[BtS] "Extra"

There are a couple of additional callbacks enabled, apparently for zCivics. Each python callback that is enabled will slow down the end-turn processing by some amount - some only a little, others a lot. The effciency of the code in each callback matters, but only a little. Just enabling a callback will slow things down. Callbacks that are called a lot slow it down a lot more than those that are only called for rare things (for example, every time a unit moves vs. every time a unit is upgraded - the former generally happens many times every turn, the latter not so much).

Likewise, each additional wonder that adds python code will slow things down a little. This version added a few of those too. If they only use callbacks that were already enabled, the difference is trivial (most likely a tiny fraction of a second).

I'd like to point out now that there are some bugs in the code relating to Leonardo's Workshop:
the code checks for TRAIT_STRATEGIC and CIVIC_BIG. Neither of these exist.
 
Hmm, weird..

Could it be because of the Terraforming modcomp, or because of the zCivics modcomp which I needed to use for the Fanatic unit?

Hi Chiyu, I've no problems playing Extra 3.17l, if you find the reason (if any) for long load times with Extra 3.19 I'll be happy to install it, seems other player don't have that problem at all.
 
I am not noticing long loading times really, but when running BTS 3.19 and Extra 3.19b, I get a 4-6 second delay after ending most turns. What might cause this, and can I alleviate it? Thank you.
 
There are a couple of additional callbacks enabled, apparently for zCivics. Each python callback that is enabled will slow down the end-turn processing by some amount - some only a little, others a lot. The effciency of the code in each callback matters, but only a little. Just enabling a callback will slow things down. Callbacks that are called a lot slow it down a lot more than those that are only called for rare things (for example, every time a unit moves vs. every time a unit is upgraded - the former generally happens many times every turn, the latter not so much).

Likewise, each additional wonder that adds python code will slow things down a little. This version added a few of those too. If they only use callbacks that were already enabled, the difference is trivial (most likely a tiny fraction of a second).

I'd like to point out now that there are some bugs in the code relating to Leonardo's Workshop:
the code checks for TRAIT_STRATEGIC and CIVIC_BIG. Neither of these exist.

Interesting.. Now at least I know what to do to fix it :). Could there be a suitable alternative way to keep the fanatic unit, without limiting it to the civic fundamentalism?
 
You could limit it to those who have researched the prereq tech and, in increasing order of restrictiveness:
a) have a state religion
or
b) buildable only in holy city
or
c) buildable only in holy city of state religion (so if you have 2 or more holy cities you can only build them in the one that is your state religion)

I think each of these is possible entirely via the UnitInfo xml.

I think they would require a separate unit per religion since, as far as I can tell, you can only specify one religion or holy city for a unit. This is a small disadvantage, but does allow the opportunity to make each religion's version look different (or have different characteristics, if you wanted).

Perhaps not a good as a civic-specific unit, but potentially interesting.
 
Hi Chiyu,

I was wondering if you could add the cannon (more like a bombard) from CIV II to your mod. It could help to fill the gap between the trebuchet and the cannon from CIV. It might be a Gunpowder prerequisite (like the Musketman) and perhaps a str. 9 siege unit.

I always thought that it was a bit odd and historically inaccurate to see musketmen, and sometimes grenadiers, fight along with middle age trebuchet.

Great mod by the way.
 
Thanks for fixing the 3.19 download link! :D
 
1) What are new things in "c" ?

2) Do you plan to make compatible the mod with Mac 3.19 BTS ? In the future when Mac 3.19 patch would be released ?

3) I recognize that i'm switching to Mac...
 
I uploaded a version of Extra with the python code for the Fanatic (including the zCivics modcomp) removed, hoping to fix the time out bug. Please let me know if it helps, if so, I'll keep it like this for the next version :).

http://www.craccoclan.com/downloads/Extra3.19c_full_beta.rar
hello chiyu,
first of all, your work is much appreciated.

i had a running game with those severe turntime issues. i tried to save it as scenario and load it with this new version w/o the zCivics part. nothing has changed unfortunately.

must be caused by something else.
the game isnt even far, nobody got civil service yet and christianity has just been founded (so neither paper, nor divine right available yet).

would be great if this issue can be resolved, as it is not possible to play with turntimes higher than 5 minutes. (yes i play very huge maps, but everything above 30 seconds at that time of the game is hardly possible)
 
Weird.. Could it be BtS' 3.19 patch after all?

hey chiyu :)

i continued trying some things, and the performancehit is definitely almost totally caused by the leonardos workshop & oligarchy python code in CvGameUtils.py
i noticed that severe performance hit i mentioned in my post above right after a civ i knew (didnt know about any others yet) switched to this civic.

edit: suzerainty&oligarchy mismatched :shame:
 
Hmm, how did you find that out?

i removed that part of the code and pressed enter - et voila - it didnt last 5 minutes anymore, "just" 45 seconds.
well as i said - trying was the main part as i dont have a python debugger here (yet .. lol). i read that python code and came to the conclusion that it must have something to do with the unit code. as i play on a 64x40 grid map (x4 for real size) with 24 civs, there are a lot of units alive, and cities too, so i went through the unit specific code.
 
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