C2C SVN Changelog

Hey, uploading a save from the future eras, where slowdowns are harsh, with 1-3 minute turn times. Within the last few turns, i thought the game froze because turns were so long.
Note on the save, i mod my civ just a tad, so some traits are different. Also, this should be the latest SVN as of a few hours ago.

Side note, how do i build sea tunnels?

That's actually what I'd expect for late game on a large map. Anyway, I ran your save through the turn profiler, and the major cost is cities deciding on what to build next - it's taking approximately 0.1 seconds per city, and with about 450 cities in your game it adds up. This is not totally unaddressable, but there isn't any really low-hanging fruit here.

Edit - incidentally this cost is proportional to the total number of cities (obviously) and the number of buildings that can be built at your current tech level. The latter factor is why it gets worse in the late game especially, and also why it gets worse in C2C generally over releases as more buildings are added. I'll add a TODO item in the issue tracker to work on this a bit (I think I can crack it substantially given a couple of days to spend on it)
 
whaaat? theres 450 cities in my game? i only have like 20, and theres a similar sized continent with the ai left on it.
 
*edit* hold on fixing attachment
Made a few additional changes/fixes.



Please put ideas and suggestion or already started threads in the appropriate thread, thx. This is supposed to be stuff going INTO the SVN as a test. (No Offense to anyone):rolleyes::p;)
 
There seem to be quite a lot of XML errors in the current SVN (well as of yesterday anyway):

  • TECH_CHIVARLY (mis-spelt) is (unsyuprisingly) missing, but is a pre-req for: TECH_LEADERSHIP and TECH_CAVALRY_TACTICS
  • TECH_CITY_IRRIGRATION is not defined but is a pre-req for TECH_WATERWORKS
  • TECH_WIRELESSELECTRICITY is not defined but is a pre-req for TECH_ARTIFICIAL_INTELLIGENCE and TECH_THORIUM
  • TECH_CYAN_EMP is not defined but is a pre-req for TECH_WARMACHINES
  • TECH_COMMUNICATIONNETWORKS is not defined but is a pre-req for TECH_MEDIAPSYCOLOGY
  • TECH_PHAGETHERAPY is not defined but is a pre-req for TECH_GBIOLOGY
  • PHOTOVALTICGLASS is used as a pre-req for TECH_IRECREATION, but should be TECH_PHOTOVALTICGLASS
  • TECH_ARTIFICIALINTELLIGENCE is not defined but is a pre-req for TECH_ACYBERIMM
  • ARTSTYLE_MIDDLE_EAST is not defined but is used by CIVILIZATION_ISRAEL (should be UNIT_ARTSTYLE_MIDDLE_EAST ??)
 
I was playing on my game while updated to the latest SVN, and my capital city keeps building Research by itself no matter what I do. How do I fix this?
 
Updates
  • Added Integer Expressions
  • Added comparison tags to Boolean Expressions that use Integer Expressions
  • Added GOM type GOM_IMPROVEMENT
 
Sorry for the confusion, strategyonly did put the traits in the svn; didn't realise.
He missed the folder - Caveman2Cosmos\Assets\Modules\Custom_Civilizations
which contains about 40 leaders with the new traits.

I also have made a number of changes and would like someone to put this version in instead please ♥

Spoiler :
* sorry made a small error for temperamental - fixed --> 2.2 *
 
whaaat? theres 450 cities in my game? i only have like 20, and theres a similar sized continent with the ai left on it.

That was how it appeared. If you think that's unlikely it is possible that cities are recalculating multiple times per turn, which might be explained by multiple production, but would be very unusual. Once I've stabilized the viewport stuff I'm currently porting I'll go back and take a closer look and confirm it's purely number of cities, or find out what else is causing it. Should hopefully be later this week.
 
Yeah theres around 50 cities in the world, and 4 different AI nations i think. I tried turning off my AI control for cities, and that didn't seem to help.
 
When does anyone think that we should start the freeze for V24? Personally, I think that once the Viewports are in that we should begin the freeze, as that will allow us to make sure that Viewports are fully working and stable for V24. It would also give me time to balance future units for V24, as well as add my gamespeed changes I've been testing.

What does everyone else think?
 
When does anyone think that we should start the freeze for V24? Personally, I think that once the Viewports are in that we should begin the freeze, as that will allow us to make sure that Viewports are fully working and stable for V24. It would also give me time to balance future units for V24, as well as add my gamespeed changes I've been testing.

What does everyone else think?

I am expecting us to ship V24 with viewports default disabled (its one global define only to turn it on or off), so that most users are not testing them for us. Active play-testers/modders can turn it on in V24 so it can be fully debugging and turned on by default in V25.

Note that the tech XML bugs (and the Civ one) I posted about yesterday all need fixing before we freeze.
 
I am expecting us to ship V24 with viewports default disabled (its one global define only to turn it on or off), so that most users are not testing them for us. Active play-testers/modders can turn it on in V24 so it can be fully debugging and turned on by default in V25.

Note that the tech XML bugs (and the Civ one) I posted about yesterday all need fixing before we freeze.

I'm not sure on this, but I think that once we release a version with Viewports, everyone will want to test them, as they are a completely new thing for Civ modding, and they are a preview of what Multi-Maps will be like. I'm fine if we leave them off for the release, but having them on would allow us to get more feedback, as well as publicity (the whole concept of viewports and multi-maps is quite a novelty from what I've found). Your call though, you spent the past four weeks working on them.
 
I'm not sure on this, but I think that once we release a version with Viewports, everyone will want to test them, as they are a completely new thing for Civ modding, and they are a preview of what Multi-Maps will be like. I'm fine if we leave them off for the release, but having them on would allow us to get more feedback, as well as publicity (the whole concept of viewports and multi-maps is quite a novelty from what I've found). Your call though, you spent the past four weeks working on them.

I think there are likely to be too many rough edges to default enable in V24. Things like:

  • Pathing can't display paths that go off the current viewport (underlying code executes them fine but the display can't cope currently)
  • Using the military advisor to move the viewport is not ideal - I think we really want to add a new screen with that as primary function (though the military advisor still needs to display the full map to sensibly serve its purpose of locating units)
  • I really want proper support for multiple viewports that you can name and easily switch between via a control screen (part of the hypothetical new advisor), rather than just one that you can move around.. These would persist in the save file too
 
I think there are likely to be too many rough edges to default enable in V24. Things like:

  • Pathing can't display paths that go off the current viewport (underlying code executes them fine but the display can't cope currently)
  • Using the military advisor to move the viewport is not ideal - I think we really want to add a new screen with that as primary function (though the military advisor still needs to display the full map to sensibly serve its purpose of locating units)
  • I really want proper support for multiple viewports that you can name and easily switch between via a control screen (part of the hypothetical new advisor), rather than just one that you can move around.. These would persist in the save file too

OK, that convinces me.
 
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