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

I don't like the way you worded that. What's the biggest issue to be wary of?
Nah, I meant that it's comparably insignificant in the grand mod scheme, lol.
Okay, you'll be having kangaroos in Africa - big deal.
Having Buddhist Incas fight Aboriginals with nukes for the ownership of Madagascar - now, THAT is a big deal AU, mwahahaha.
Yet it's MILD in comparison to what MAY happen on this map under some funky conditions, lol.
I LOVE THIS MOD!!!
 
Latest SVN breaks the Latitude mod. Can I play this map without it?

@raxo2222 drunk to much again and did not update the latitude mod for the latest SVN now. You have to go to SVN version 11552 then the latitude mod should work:

"- If you want to play with the SVN, Latitude Mod and UEM latest version, use the Revision 11552. For now, Latitude doesn't work with later revisions."

Works fine with steam version.
 
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I keep getting this error when trying to load the latest version of the mod. Any help would be great!
 
What is the most recent one? This is the one I'm trying to load.

View attachment 698434

That is the latest UEM version of the scenario/map, you have to install C2C + svn to have the latest C2C version.

On first page here is a installation instruction for UEM 5.8, how to install C2C + svn ask the mod team.
 
That worked, the original issue I was having with SVN was the latitude mod was out of date but found one that was updated.
 
Here is my latest save with King Solomon as leader. Getting a lot of Memory Allocation Failures now and I don't think I will make it into Space, But I finally took the lead away from Shaka Zulu!!! Getting an MAF about every 3rd or 4th turn now but still going!!
 

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Here is my latest save with King Solomon as leader. Getting a lot of Memory Allocation Failures now and I don't think I will make it into Space, But I finally took the lead away from Shaka Zulu!!!

When do you get the MAF's? By moving around the map or by ending a turn?
 
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Mod team has to change some variables to "long" or another mod bug that cause a memory hole. @Toffer90 can maybe look into your savegame and track it down.
 
Mod team has to change some variables to "long" or another mod bug that cause a memory hole. @Toffer90 can maybe look into your savegame and track it down.
This is a very OLD problem that I totally don't understand why it wasn't already fixed.
Quite a few variables are limited at 2bil, which at this mod's scale can easily become a problem (the game time table is endless, and it's easy to accumulate way higher numbers of stuff).
Why not turn ALL variables into Double, I really don't understand?
Also, I really doubt it'd take so much more memory, since there's only a handful of variables I'm talking about - all the civ-global ones, for example.
But, heck, even if every city's variable's are set to Double, that'd still make almost no difference for memory consumption, and I DON'T propose that for units.
So, really, this is one weird lingering lazy stuff, MODS.
 
@Somebody613 Floating point numbers have some very nasty properties that you want to avoid if you can. One of the worst is that you cannot just test two FPN for equality, because they could have been rounded slightly differently, so you need to check the difference between these numbers if it is below a certain threshold.

In short, if a value takes only discrete values you want to use an integer type at almost all costs. Even with money, you usually want to use integer types, using the smaller denomination (cents) as the unit. That's why you still need large integer types, although the floating point types would nominally give you a greater range.
 
@Somebody613 Floating point numbers have some very nasty properties that you want to avoid if you can. One of the worst is that you cannot just test two FPN for equality, because they could have been rounded slightly differently, so you need to check the difference between these numbers if it is below a certain threshold.

In short, if a value takes only discrete values you want to use an integer type at almost all costs. Even with money, you usually want to use integer types, using the smaller denomination (cents) as the unit. That's why you still need large integer types, although the floating point types would nominally give you a greater range.
I meant that 4-byte (32-bit) is 4*10^9, but 8-byte (64-bit) is 1*10^19, and still integer.
And it's easy to use them even in a fully 32-bit system (not sure whether this even applies here) by splitting the number into 2 of 4-bytes.
I mean, this is definitely what used to be the case for Total Civ Culture quite a while ago - it was showing TWO separate numbers as the total sum.
Technically, this is literally Gold/Silver/Copper Coins being used in a typical RPG, lol.
In fact, we COULD be using precisely that imagery here as well (just named differently) - and this allows for THREE separate (combined) variables, lol.
Heck, if we go creative, we can even include "coin quality" as a civic parameter (richer "Silver" civs get higher taxes than poorer "Copper" civs, for example).
Sure, would require some meddling, but would both solve the stupid variable-based money limitation AND add a funky new mechanic to the mod.
 
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Hi, is there a smaller version of this map, only Europe and Asia or with Africa but without Americas? This map is great but turns are getting to slow in classical era. Maybe smaller map would be more faster for me.
 
Hi, is there a smaller version of this map, only Europe and Asia or with Africa but without Americas? This map is great but turns are getting to slow in classical era. Maybe smaller map would be more faster for me.
You can always play a Random Duel Map from the menu.
See my recent thread - I'm playing precisely on such a map, and my turn times are like 5 seconds with 40 (now less) civs and even Barbarians, lol.
 
Mega Update request!!!
We have Real Space Multi-Maps now!!!
So, @Pit2015, please, UPDATE your Earth map to be WITHOUT Space (now redundant, loool)!!!
YESSS!!!
 
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