gunnergoz
Cat Herder
Keep at it, Gedemon, this looks really good!
I'll ask the same question as on steam: the CivUP/VEM free gold is not calculated at all or just not shown on top panel but still added to the total gold the next turn ?
Is it still LuaJIT incompatible?
That's not a bad idea. If I remember correctly the functions are well encapsulated.I suppose, it doesn't use SaveUtils IIRC.
If you're looking for idea for the community project, if we could call the DLL pathfinder from Lua may save time here![]()
Mod is still unplayably slow on lagrge maps.
Compared turn times on this map http://forums.civfanatics.com/showthread.php?t=393637
Test preset: Montezuma, King, Quick, time turns 8 to 11.
Quite sad, very little amount of mods have unquestionable sense, and this one have for sure.
Gedemon, do you use virtual machine for testing? This can speed up mod develop a lot.
can you try the attached beta version please ?
Gladly. No need in warnings.
Game spents more than 1min at the turn end during this:
ForeignTradeMain: - Searching trade route for <someone>
Probably writing normal algorythm in lua requres too much time. Than it will be better for you leave mod as "only for normal size maps".
Otherwise it's very probably requred simplification:
-only routes capital-capital; only ground or water way
-water ways are calucated once for all capitals, capital have ascess to ocean or it haven't (may be by river, as you already did); Breakable only with blocade.
-for ground ways, may be possible to use ingame automatic road capital connection? I bevieve for city states game calculates automatically, and for civilizations - use pathfind between one or two closest cityes from civ A to capital B and one or two closest cityes from civ B to capital A. Most importantly - do pathfind manually and restrict initial length and direction.
Game spents more than 1min at the turn end during this:
ForeignTradeMain: - Searching trade route for <someone>