New Version – 5.0-alpha.03

where exactly and what should I change to change the size of the map and make it huge GridWidth="180" GridHeight="94" ?
 
I'm noticing the movement commands don't carry over into the next turn like they used to. IE - click on a tile multiple moves away and it used to keep moving over the course of turns until it got there. Now it wants new commands every turn, like I had clicked on the "cancel last mission" icon, but I didn't

edit - hmm not all the time, there must be some reasoning to it
 
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I keep getting a CTD on this version around turn 60. I've uploaded a bug report from the last game but I think I might have to go back to the previous version since this is no fun. Actually had no issues in first iteration.
 
Is mausoleum of Halicarnassus maybe bugged? The 60 turns (in Marathon) of WLTKD aren't ticking down, they're stuck at 60.
 
the movement commands don't carry over into the next turn
Whenever your unit spots a hostile unit, previously hidden in the fog of war, your units stops to let you reconsider your order, in light of the new information. This also apply to scout units spotting ancient ruins (in the alpha version).


The 60 turns (in Marathon) of WLTKD aren't ticking down
It's not the Mausoleum which is a problem ; any source of WLTKD does not tick down. The issue has already been reported, and is flagged as "fixed for the next version".
 
Whenever your unit spots a hostile unit, previously hidden in the fog of war, your units stops to let you reconsider your order, in light of the new information. This also apply to scout units spotting ancient ruins (in the alpha version).
good to know, thx
 
I think the bug is related to Venice since I just started another game without them as an opposing Civ and I've gone well past the turn 60 with no issues so far.
 
Played a full game as Egypt and enjoyed it! But the game was somewhat unbearably laggy. Opening the research screen would freeze the game for about a minute before opening and overall things were very choppy. I'm used to slow turns near the end of the game, but this was slow from turn 1. I have a very powerful computer and this was never an issue for me before in many years of playing this mod. There were also many UI issues that others have mentioned. I don't know if this is a quirk of this being a modpack instead of a regular mod.

But I'm mentioning those issues to try to help bugfixing, not to complain. Thank you all for your hard work in making this wonderful mod (really, game at this point) for us to enjoy!
 
The pyramid giving a golden age is very strange, I am certain that its BNW effect is "+2 free workers, +25% improvement rate", and has nothing to do with golden ages...
Completing the pyramid don't provide the golden age as for 5.0.a02.
No point in continuing game for Egypt :D

Opening the research screen would freeze the game for about a minute before opening and overall things were very choppy.
I Second this. Never happened before on older version and pc!
 
I am not seeing any significant differences in how long turns take vs. previous versions. I'm a Linux user playing via WINE in case that is relevant.
 
I am not seeing any significant differences in how long turns take vs. previous versions. I'm a Linux user playing via WINE in case that is relevant.
I think the delay happens when opening the tech screen, but yeah time between turns seem the same as usual

Someone else already reported on Github but I'm also getting CTD (MAX_MAJOR_CIVS)
 
Tech screen is slow but if it means I dont get crash opening techscreen in later eras its a fair trade, otoh didnt take a minute on my machine.
 
Tech tree (and EUI as a whole) is supposed to be lighter in memory consumption now due to having fewer query results cached. Not that significant though since the huge tables are still being cached by other UI that we haven't rewritten.
 
Hey guys, now when floating point are implemented, there are many places where you get partial bonuses, like for example, case im looking at, is pantheon that gives 1 culture per 2 plains or grassland, but everytime you get 0.5 it is rounded down to full number, meaning, you dont see the difference in city yields screen, leading to confusion, "did i make mistake and count plains grass land wrong", when i hoover on culture, i see it increased from 1 to 1.5, but doing small investiogaton every time, gets boring after some time. But there are much more places when you get x for y, leading to decimals, so i guess, it would be now also very convenient to have 1 decimal on city yield screen.
Btw, im curions, so now we actually get a little more yelds than before? As im guessing before, everything rounded down was basically lost ?? Or that was just optics?
 
Hey guys, now when floating point are implemented, there are many places where you get partial bonuses, like for example, case im looking at, is pantheon that gives 1 culture per 2 plains or grassland, but everytime you get 0.5 it is rounded down to full number, meaning, you dont see the difference in city yields screen, leading to confusion, "did i make mistake and count plains grass land wrong", when i hoover on culture, i see it increased from 1 to 1.5, but doing small investiogaton every time, gets boring after some time. But there are much more places when you get x for y, leading to decimals, so i guess, it would be now also very convenient to have 1 decimal on city yield screen.
Btw, im curions, so now we actually get a little more yelds than before? As im guessing before, everything rounded down was basically lost ?? Or that was just optics?
It's not floating point numbers, it's just an integer multiplied by 100 to get two decimals of precision. I would guess all rounding in the UI is rounded down, decimals were omitted in some cases to decrease UI clutter.
 
Tech tree (and EUI as a whole) is supposed to be lighter in memory consumption now due to having fewer query results cached. Not that significant though since the huge tables are still being cached by other UI that we haven't rewritten.
Do you think EUI is now lighter than Vanilla UI ?
 
I'm noticing my city icons pop in and out. Honolulu for example.

1761336690978.png
 
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