I'm having very slow turn loads followed by a repetitive crash in the end of the industrial era.(whenever i restart the same thing happens)
Is there a way to fix this?
I have no idea what's causing it, and I'm not seeing those crashes in my own games. It's possible that something in this last patch screwed it up; I haven't played a full game since the patch, because I've been too busy working on the SDI fix.
A crash at the end of the Industrial Era could be a number of things. That's when the four new national wonders are unlocked, it's when the GP improvements get boosted, and most importantly, the start of the Nuclear is where you gain the ability to plant forests and jungles. We've known for a while now that the terraforming options, since they require deleting an improvement, are prone to crash issues (and that's not my mod, you get that when replacing a trading post with a mine or something), but it might depend on your machine's stats.
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And on that note, I want to mention the SDI change. I've got two basic options I'm considering. In both cases, the calculated chance of interception is modified by nuke type: Atomic Bombs multiply by 1.5, Nuclear Missiles by 1.0, Planet Busters by 0.5, and Subspace Generators by 0. Since there's no way to tell who the intended target of a nuke is, I'm calculating the percentages for each major (non-city-state) civ at war with the launching civ, and modifying their average in one of the following ways:
A> STRAIGHT AVERAGE
Manhattan Project adds 20%, SDI adds 40%, ODPs add 4%x10, total 100%.
I'd simply take the average of the enemy civs' values, dividing the total value by N.
PRO: Easy to calculate. Absolute caps (PBs would never have more than a 50% chance of failure, pre-SDI civs would never go above 30% chance vs Atomic Bombs). Noticeable effect with even partial defenses in a 1-on-1 war.
CON: Abuseable; if I'm at war with you and want to nuke you, I simply declare war on a civ that I know has no nuke defenses, and it reduces your chances of defending yourself by half.
B> DIMINISHING AVERAGE
Manhattan Project adds 10%, SDI 30%, ODPs add 2%x10, total 60%. Same type multipliers as before. (ODPs also reduce the damage dealt by orbital beam weapons by 5%, so don't think that this'd make them too weak to build.)
The difference is, instead of dividing the sum by N, I instead multiply it by (N+1)/(2*N).
That is, if you're at war with 1 civ, the total is multiplied by 1.0. Against two civs, it's times 0.75, meaning 1.5 times the average. Three civs is 2.0 times their average, four is 2.5 times the average, and so on.
So while a single civ with MP and SDI would have a 40% chance of intercepting, if you're at war with four civs that all have that, you'd hit 100% for Nuclear Missiles.
PRO: It's a lot harder to weaken a civ's nuke defenses by declaring war on someone else this way.
CON: There are no absolute caps any more. If you're at war with 9 civs at once (which'd be stupid, but work with me), and they've all built the Manhattan Project, you'd see a 50% interception rate for Nuclear Missiles and 75% for Atomic Bombs. And it'd be possible to reach a 100% interception rate against Planet Busters if at least four civs are involved, despite their 0.5 multiplier. Conversely, attacking a single civ at a time would give you a fairly good chance of getting nukes through, because that one civ's defenses would be too weak by itself.
The logic is that while you'd pool your defenses, each civ would defend its own territory first and foremost, so only a fraction of the benefit from SDI and ODPs and such would apply to your allies. This'd really penalize civs that declare wars on several civs at once (i.e., players), and give you motivation to make peace with those remnant civs that are no longer a threat.
C> LIKE B, BUT WITH CAPS
It wouldn't be hard to modify B to include a few hard-set caps, like saying that Planet Busters can never have more than a 50% chance of being intercepted no matter how stacked the defenses are. (75% for Nuclear Missiles, 90% for Atomic Bombs?) This'd also allow for some minimum caps as well, where a 1-on-1 war sees a boost to both sides (say, +10% for the Manhattan Project and +10% for SDI?)
As you can guess from the way I phrased this, B is what I have in there now (or it will be, once I set the values back to their non-debug versions; right now, SDI has a 90% interception rate and a cost of 5 hammers, and unlocks at Agriculture...). Obviously, the balance on it's a bit flaky. The bigger problem is simply one of UI; I'm trying to code up some way for the game to tell you when a nuke is intercepted, and I'm also trying to figure out a good way to express this system in the Civilopedia and/or help texts. If you thought explaining the spaceship/Breakout was difficult, this is going to be nuts.
But it does the essentials: weapons get intercepted without dealing damage, and that's the important part. The math is just me fine-tuning the system to have the sort of balance I'd like.
Thoughts?