Dancing Hoskuld
Deity
That did it! Good work!
There is only one remaining on the Arc de Triomphe, which is in Dancing Hoskuld's folder. DH, can you be so kind as to correct the text?
Done. That was one of those that had never had game text.
That did it! Good work!
There is only one remaining on the Arc de Triomphe, which is in Dancing Hoskuld's folder. DH, can you be so kind as to correct the text?
That did it! Good work!![]()
Seriously these random crashes are so annoying. I thought they were fixed.![]()
Does this stuff work or is it just eye candy, right now i am over 12 techs behind the AI?
Heck he's at Archery, and i haven't even made it to Barter yet? They are back to bee-lining for the religious techs again?
I have no idea about diffusion. Do you know what the setting are supposed to do exactly? (I just understand the general concept that techs can be learnt by diffusion, not what governs when)
TechDiffusion Description
The goal:
With this component, civs who fall behind in tech but have lots of friends will receive some free research.
How it works:
When a civ falls behind by several techs, they qualify for tech "welfare." Each turn that they are significantly behind, they will receive some free beakers towards techs they can research. The amount of free beakers depends on how many civs they know who already have the tech and what there relationships are, although the rate for powerful military techs is lowered since civs try harder to keep them secret. If a civ is behind by a handful of techs, they will get fractions of a percent of the research per turn. If they are behind by a dozen or more, the rate increases.
The diffusion of tech is capped so that civs don't receive techs for free but have to do the final research push themselves. The cap is low in the early eras, and moves up as the eras go on. If a civ is very far behind, the cap is ignored to try and keep them somewhat in the game.
[svn]
Getting non-repeatable WfoC freeze (not after latest dll, had same thing when used old r824 dll before last critical fix in r853).
It happens every 10-15 turns (in renaissance and industrial era) while eating CPU constantly like there is infinite loop somewhere.
Though i use "New random seed on reload" option which might cause wfoc freeze to not repeat at same point.
Freeze starts always in the middle of AI activity (some AI movements always proceed before freeze).
Savefile attached if needed.
I once waited for 10 mins and gave up (wondering if it would pass through at 11th minThis **MIGHT** be a consequence of animals that spawned in your game with the wriong AI type prior to DH's fix. I know for a fact that in your previous save game it caused 'unit stuck in loop' asserts, though the code gives up and just sleeps the unit after trying a few times, so althoug that would cause a performance issue I don't think it would hang totally.
I agree, unfortunately it can't be disabled in midgame. However that wfoc freeze will reoccur after some turns.I'll give your save game a go, but the fact that you use new rand seed on load means that your games tend not to reproduce prioblems very reliably. I STRONGLY discourage this setting for games that will be played with SVN updates, and therefore are likely to be needed in problem diagnosis.
I once waited for 10 mins and gave up.
I agree, unfortunately it can't be disabled in midgame. However that wfoc freeze will reoccur after some turns.
<Define>
<DefineName>DISABLE_RAND_SEED_ON_LOAD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
See edit above
I could run it with disabled new rand seed to save your time![]()
So did I. You're STILL getting them with last night's DLL (Monday's)?
Yeah.![]()
Minor text glitch in city screen while hovering remove button, same for all type of specialists:
Yeah.![]()