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Faster BTS 3.19

Discussion in 'Civ4 - Modpacks' started by Sephi, Nov 16, 2009.

  1. Sephi

    Sephi Deity

    Joined:
    Jan 25, 2009
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    This mod is just a few speedtweaks to make the game run faster. No gamechanges. I did a testgame in BTS 3.19 huge map and the turn time decreased by 7%. The mod should be save game compatible.

    How to install:
    copy the DLL into the Assets folder. make a backup of the
    CIV4GamecoreDLL.dll file first! If you play multiplayer make sure everyone uses the same dll.

    I am using these tweaks for month now in my own mod and Kael merged them into FFH a while ago so they are already playtested a lot and should be 100% bugfree
     

    Attached Files:

  2. Ninja2

    Ninja2 Great Engineer

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    Denmarkia
    Could you maybe explain a bit what you've done, and provide sources for us mergers? :)
     
  3. Sephi

    Sephi Deity

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    source is in the download. Code changes are documented (just search for Sephi)
     
  4. keldath

    keldath LivE LonG AnD PrOsPeR

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    israel
    sweet sephi,


    you should recommend this to jdog5000 to include this in his betterai.
     
  5. makke

    makke Warlord

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    Could this and CAR mod be merged?
     
  6. os79

    os79 Deity

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    Additional question:
    How is this mod different from CAR? Did you change different codes from CAR or had you done this mod without knowledge of CAR beforehand?
     
  7. Sephi

    Sephi Deity

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    It's completly unrelated to CAR and merging would be easy. Reason I uploaded it for BTS is save game compatibility which CAR doesn't have IIRC. If I ever play BTS again I probably would take the time to merge it with CAR before.
     
  8. Voltage

    Voltage Warlord

    Joined:
    Oct 4, 2006
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    This thread and car mod turn me on lol. Speed is everything! Thankyou for your work!

    I tried to merge this with RevDCM but the source codes clash.
     
  9. Yakk

    Yakk Cheftan

    Joined:
    Mar 6, 2006
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    1,288
    Please try to format the code the same.

    The original code uses tabs to indent. You used 4 spaces for each tab they use.

    Most of the optimisations limit searching for units to group with (etc) to a radius of iMaxPath*4. Does this take into account railroads?

    Actually, that is all of the optimisations. Hmm. It would be better suited by teaching the A* algorithm to stop searching after it hits a passed in max path value? Actually, another efficiency is noting that the set of plots reachable within MaxPath won't change from one iteration of the loop to another: so somehow getting that collection of plots and checking against it would massively (I mean massively) speed up these loops.

    But those are harder solutions.
     
  10. Sephi

    Sephi Deity

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    Most of the loops do a generatepath call on every plot only once at max anyway. I don't see how caching is going to help you at all here. :(
     
  11. Agent327

    Agent327 Observer

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    Hadn't noticed this before: nice one, Sephi! :goodjob:
     

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