CAR Mod

Looks interesting, It would speed up the game a lot in the lategame. I wonder if it would be possible to do with python AI coding like Turin's mod.
 
Oh god, please port this to FfH and FF. It would make my 20+ civ games actually feasible after turn 500 :D
 
Oh god, please port this to FfH and FF. It would make my 20+ civ games actually feasible after turn 500 :D

Well, I know a similar thread was started in the FF forums, so I would guess that they're at least thinking about it.

Don't know what Kael thinks yet about including this in the main mod.
 
Marathon, plus it's quite easy to have 20+ civs left when you start with 25-30 lol.
 
It would be much better to include this in the base mod than in any further 'mod-mods' for the same reason as AI improvements. With things that are straight improvements to the game (rather than changes to the game rules), compatibility is pretty important.

That said, I don't think 15% is anything worth getting too excited about. If it's taking a minute between turns in your games, it's still going to take 51 seconds with CAR if the figure is accurate. Nice, but it won't make the unplayable playable.
 
Yeah, 15% isnt enough that most humans will notice. And thats assuming the 15% translates to FfH, which is unlikely. FfH is 50% Civ4 latency and 50% FfH latency. If their changes improve the Civ4 latency 15% that only nets us a 7.5% speed increase.

Still Sephi has already incorporated this into wild mana, and Im working on incorporating wild mana into FfH so it will probably be added to the main mod then.
 
On behalf of those of us nursing along old systems, for whom any speed gain is golden, I say "yay" and further "thank you".
 
Still Sephi has already incorporated this into wild mana, and Im working on incorporating wild mana into FfH so it will probably be added to the main mod then.

I haven't played Wild Mana but took a look at the thread. Some interesting stuff in there. Will the merge with the main mod include adding Force and Creation mana?
 
I haven't played Wild Mana but took a look at the thread. Some interesting stuff in there. Will the merge with the main mod include adding Force and Creation mana?

No. I intend to incorporate all Sephi's internals (ai improvements etc) but no gameplay changes.
 
I would hope that you would include Wild Mana, Extra Mana, and the Mana guardians. Those make the game more interesting and fun.
 
I did merge the CAR mod and it definetly does not reduce turn times by 15% (unless everyone plays huge maps these days and does an ai Autoplay for 400 turns before playing). Even if the average speed gain is much lower than 15% it is still a very nice mod.
 
The general idea of what he did is the important bit for FfH. Caching large decisions. Like a test on a unit to see what spells they can cast, that can cache to save a hefty loop (but that is a hard one to de-cache at all proper times).

Mostly what I think would help FfH for speed (but don't currently have time to write) is to identify our high-cost loops (like in ::setXY or ::canMove) and place a boolean on the object to indicate if the loop really NEEDS to run. Like 90% of promotion data loads onto the unit, but the other 10% can increment(decrement) m_iNeedPromotionParsing when gained(lost) so we avoid a loop over every promotion and check if the unit has them and if they do something which wasn't loaded to CvUnit.
 
If someone finds a way to cache the pathfinding, that would be awesome. The CAR mod caches the plotdanger function, which is the little brother of the pathfinding.
 
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