Just pushed to SVN (5082):
Also a couple of things just occurred to me:
- Fixed potential for silk road/via apia to build land routes across water via boats!
- Enhanced modifier recalc to remove invalid land routes on water tiles
Also a couple of things just occurred to me:
- The recent fix to save file size, also reduces memory footprint quite a bit for those games that are afflicted (which would be most games once the tech for Apostlistic Palace was known by someone). This may well mean that many games that previously required viewports to play no longer do so (I know the test save Draz gave me to work on the Silk Road bug worked fine without viewports for me on the latest code). It also explains something I had observed and which was puzzling me for some time - large games often take up less memory in the debug version than the release version! It's possible this was down to the same bug (which at its root was an uninitialized variable, which behave differently in the debug version [more likely to be 0-initialized]).
- The tendency of land units to make paths that utilize boats may be something that (as a side effect) used to create more ad-hoc invasions across one-tile-wide straights, due to serendipitously placed boats. Optimizations nearly 2 years ago would have stopped that occurring, but it might explain why we don't see as many cases of this happening as in base BtS (only 'planned' invasions happen now, as was always the case for anything wider than a one tile straight). This highlights the opportunity for making use of this much more actively in the AI very much more easily than I had realized possible. I'll look into this sometime during the next version cycle.