General A New Dawn discussion

I've got a question - is it possible to program a diplomatic option, through which vassals could be liberated during wartime?

Making possible to release vassals is something I've always thought should be introduced in the game, although with some caution and with some limits (perhaps a minimum number of vassalage turns?).
 
I'd love the ability to both release and integrate vassals. I was literally just saying as much to my flatmate.
 
Question about the Archer Bombard option from BUG/RevDCM - is it working and non-buggy? Will it cause crashes?
 
Question about the Archer Bombard option from BUG/RevDCM - is it working and non-buggy? Will it cause crashes?

It's causing issues in multiplayer, but I know someone uses it in single player without issues (I never use it myself, anyway).
 
Small and easy suggestion:
now I'm playing without espionage.
So all espionage buildings give cultural bonus in coeff 1 = 1.
It is too much overpowered when "brothel" add +25% culture, or "meeting hall" add +15% culture. It is too huge bonus for such cheap building.
I suggest to change
"NO_ESPIONAGE_CULTURE_LEVEL_MODIFIER" from 100 to something like 20.
Then brothel will add +5% cultural bonus, meeting hall - +3% and it seems not overpowered.

More logical will be change it to 0, because: why brothel adding culture? If city has 200 culture per turn, why brothel add three times more culture then theatre?
But I don't know about problems with that: may be AI will build espionage buildings anyway and it will do game too easier for human.

P.S. The reason that I don't like espionage because it is adding too much microcontrol without compensation. I like the part when you steal technology and change civics, but I think it must be only one panel when you spend you espionage scores to what you want. Without many additional actions of train spies, driving them to cities different marshroutes ( often naval transport, so you need to construct ships, load spies, unload spies, ufff) , waiting 5 turns etc. It is microcontrol without real affecting of gameplay so it is redundant. I'am dreaming of creating mod with that changes.
 
I saw NUM_CITY_PIPELINE_THREADS is set to 4 like it is in C2C, this is to much for this mod because C2C is much more bloated. Try it with 1 or maybe 2 this reduces the overhead and so the turn times a little bit.
 
I saw NUM_CITY_PIPELINE_THREADS is set to 4 like it is in C2C, this is to much for this mod because C2C is much more bloated. Try it with 1 or maybe 2 this reduces the overhead and so the turn times a little bit.

Is there any documentation on how the city pipeline threads work, exactly?
 
Is there any documentation on how the city pipeline threads work, exactly?

Would have to research the C2C threads where koshling introduced the multi-threading capabilities. And then the SVN where he added them in.

JosEPh
 
From what I read (granted I am no Afforess or Koshling but I have a very basic understanding of the computer programming) I think we are fine because it has more to do with threads of processes. I think 4 is fine as is.
However, I'll let Afforess give the final answer. I was just guessing and might be wrong :p.
 
I have no idea how many threads are required. It would require manual testing. What might be fun is to code the thread pipeline to "learn" how many threads it needs instead of manual testing. Maybe start 1 with, run a turn. Add 1 more thread, run a turn, see if it was faster or slower. Rinse, repeat.
 
I have no idea how many threads are required. It would require manual testing. What might be fun is to code the thread pipeline to "learn" how many threads it needs instead of manual testing. Maybe start 1 with, run a turn. Add 1 more thread, run a turn, see if it was faster or slower. Rinse, repeat.

Enjoy :D.
 
I saw NUM_CITY_PIPELINE_THREADS is set to 4 like it is in C2C, this is to much for this mod because C2C is much more bloated. Try it with 1 or maybe 2 this reduces the overhead and so the turn times a little bit.

Following up on this. Revision 771 switched the thread count to be dynamic, based on the number of cores available on the system and number of cities the player had. The thread count is locked at 1 when in multiplayer, to help prevent OOS issues.

Code:
CvPipeline*     CvPlayer::createCityTurnPipeline()
{
        SYSTEM_INFO sysinfo;
        GetSystemInfo(&sysinfo);
        DWORD numCPU = sysinfo.dwNumberOfProcessors;
        int iMaxThreads = std::max(1, ((int)numCPU / 2));
        int iThreads = (GC.getGameINLINE().isGameMultiPlayer() ? 1 : std::min(iMaxThreads, std::max(1, 1 + getNumCities() / 8)));

        CvPipeline*                     pResult = new CvPipeline(iThreads);
...
...
}
 
Following up on this. Revision 771 switched the thread count to be dynamic, based on the number of cores available on the system and number of cities the player had. The thread count is locked at 1 when in multiplayer, to help prevent OOS issues.

Code:
CvPipeline*     CvPlayer::createCityTurnPipeline()
{
        SYSTEM_INFO sysinfo;
        GetSystemInfo(&sysinfo);
        DWORD numCPU = sysinfo.dwNumberOfProcessors;
        int iMaxThreads = std::max(1, ((int)numCPU / 2));
        int iThreads = (GC.getGameINLINE().isGameMultiPlayer() ? 1 : std::min(iMaxThreads, std::max(1, 1 + getNumCities() / 8)));

        CvPipeline*                     pResult = new CvPipeline(iThreads);
...
...
}

OK thats even better:goodjob:
 
I think this was quite amusing.

I sometimes come across an AI who has a siege weapon like a catapult sitting alone attacking a barbarian city for ages on end, serving only to promote the defending unit via battlefield promotions and neither unit killing the other, but it's not often I see two siege weapons trying to kill each other :lol:

They've sat there for the past three or four turns taking shots at each other, and other military units just wandering their way around them letting the two do their thing. A stalemate of epic proportions!

(Also amusing was a few turns earlier I paid Lincoln to declare war on Cyrus, despite Cyrus having three times as many cities and being slightly more powerful. Lincoln accepted for the price of just Liberalism tech, and later vassalized to Nerfetiti who declared on Cyrus as a result)
 

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I sometimes come across an AI who has a siege weapon like a catapult sitting alone attacking a barbarian city for ages on end, serving only to promote the defending unit via battlefield promotions and neither unit killing the other, but it's not often I see two siege weapons trying to kill each other :lol:

May be I don't understand...But I always doing so. It is a simple hack - right after you get siege war build 10 catapults, go to the nearest barbcity and get as much free experience as you can. Do not kill barbarians if you can, it is source of experience! They can get 20 experience each or even more sometimes => 4-5 promotions. Also it is tons of scores for field generals. Also it many scores for great generals => more field generals. It is like the training before the real wars, it is necessary to not suffer losses in wars with civs.
 
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