C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

About getting rid of the old files? IO keep getting a CTD due to a memory allocation error 50% of the time when I go into Worldbuilder. Any fix for this?
Play on smaller maps.
Alternatively close game, load save and then go to WB.
This map is extremely memory demanding.
Its well over 2x biggest supported map size.
 
About getting rid of the old files? IO keep getting a CTD due to a memory allocation error 50% of the time when I go into Worldbuilder. Any fix for this?

There is a memory leak in WB/Game, go to WB only after restarting the game completly, and only one time each.

Map is useing only about 1.400 MB ram in the first 2000 turns if you use the options and dont change the scenario as i set it up. Some other options may have memory leaks also.

Read first posting on first page to know how to setup for a working long game.


Also turn the viewport off when WB is not working, may make the mini map fail in WB.
 
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Page 1 I think?

How come this map is not in the mod and Pit not part of the team?
Good question.
This is basically my main map for any playthrough that isn't about Duel Size for memory and speed reasons.
I either play Earth Pit or I play Duel Size - since there's hardly any reason to play anything else.
Like, why play a random huge (as an adjective, not Size) map, if I can simply mess a bit with the Earth one?
I've already made Single Civ (me and Animals, or me and Barbs) and even No City (me as a wandering Hero Unit by enabling Complete Kills, lol) versions of it, lol.
And it has Space now, so it literally covers EVERYTHING that might be needed for most types of gameplays.
Apart from being too slow later on, dammit - which is why I'm currently running an Eternity game and started wiping out everyone else (and waiting for Ex-Barb Civs to kick in, lol).
It's just so much FUN, ya know.
 
Historically United Nations Vote:

un-vollversammlung-147~_v-videowebm.jpg


The results of the vote on Ukraine at the UN General Assembly are projected on the wall at the UN General Assembly. | AP 141 states for resolution UN General Assembly condemns war against Ukraine.

Status: 03/02/2022 7:19 p.m

The UN General Assembly has condemned the Russian attack on Ukraine by a large majority.

141 states voted for a corresponding resolution and demanded the withdrawal of Russia from the country. The adopted text says the General Assembly "condemns" Russia's military operation in Ukraine, as well as Putin's order to put the nuclear power's deterrent weapons on special alert. The panel "requests that the Russian Federation immediately cease its use of force against Ukraine and refrain from any further unlawful threat or use of force against any member state." Any territorial gains by Russia at the expense of Ukraine will not be recognized, the resolution says.

https://www.tagesschau.de/ausland/un-vollversammlung-ukraine-103.html

unvote.png
 
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Thinking about a bigger UEM update so some points i need to know:

Is multimap continued currently or not? If so how long until it works? Or is a space AI in development or not? AI still not using space?

How is C2C working now, latest svn good for long games and is the AI improved or better wait some weeks to start a new long game?

How about the palace building will get +500% defense to city, so there is no way to destroy other civs early in game, will you add this to the C2C mod?

Excluding space from the map, if the AI isnt using it, will it work or create problems? From wich era will excluding space from the map cause problems?
 
Is multimap continued currently or not? If so how long until it works? Or is a space AI in development or not? AI still not using space?
Still working on it a nip here a nip there and more when the unit review will demand it complete.
The AI is probably never going to play well with the space maps as we have them for sandbox play here.

How is C2C working now, latest svn good for long games and is the AI improved or better wait some weeks to start a new long game?
We are probably going to soon release a new version. AI is improved in some spots, particularly civil growth and workers. Stability is quite good.

How about the palace building will get +500% defense to city, so there is no way to destroy other civs early in game, will you add this to the C2C mod?
Maybe as a game option could someday be implemented but I feel its a terrible idea personally since early war should be a valid strategy.

Excluding space from the map, if the AI isnt using it, will it work or create problems? From wich era will excluding space from the map cause problems?
I'll let @raxo2222 answer this.
 
Thinking about a bigger UEM update
I'm still toying with the idea of editing your map to have not 40, but 200 civs, loool.
And I mean exactly that - separate civs with predefined cities, not just Barb cities that pretend to be civs.
I already know how to do all of it - the only thing stopping me is literally the annoyance of PUTTING all those cities onto the map itself, ugh.
So, for now, it's just a "dream" that might one day come true - or not.
 
I'm still toying with the idea of editing your map to have not 40, but 200 civs
interesting idea, definitely would play it
I tried once persuade pit to make inverse earth map (change land into water and water into land) but I am too lazy to do it. So maybe someone with a lot of free time? :))
something like this
imgur.com/gallery/sxVrYEt
 
C2C is not able to handle more than 40 civs at once currently (50 civ dll or so), if the mod team can increase the civ number i will use it and make alot more civs/nations and a modern world scenario...

Is there a way to increase the civs now?
 
C2C is not able to handle more than 40 civs at once currently (50 civ dll or so), if the mod team can increase the civ number i will use it and make alot more civs/nations and a modern world scenario...

Is there a way to increase the civs now?
He figured out how to code a dll for himself that can but the team can't swear by its stability nor can we be updating multiple dlls with every change we make.
 
@Somebody613 Well where is the modmod or code for 200 civs? Can you come up with that? Then i can do some work with it...
If you can show me a program that would allow for a quick file-by-file comparison of folders, I could compile a 200-civ version and only upload the few files that changed compared to the official mod.
I definitely don't see a point of uploading the entire mod version just because of a couple changed files, lol.
Or maybe I'll just do the thing myself anyways, one day.
One definite point in advance, though: Portugal is going back next to Spain, because it's stupid to move it like you did, sorry.
And maybe some (few) civs will get moved somewhat as well, in case the new civs would be too close to them - I haven't checked on that yet.
But I do mean to literally put every existing (that is, adjusted to C2C SVN) civ onto the map, lol.
Though it probably shouldn't include the few "fantasy" civs, if I want to make it a "realistic Earth map".
Dunno, we'll see eventually.
 
If you can show me a program that would allow for a quick file-by-file comparison of folders, I could compile a 200-civ version and only upload the few files that changed compared to the official mod.
I definitely don't see a point of uploading the entire mod version just because of a couple changed files, lol.
Or maybe I'll just do the thing myself anyways, one day.
One definite point in advance, though: Portugal is going back next to Spain, because it's stupid to move it like you did, sorry.
And maybe some (few) civs will get moved somewhat as well, in case the new civs would be too close to them - I haven't checked on that yet.
But I do mean to literally put every existing (that is, adjusted to C2C SVN) civ onto the map, lol.
Though it probably shouldn't include the few "fantasy" civs, if I want to make it a "realistic Earth map".
Dunno, we'll see eventually.

If the exe and mod needs to be recompiled it should go into the mod directly for further development and work with all mod updates, no way to just replace some files in mod to make it work as modmod?

Wich files you copyed/edit or expanded? Only one .dll file?

If it is easy as this https://forums.civfanatics.com/threads/add-civs-to-dll.628294/ @Thunderbrd give me more civs, if more civs are possible there is no one forced to use them but it is possible. I say build it into the C2C mod.
 
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If the exe and mod needs to be recompiled it should go into the mod directly for further development and work with all mod updates, no way to just replace some files in mod to make it work as modmod?

Wich files you copyed/edit or expanded? Only one .dll file?
I used the Git version to literally recompile everything from scratch.
Which is why I mentioned comparing files-to-files, which is the only way for me to find out which files would become different based that change in a single source file.
This is much more complicated than merely editing a number in the "normal" files, though I really hope it can be changed eventually.
 
I used the Git version to literally recompile everything from scratch.
Which is why I mentioned comparing files-to-files, which is the only way for me to find out which files would become different based that change in a single source file.
This is much more complicated than merely editing a number in the "normal" files, though I really hope it can be changed eventually.

Should be added to C2C mod then, can you document or show what you changed and improved to check the stability?
 
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Should be added to C2C mod then, can you document or show what you changed and improved to check the stability?
I did nothing, except for changing the number of max civs from 40 (actually 50, but the last 10 are reserved for NPCs) to 100 (or 200, or any number you want).
The problem is that this number is in the SOURCE files that have to be compiled first pre-release, not in the RELEASE files themselves.
That's how it is for now, though it's a rather simple number change that I don't see much of a problem being "extracted" into the release files eventually.
And when THAT happens, we'll be able to edit this number the same way we edit any other "option number" now.
I just hope it happens sooner than later, lol.
Heck, with how the NPCs had been recently edited to be "free" from their specific number positions, I don't see what's so hard to move this from compilation to options now.
But let's wait and see.
 
@Thunderbrd Looks easy, plz compile a test version with 200 civs and i do some stability tests, may kill the contacts/relations screen maybe, we will see...

(CvDefines.h, look for #define MAX_CIV_PLAYERS and edit its value. Then recompile the DLL)

Maybe this has changed now or is working now:

embryodead jan 2013:
There's a hard limit of 62 players, not counting Barbarian player. If you put more in the DLL, the EXE crashes.

If you're just playing on random maps, that's it. However, there's another limit of 52 leaders (not players) in a WBSave (i.e. a pre-made map/scenario). Putting more than 52 leaders in a WBSave crashes the civ/leader selection screen, which is also hard-coded in the EXE. There's a workaround, however - assign the same, dummy leader to every player in WBSave, so that the selection screen doesn't crash; once the game starts, re-assign proper leaders with Python.

It is possible to add new players, split kingdoms etc. re-using player slots - Civ4 has this functionality already, i.e. for creating colonial vassals.

https://forums.civfanatics.com/threads/going-beyond-50-players.483899/#post-12115379

If the exe crashes try 62 or 61 so 11 - 12 more civs possible maybe. But maybe because of the development of the last years it works now with 100 - 200 civs.

Which file is the latest?

Latest UEM file? 5.1 first posting scroll down, read "How to install".
 
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