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

LOL!!!
Thanks, Pit!
Your new map version made me start yet another game from scratch (of course, as Israel, lol), and this one will be FUN.
I'm finally gonna test my Eternal Prehistory idea, and on the Full World map, no less.
Here's the current save (I've built Neanderthal Culture just a couple turns ago, and I also edited the TECH file to pretty much prevent ever researching Sedentary Lifestyle or anything beyond it, and if it fails, I can just increase the values and use an autosave from a few turns prior, lol).
So, the GOAL of this playthrough is:
To conquer the entire world... as a Prehistoric Neanderthal!
Note: If you think this is impossible due to overseas civs... let's wait and see, hehehe.
I already have an IDEA about that one.
And if not - well, then NOT.
But it's waaay in the future yet.
LOL!!!
 

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LOL!!!
Thanks, Pit!
Your new map version made me start yet another game from scratch (of course, as Israel, lol), and this one will be FUN.
I'm finally gonna test my Eternal Prehistory idea, and on the Full World map, no less.
Here's the current save (I've built Neanderthal Culture just a couple turns ago, and I also edited the TECH file to pretty much prevent ever researching Sedentary Lifestyle or anything beyond it, and if it fails, I can just increase the values and use an autosave from a few turns prior, lol).
So, the GOAL of this playthrough is:
To conquer the entire world... as a Prehistoric Neanderthal!
Note: If you think this is impossible due to overseas civs... let's wait and see, hehehe.
I already have an IDEA about that one.
And if not - well, then NOT.
But it's waaay in the future yet.
LOL!!!

Cheater, game the scenario as it is without any changes, if you can survive you rock, otherwise you are a lamer. :thumbsup:
 
Cheater, game the scenario as it is without any changes, if you can survive you rock, otherwise you are a lamer. :thumbsup:
I could move Jerusalem to its more logical location next to the Dead Sea, indeed.
Still, the FUN is about something else - about beating ALL the dangers out there while playing as a Prehistorical Neanderthal.
That means:
-All the other normal civs.
-All the barbarians and neanderthals (and all the re-emerging civs as well, of course).
-All animals that could still chow on such primitive units with relative ease (and I should check to remove NPC peace, leading to even more dangerous promoted animals).
Still, it's FUN, because I'm playing on Eternity, so there aren't too many units as of yet, and it could be bearably manageable turn-wise.
 
@Pit2015 They might have chosen a better tagline than "Germany awakens" - someone really didn't pay attention in history.

Well russia has only the economy power of spain, and they still believe they won a war :), actually they lost two wars, also the cold war, germany stills here economycaly stronger (3 times the size of spain) than russia and soon also military stronger again.

Btw, the most upcomming MAF bugs are not memory shortages now, only displayed as MAFs, these are mostly normal coding bugs now, RAM usage in the mod is good now, keep improving it!

Maybe something can be done to make the display of bugs or CTD more meaningful then only a MAF message?
 
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Btw, the most upcomming MAF bugs are not memory shortages now, only displayed as MAFs, these are mostly normal coding bugs now, RAM usage in the mod is good now, keep improving it!

Maybe something can be done to make the display of bugs or CTD more meaningful then only a MAF message?
MAF means Memory Allocation Failure, so if you got message with this text before it crashed, then you ran out of RAM or VRAM, that game can use.

Normal CTDs doesn't have any messages.
 
MAF means Memory Allocation Failure, so if you got message with this text before it crashed, then you ran out of RAM or VRAM, that game can use.

Normal CTDs doesn't have any messages.

Nope, this MAF message comes up also on normal bugs, you can check it by going into WB and enable this feature of @Toffer90 or who ever did this to not be able to place stuff anywhere on map, then go into one plot and place in the plot screen something that is forbidden by this feature leave the plot screen and re'enter the plot edit screen = MAF.

It's a feature, just uncheck this option/button here and you can place anything anywhere: View attachment 628878
 
Yeah, did it again on nightmare + always raze citys, got a bit lucky but was hard, survived some turns in my new long game, looks like i am able to survive a while longer, game is so cool with "always raze citys" option now, cant get ahead of the AI now and the AI can survive long now.

uemyeah.jpg


BUG/PROBLEM:
Found a small bug, tribal village told me it gave me a stone spear unit but i got only a brute unit.

Btw are criminals spawning in cities again or not?

MAF message only comes up when there has actually been a memory allocation failure.

Yep, than it means failed to allocate the RAM correctly not you are out of RAM.
 
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Yep, than it means failed to allocate the RAM correctly not you are out of RAM.
Indeed, it is still likely to be an exe limitation, where e.g. a 1024 KB memory buffer is exceeded for light effects or something along that line. These smaller RAM buffers that can be exceeded are mostly handled by the exe as they are typically related to sound and graphics. If MAF is caused by the dll then it will most likely be a MAF where one runs out of RAM (~2.8 GB) because otherwise the exe wouldn't post a MAF message, but the game would CTD in the dll due to unexpected behavior from the bad memory handling there and would not post any message at all unless attached to VS or something.
 
BUG/PROBLEM:
Found a small bug, tribal village told me it gave me a stone spear unit but i got only a brute unit.
It is text issue, I cleaned it up on Git.

Generally goody hut era scaling was very blunt (imagine getting hunter on first turn in slower gamespeeds), so I nerfed it.
Toffer probably is going to have properly scaled goody hut rewards, so if you have something past brute or chaser, then you might get that unit instead.
 
It is text issue, I cleaned it up on Git.

Generally goody hut era scaling was very blunt (imagine getting hunter on first turn in slower gamespeeds), so I nerfed it.
Toffer probably is going to have properly scaled goody hut rewards, so if you have something past brute or chaser, then you might get that unit instead.

Last game on a older SVN there where no criminals spawning in my citys, only in tribal huts if taken, is that a bug or where are thiefs spawning now? No thiefs spawn in citys if crime is high? Was that fixed?
 
Last game on a older SVN there where no criminals spawning in my citys, only in tribal huts if taken, is that a bug or where are thiefs spawning now? No thiefs spawn in citys if crime is high? Was that fixed?
It seems like enemies sneaked them to your cities, but now no one is here to sneak them.
Also there are few buildings, that spawn criminals.
 
Last game on a older SVN there where no criminals spawning in my citys, only in tribal huts if taken, is that a bug or where are thiefs spawning now? No thiefs spawn in citys if crime is high? Was that fixed?
It seems like enemies sneaked them to your cities, but now no one is here to sneak them.
Also there are few buildings, that spawn criminals.
I'm just not understanding the syntax used in these questions and responses enough to interpret the actual questions or to infer if this is a bug report or not. In cities with high crime, barbarian criminals should emerge and sit there in those cities, plaguing them. Are you saying this is now a broken feature?
 
I'm just not understanding the syntax used in these questions and responses enough to interpret the actual questions or to infer if this is a bug report or not. In cities with high crime, barbarian criminals should emerge and sit there in those cities, plaguing them. Are you saying this is now a broken feature?
I interpreted that he either he didn't build crime spawning buildings this time, or that he wiped out AI, that were sending him criminals.
 
Btw are criminals spawning in citys again or not? .

I'm just not understanding the syntax used in these questions and responses enough to interpret the actual questions or to infer if this is a bug report or not. In cities with high crime, barbarian criminals should emerge and sit there in those cities, plaguing them. Are you saying this is now a broken feature?

Damn i am sleepy and have no time. :goodjob: Use your imagination, but your imagination was mostly correct. :thumbsup:

BUG/PROBLEM:

In my last long game on a older SVN version i never had thieves spawning in my cities, also if the crime rate was high. I dont know if that already was fixed, last 2200 turns i only saw thieves when i moved a unit into a tribal village and they spawned and attacked me. :) So may be a bug, but i am only 223 turns otw in my current long game on the latest svn.

Also i asked that before up there under the neanderthal picture. For all the sleepy guys here. :thumbsup:

Btw are criminals spawning in cities again or not? .

Edit:

If someone can check at which crime rate criminals will begin to spawn in cities, i can keep a eye on it.
 
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If someone can check at which crime rate criminals will begin to spawn in cities, i can keep a eye on it.
When it's positive, there's an increasing chance, less for each that's already there.
 
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