C2C SVN Changelog

Pushed to SVN...

  • Pasted in description of tags for WorldInfo XML as quick reference.
 
I've uploaded some performance changes.

It was slow because the AI was waiting for the next timeslice whenever it split a unit selection group. (I'm talking about game-engine timeslices, not CPU processing timeslices.)

I can't think of any reason to wait for that. The group gets split, presumably the units get put into new groups... and that's all that happens. As far as I can tell, there is no reason for the AI not to continue issuing commands in the same timeslice. So in my new code, it will still continue to issue commands for the rest of its groups.

It's worth noting that the new groups that come from the split will have to wait for the next timeslice anyway, because they won't be in the sorted list of selection groups in AI_unitUpdate. The worst possible side effect that I can think of is that the new groups (from the split) will have their action performed last - even if they have high (low number) unit priority. Indeed, that is a negative side effect, but in my view it's quite a minor one, and one worth paying for the massive speed gains.
 
It was slow because the AI was waiting for the next timeslice whenever it split a unit selection group. (I'm talking about game-engine timeslices, not CPU processing timeslices.)

Actually this alone is a BIG leap in the right direction from getting a bottleneck out of the way, really nice job finding this.:goodjob: btw Welcome to the C2C GREAT family.
 
Updates
  • new terrain definitions and art definitions moved to core files
  • new terrain and sea improvement definitions and their art definitions moved to core files
  • Edit Reinstate Orion Veteran's Immigration mod - at least that is one thing of my v19 to do list :)

This just leaves some game text, build and unit changes to go before they are all in the core files.
 
Nothing, I just compiled dll from r1021 source because dll there wasn't updated.

Ohh, so everyone that "isn't" on the SVN can use the changes then? Because Koshling is attending to RL?
 
Not really, because there were XML changes related to DLL before. Anyway it's obsolete now.

@ Koshling: my compiled DLL from source is 200 Kb bigger than yours, I wonder what's the difference.
 
Just pushed a significant performance improvement to SVN. Saves about 15 seconds on what was a 69 turn second in my current game. The saving increases proportionally to the total number of buildings in the world, so laregr maps and later games will see the most improvement (my 15 out of 69 seconds was a gigantic map in mid-medieval period)
 
Just pushed a significant performance improvement to SVN. Saves about 15 seconds on what was a 69 turn second in my current game. The saving increases proportionally to the total number of buildings in the world, so larger maps and later games will see the most improvement (my 15 out of 69 seconds was a gigantic map in mid-medieval period)

Fan-damn-tastic. Because i believe now, more and more people are making it to the modern era.

I kind of figured out in fifteen days, from all the SVN/Torrent/CFC downloads, "we" are averaging around 4,000 - 5,000 a month right now, but i now believe it will dramatically increase because of the NEW section "back" in the MODPACK area again.

I also believe that with "all" the latest developments in v19, it will boost d/ling a whole lot. I think it will be one of the best if not thee "Best" Civ IV (Non) Fantasy modpack out there in Civ IV.;)
 
Updates
  • Okapi, Gharial and Iguana can now be subdued.
  • Minor graphics updates.
  • Edit last of the new terrain stuff moved into core files - now to find out why you can't drain peat bogs.
 
Fan-damn-tastic. Because i believe now, more and more people are making it to the modern era.

I am currently in WWI /WWII era stuff, I have not been up to that era since playing an early version of RoM. All these speed ups mean I can actually enjoy the later part of the game and in turn figure out what needs tweaking for those later eras.

Great Job! :goodjob:
 
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