stolenrays
Deity
- Joined
- Aug 2, 2009
- Messages
- 2,063
Done, Includes debug dll and the one changed C++ file. Please note, this will slow down your game.
Hmm Ill try to make the yieds for the small, smaller.Been able to play 25 turns on a standard map, with cheating: adding settlers, got rid of python because world builder is blocked by an error (did not investigate it further yet), added ADVISOR_MILITARY to all techs (not sure it's important but every building or unit should have an advisor), got rid of all text files because not friendly to other languages (blocks the interface).
What is the purpose of the BUILDING_SMALL? I built one, got two asserts failure with the debug dll due to the negative (-100) YieldModifiers then the game crashed.
That's all for today.
Many of the things such as the rivers were altered in my scenario I beleieveEmpty map looks good, except for "wide" rivers in Ukraine represented by coast tiles -- no need for that, really, makes it look like there are lake in south Ukraine.
Is there any approximate date for the release? Really want to start big PBEM to commemorate the 100th aniversary of Great War before July 28...
Everybody is welcome to join, by the way! Human games plays very different than AI...
The 1914 Scenerio is looking great. I don't know if it was my computer or what, but it took forever to end a turn (few minutes).
Thanks isenchine for the testing as it has helped immensely, changing the advisors and the ship movement does wonders and it runs so much quicker, and i believe that will help you stolenraysTested the 1914 Map/Scenario:
20,000 plots; 353 Cities; 2,667 Units: no comments!
First remark: without text tags in other languages (French for me), the interface is screwed and renders the game unplayable => text folder to garbage. I'm not asking for a translation, just English texts in language tags.
Yesterday, I started a single player game with Albert I of Belgium (who else!)... After 25 minutes, I was still not able to do a single move on Turn 0. Decided I was better off to bed.
Today, restarted the game with an idea: to play MP Hotseat with all players (except Cuba and Mexico that you made unplayable). That's how I realised one thing: the moves for ships are crazy: above 60... It takes ages for the AI to play considering how it loves to move every single unit on the map. Got rid of all the ships progressively (did I see 521 ships in Plymouth?). Game blocked when I tried to move all French submarines at once anyway. Restarted and continued with the same tactics. Managed to reach end of Turn 0 but game blocked due to an assert failure (CvGlobals line 819, about Advisors).
Restarted again but before made two important changes: lowered the moves of ships by dividing them by 10, put ADVISOR_MILITARY to all 46 Technologies. You will have to test this individually but the two together, I was able to continue to turn 7!
Tested back the single player game with Albert I: worked as well, it took me then 20 minutes to reach Turn 10.
About the Map: I think you should define the Calendar (by weeks?), the starting date (not 4000 years BC!) and then the number of turns.
A couple of minor remarks:
- The Apostolic Palace is still buildable (I guess it should go to Rome)
- I would disable the building of Palaces (useless choice on a realistic map)
- Religions are founded on Turn 6. A bit weird even if you can't convert to a religion. Either you deal with them realistically or you assign them to a dummy tech (with an Era defined and an advisor defined!)
- There's a red blob under Sidi Barrani
- Bob Dylan, not Dylon (and frankly it doesn't fit the era, just leave them without names)
- Your map is huge but not huge enough: I don't like the southern coast of Mediterranea, split like if there were islands (Benghazi cut from Tripoli, etc)
Apart from that, your scenario looks great, excellent feeling (leaders, uniforms, etc). Incredible amount of work here.
PS: yes, you still have the debug dll on (good for my testing but it does slow down the game).