Caveman 2 Cosmos

The number of civilizations in C2C had to be reduced because things like the leaderhead art take too much memory. The amount of reported memory allocation failures was reduced after those civilizations where removed. They had been modular before as well that doesn't make a difference because the bts.exe can see these art files even if the module is turned off.
I misread the original question and response. They are already modular. I am working my way through them (slowly) updating them for the current version. I have almost done all the A's!

It is a modmod which means it is not on the SVN at all but a separate download. All art is in the download.
 
The Factory gives a 50% hammer bonus to the building of the Factory in all cities.

My 88th city is getting a 4350% bonus. That seems wrong...
 
The Factory gives a 50% hammer bonus to the building of the Factory in all cities.

My 88th city is getting a 4350% bonus. That seems wrong...
This one was experiment to replace banning of factories with speedup bonus - slavery doesn't forbid building other things anymore.
I guess @Dancing Hoskuld couldn't predict that it would go out of control like that :p
 
Sorry, maybe modular implies not in FPKs?
It can 'imply' that, but art can be called on from a module even if it is in the FPK/core art folder filepath reference.

The leaderhead art itself shouldn't be all that large. These flat 2d images can't be taking up ALL that much space, despite their size. I haven't looked at the memory they take up but I can't suspect they'd be a lot. I could be wrong.

However, a civilization often comes with very unique unit art files and THOSE can be very heavy. When everything gets loaded regardless of whether it's being used due to being in a module or not, particularly modularized loose file artwork, which is REALLY wasteful, then this sort of thing indeed could add up to making MAFs a bit more prevalent I would think.

Perhaps it's best to keep them all distinctive individual downloads rather than one super huge set of them so that you really do need to pick and choose from the unique ones you want to run with?
 
However, a civilization often comes with very unique unit art files and THOSE can be very heavy. When everything gets loaded regardless of whether it's being used due to being in a module or not, particularly modularized loose file artwork, which is REALLY wasteful, then this sort of thing indeed could add up to making MAFs a bit more prevalent I would think.
This gives me idea on how to reduce late game memory (both RAM and VRAM) footprint (won't reduce static load):
Add memory saving option, that forces all civs to use same artstyle and unit artstyle.

Here is list of civs, that are currently enabled (unit artstyle is in bracket):
Code:
ARTSTYLE_AFRICA - Ethiopia (NUBIA), Mali (MALI), Zululand (AFRICAN), Aborigines (AFRICAN)
ARTSTYLE_ANGLO_AMERICA - America (AMERICAN), England (ENGLAND)
ARTSTYLE_ARABIA - Arabia (MIDDLE_EAST)
ARTSTYLE_ASIA - China (ASIAN), Korea (KOREAN)
ARTSTYLE_CRESCENT - Assyria (BABYLON), Babylon (BABYLON), Ottoman (OTTOMAN), Persia (MIDDLE_EAST), Sumeria (BABYLON)
ARTSTYLE_EGYPT - Egypt (EGYPT), Hatti (BABYLON), Israel (MIDDLE_EAST)
ARTSTYLE_EUROPE - Celtia (CELTIC), France (FRANCE), Germany (GERMAN), Holy Rome (GERMAN), Netherlands (DUTCH), Denmark (DENMARK)
ARTSTYLE_GRECO_ROMAN - Byzantium (BYZANTIUM), Carthage (CARTHAGE), Greece (GREEK), Rome (ROME)
ARTSTYLE_INDIA - India (INDIA)
ARTSTYLE_IBERIA - Portugal (SPANISH), Spain (SPANISH), Brazil (SOUTH_AMERICA)
ARTSTYLE_JAPAN - Japan (JAPAN)
ARTSTYLE_MESO_AMERICA - Aztec (MESO_AMERICA), Maya (MESO_AMERICA), Tupi (MESO_AMERICA)
ARTSTYLE_MONGOLIA - Mongol (MONGOL)
ARTSTYLE_NATIVE_AMERICA - Native America (NATIVE_AMERICA), Iroquois (IROQUOIS)
ARTSTYLE_NEANDERTHAL - Neanderthal (VIKING)
ARTSTYLE_NORSE - Scandinavia (VIKING)
ARTSTYLE_RUSSIA - Russia (RUSSIA)
ARTSTYLE_SOUTH_AMERICA - Inca (SOUTH_AMERICA), Head Hunters (MESO_AMERICA)
ARTSTYLE_SOUTH_EAST_ASIA - Khmer (KHMER), Siam (KHMER), Polynesia (POLYNESIA), Maori (POLYNESIA)
ARTSTYLE_SOUTH_PACIFIC - Australia (AUSTRALIA)

------------------------------------------------------------------------------------------------------------------------------------------
AFRICAN - Aborigines, Zululand
AMERICAN - America
AUSTRALIA - Australia
ASIAN - China
BABYLON - Assyria, Babylon, Sumeria, Hatti
BYZANTIUM - Byzantium
CARTHAGE - Carthage
CELTIC - Celtia
DENMARK - Denmark
DUTCH - Netherlands
EGYPT - Egypt
ENGLAND - England
FRANCE - France
GERMAN - Germany, Holy Rome
GREEK - Greece
INDIA - India
IROQUOIS - Iroquois
JAPAN - Japan
KHMER - Khmer, Siam
KOREAN - Korea
MALI - Mali
MESO_AMERICA - Aztec, Maya, Tupi, Head Hunters
MIDDLE_EAST - Arabia, Persia, Israel
MONGOL - Mongol
NATIVE_AMERICA - Native America
NUBIA - Ethiopia
OTTOMAN - Ottoman
POLYNESIA - Polynesia, Maori
ROME - Rome
RUSSIA - Russia
SOUTH_AMERICA - Brazil, Inca
SPANISH - Portugal, Spain
VIKING - Neanderthal, Scandinavia
You can see, that practically one civ = one unique unit artstyle set.
I think art style defines are in civ define files.

Someone was in Atomic era on Pit's scenario (2x current Gigantic) and was getting mafs once per several turns.

Default artstyles (used with memsaving option could be Roman for Prehistoric-Classical, English for Medieval-Industrial and American for Atomic and later eras.
Or just go with England all the way.
 
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This gives me idea on how to reduce late game memory (both RAM and VRAM) footprint (won't reduce static load):
Add memory saving option, that forces all civs to use same artstyle and unit artstyle.

Here is list of civs, that are currently enabled (unit artstyle is in bracket):
Code:
ARTSTYLE_AFRICA - Ethiopia (NUBIA), Mali (MALI), Zululand (AFRICAN), Aborigines (AFRICAN)
ARTSTYLE_ANGLO_AMERICA - America (AMERICAN), England (ENGLAND)
ARTSTYLE_ARABIA - Arabia (MIDDLE_EAST)
ARTSTYLE_ASIA - China (ASIAN), Korea (KOREAN)
ARTSTYLE_CRESCENT - Assyria (BABYLON), Babylon (BABYLON), Ottoman (OTTOMAN), Persia (MIDDLE_EAST), Sumeria (BABYLON)
ARTSTYLE_EGYPT - Egypt (EGYPT), Hatti (BABYLON), Israel (MIDDLE_EAST)
ARTSTYLE_EUROPE - Celtia (CELTIC), France (FRANCE), Germany (GERMAN), Holy Rome (GERMAN), Netherlands (DUTCH), Denmark (DENMARK)
ARTSTYLE_GRECO_ROMAN - Byzantium (BYZANTIUM), Carthage (CARTHAGE), Greece (GREEK), Rome (ROME)
ARTSTYLE_INDIA - India (INDIA)
ARTSTYLE_IBERIA - Portugal (SPANISH), Spain (SPANISH), Brazil (SOUTH_AMERICA)
ARTSTYLE_JAPAN - Japan (JAPAN)
ARTSTYLE_MESO_AMERICA - Aztec (MESO_AMERICA), Maya (MESO_AMERICA), Tupi (MESO_AMERICA)
ARTSTYLE_MONGOLIA - Mongol (MONGOL)
ARTSTYLE_NATIVE_AMERICA - Native America (NATIVE_AMERICA), Iroquois (IROQUOIS)
ARTSTYLE_NEANDERTHAL - Neanderthal (VIKING)
ARTSTYLE_NORSE - Scandinavia (VIKING)
ARTSTYLE_RUSSIA - Russia (RUSSIA)
ARTSTYLE_SOUTH_AMERICA - Inca (SOUTH_AMERICA), Head Hunters (MESO_AMERICA)
ARTSTYLE_SOUTH_EAST_ASIA - Khmer (KHMER), Siam (KHMER), Polynesia (POLYNESIA), Maori (POLYNESIA)
ARTSTYLE_SOUTH_PACIFIC - Australia (AUSTRALIA)

------------------------------------------------------------------------------------------------------------------------------------------
AFRICAN - Aborigines, Zululand
AMERICAN - America
AUSTRALIA - Australia
ASIAN - China
BABYLON - Assyria, Babylon, Sumeria, Hatti
BYZANTIUM - Byzantium
CARTHAGE - Carthage
CELTIC - Celtia
DENMARK - Denmark
DUTCH - Netherlands
EGYPT - Egypt
ENGLAND - England
FRANCE - France
GERMAN - Germany, Holy Rome
GREEK - Greece
INDIA - India
IROQUOIS - Iroquois
JAPAN - Japan
KHMER - Khmer, Siam
KOREAN - Korea
MALI - Mali
MESO_AMERICA - Aztec, Maya, Tupi, Head Hunters
MIDDLE_EAST - Arabia, Persia, Israel
MONGOL - Mongol
NATIVE_AMERICA - Native America
NUBIA - Ethiopia
OTTOMAN - Ottoman
POLYNESIA - Polynesia, Maori
ROME - Rome
RUSSIA - Russia
SOUTH_AMERICA - Brazil, Inca
SPANISH - Portugal, Spain
VIKING - Neanderthal, Scandinavia
You can see, that practically one civ = one unique unit artstyle set.
I think art style defines are in civ define files.

Someone was in Atomic era on Pit's scenario (2x current Gigantic) and was getting mafs once per several turns.

Default artstyles (used with memsaving option could be Roman for Prehistoric-Classical, English for Medieval-Industrial and American for Atomic and later eras.
Or just go with England all the way.
I suspect that once the arts have been loaded the damage is mostly done and whether the game is using them or not isn't really the problem. I might make an impact in play perhaps if you are getting too much graphic diversity being loaded in the paging at once? I'm not sure.
 
I suspect that once the arts have been loaded the damage is mostly done and whether the game is using them or not isn't really the problem. I might make an impact in play perhaps if you are getting too much graphic diversity being loaded in the paging at once? I'm not sure.
So 100 units of same kind with same artstyle on map isn't much better situation than 100 units of same kind with all possible artstyles on map?
I think this would help VRAM, if units could be forced to single artstyle.
 
So 100 units of same kind with same artstyle on map isn't much better situation than 100 units of same kind with all possible artstyles on map?
I think this would help VRAM, if units could be forced to single artstyle.
I don't really know... I don't think it would be all that significant tbh. The graphic paging only allows so much to be in immediate memory onscreen anyhow. Each plot only shows one unit at a time and only the ones that are in focus on the screen or close enough to be loaded in wherever you are looking. How much would you reduce the variation expressed there when you have nearly a different unit showing in each plot in the first place?

There are panning memory leaks though so I can't be sure what kind of real underlying impact there is in the EXE.
 
I seem to have sparked a good discussion about it anyway :)

// First I could not find my own post,,,perhaps i had posted it somewhere else?. Nope. There where just a lot of replies :) //
 
@Harrier raxo put forward that idea as a potential option inside CIV4config.ini, he's not proposing outright removing them from the game.
Option for that would be inside one of XML global define files.
 
@Harrier raxo put forward that idea as a potential option inside CIV4config.ini, he's not proposing outright removing them from the game.

I realised it was an option.That is why I deleted the post just before you replied to it.
 
10920
  • Rewrote the UI code for the list of completed buildings on the left side of the city screen.
    • Better performance, faster to enter city screen.
    • Now uses the wider python tooltip for list entries.
    • Right clicking a list entry takes you to its pedia page.
    • Removed caching of lists from tabs already visited, the list glitched out when not rebuilding them every time they are to be shown on screen.
      • Less RAM use and faster list rebuilding should weigh up for this quite a bit.
The list style changed a bit: View attachment 531754
Cool, now BUG option, that minimizes production popups will be working faster - when not using vanilla BTS "minimize popups" that BUG option opens full city screen, if city runs out of things in queue.

--------------------------------------------
You can see what resources you are missing in military or other advisor (has reveal/enable tech, but doesn't import them or doesn't have building producing them), but its bit clunky and not everyone knows how to lookup that.
Is it possible to make similar list in city screen?
 
You can see what resources you are missing in military or other advisor (has reveal/enable tech, but doesn't import them or doesn't have building producing them), but its bit clunky and not everyone knows how to lookup that.
Is it possible to make similar list in city screen?
We should be careful with adding too much stuff to the city screen, it's already over the verge of saturation as it is.
Missing resources on a per city basis... I'll think about it.
 
We should be careful with adding too much stuff to the city screen, it's already over the verge of saturation as it is.
Missing resources on a per city basis... I'll think about it.
Is it possible to make new adviser screen to not overload city screen then? Or add separate tab in existing adviser screen?
Also there is no need for per city basis, just empirewide, as resource in vicinity isn't so critical for cities except for dye making buildings.
Only map resources have different tech reveal (resource usable only in vicinity) and tech enable (globally available).
 
Is it possible to make new adviser screen to not overload city screen then? Or add separate tab in existing adviser screen?
Also there is no need for per city basis, just empirewide, as resource in vicinity isn't so critical for cities except for dye making buildings.
Only map resources have different tech reveal (resource usable only in vicinity) and tech enable (globally available).
We can add as many advicor screens as we can fit in buttons for in the interface. ^^
I was thinking that left clicking the era indicator should maybe open the statisical screen (The one with graphs and greatest cities and such)

We already have an empire-vice missing resource overview, I think.
 
10922 (branch only)
  • Merge from trunk.
  • Remove TechSpecialist modifiers (never used, need to be reimplemented if they are going to be).
  • VSCode task for Install.bat.
Your commit never made it according to sourceforge.
 
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