In The Trenches

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.
 
Empty 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...
 
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.
Hmm Ill try to make the yieds for the small, smaller.

I put it in to keep small cities have no effect on the game. such as many cities in canada where the population is 300 but I need it for border purposes

Empty 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...
Many of the things such as the rivers were altered in my scenario I beleieve

July 28th is a good deadline but I am not sure what the crash is coming from, possibly it is the small biulding stated above. If either of you find some other errors it would go a long way into fixing the mod, as it is very close to being able to be released
 
-99 works, it does not crash the game. Population is quickly starved and reduced to 1, production is very slow, culture progresses normally. It is clear to me that if you put the building in the scenario with -100 the game would crash after the first turn.

By the way, Platy issued a new version of his World Builder that changes saves in WB. For example, plot culture can be saved now. Maybe it is still at an experimental stage, but it could be useful for borders in scenarios. I didn't test it much yet.

Noticed that you got rid of copper. It will give you an error message when the game will check for the feats, copper being one.
 
I took out the small buildings and you are correct it did not crash

Yet it did not work, I have the debug in, and when i ended the turn, it loaded the next turn for over an hour, never got to the next turn, yet no errors appeared. I am aware that the scenario is big but there is no way the turns are that long, I've never encountered this problem before :confused:
 
Hmm... difficult problem.

The best way (and only way) might be to start the debug from the compiler. I'm not sure how to proceed as I've only done it with my mod. Stolenrays might be more familiar with the process. Also, I'm afraid it requires C++ knowledge that I don't have.

I'll think it over, can't promise anything though.

PS: without your scenario, we can't do a thing of course.
 
Played over 500 turns on a mini-map. No wars but no problems either.

Your map is 20,000 tiles. Personally, I don't like to have end games turns too long so I avoid maps over 10,000...

About the game speed, did you try those huge amounts in the iTurnsPerIncrement before? I wonder if it can have an effect on the AI.
 
Tested the 1914 Map/Scenario:

20,000 plots; 353 Cities; 2,667 Units: no comments! :eek:

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. :sleep:

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).
 
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).

Tested the 1914 Map/Scenario:

20,000 plots; 353 Cities; 2,667 Units: no comments! :eek:

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. :sleep:

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).
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 stolenrays

I am aware of most of the small items that you listed, as I am still doing many of the small things, plus I still need to do diplomacy. I believe the 100th anniversery of ww1 is a realistic goal, as I am currently modding it now.

As for the great artists names, I havent changed it to the era yet, those were just modern names
Calander I have not done yet
I Didn't create the map, it is the best map I could find for what I wanted

As for all the ships on one plot, That is simply because I placed all the ships in one city for the sake of easiness, and will split them up eventually
This map has a lot of units because it has every ship in every navy at the time (except those who were stationed in asia or elsewhere) i plan on creating a lite version as well, that is less accurate but has less units
 
No updates here? :(

Did you do it? OP was updated July 28, downloading now. Did you post somewhere that you are done?

Yes, I found download link! Please place it in OP. And .... things look very impressive! So many ships! And a question right away: who is supposed to dig trenches, workers? Why not infantry? isenchine got it very nicely in his mod!
 
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