the resource list is still taking up too much room in some situations.I tried applying this hotfix by copying it into AdvCiv\Assets\Python\Screens and replacing the old CvMainInterface.py file, but it didn't fix the non-interactable Spy specialist problem for me unfortunately.