Old World update #99

The_J

Say No 2 Net Validations
Administrator
Supporter
Joined
Oct 22, 2008
Messages
38,138
Location
DE/NL/FR
New patch: https://mohawkgames.com/2022/10/19/old-world-update-99/

Highlighted Changes:

Design
  • Coin Debasement now costs Money for Upkeep and Monetary Reform costs Civics
  • Tribes are now at Peace with each other by default (instead of Truce
  • Free technologies are selected from a wider pool
  • Projects that become invalid can no longer be rushed (i.e. when a Scholar governor leaves a city)
  • Improvements that give Legitimacy now give Orders in No Characters mode

Programming
  • AI improvements to retreat behavior
  • Turn time performance optimizations
  • Reduced memory usage
  • Better error handling for platform managers when loading game

UI
  • Major rework of French translation
  • Theology unlocks now shown on tech tree
  • Improved error message when failing to start a Play by Cloud game
  • New Map button now hidden on premade maps
  • Changed Hall of Fame to display achievements consistently with platforms
  • Improvements to queued action UI
  • Eligible agents now shown in filtered character list even if agent assignment is not yet unlocked

Bug Fixes
  • Events now correctly grant bonuses and penalties when at maximum strengths or weaknesses
  • Various minor text and event fixes
  • Fixed Control All Holy Cities ambition
  • Fixed minimap terrain rendering offset issue
  • Possible fix for network games occasionally disappearing from the list
  • Fixed family border icons changing during the game
  • Fixed out of date family class descriptions
  • Fixed issue preventing multiple restarts of modded games
  • Updated achievement descriptions and fixed spelling errors
  • Fixed 10 leaders achievement
  • Fixed Persian cavalry landing spots in Heroes of the Aegean scenario 1
  • Fixed progress blocker in Heroes of the Aegean scenario 1
  • Fixed disband button never showing as disabled
  • Fixed minimized decisions persisting after undo
  • Fixed tribe site list links not moving camera
  • Fixed “100” text appearing on unit action buttons
  • Fixed Learn to Play 4 Victory event not appearing immediately
  • Fixed issues allowing Learn to Play goals to be bypassed
  • Fixed improvement team color not updating upon city captured
  • Fixed units occluding tribal site spawn time
  • Fixed hang when attempting to start a cloud game without being connected to an online platform
  • Fixed bug that disabled religions were still showing in the relationship tab.
  • Fixed clicks on links on locked tooltips not working
  • Fixed missing icons on loading screens
  • Fixed several null reference errors
  • Fixed doubled % in victory point helptext
  • Points to Win setting resets to default when switching to sim setup
  • AI bug fixes
  • Fixed the capitalization and double subject appearance in trait gain bonuses helptexts
  • Mission cost now consistently discounted from Pleased opinion
  • Fixed marriage candidates being offered who were already married
  • Fixed Game of the Week difficulty not being randomized
  • Removing a trait that grants a title also removes the title
  • Notification popups auto-focus again which allows using the keyboard to dismiss them
  • Fixed some cases of clicks on recommended improvements selecting units instead
  • Fixed missing available promotion icon
  • Fixed missing State Religion Cities law effects
 

Quintillus

Archiving Civ3 Content
Moderator
Supporter
Joined
Mar 17, 2007
Messages
7,623
Location
Ohio
I see at least one of those - fixing the lack of randomness in Game of the Week difficulty - was reported in a thread here.

I'm curious how much the memory usage has decreased. It probably varies somewhat depending on the map size and so forth. I finally got around to putting 32 GB of memory in my system so I can play the largest maps - maybe it will turn out to be unnecessary after all!
 

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,445
I'm curious how much the memory usage has decreased. It probably varies somewhat depending on the map size and so forth. I finally got around to putting 32 GB of memory in my system so I can play the largest maps - maybe it will turn out to be unnecessary after all!
As an experiment (internally), I changed the tile list from a short to an int and then created different ludicrous map sizes. I can run a map of size 50,000 tiles for a couple hundred turns no problem now. My system's RAM used to heave with late game huge size maps (8,100 tiles).

But like you say, memory mileage will vary from system to system.

Note: over 50,000 tiles and the random map generator has problems. But, I was spinning up maps of 250,000 tiles, with issues but still able to generate.
 

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,445
Oh wow, that sounds like a major optimization then. Nice work! :goodjob:
Blame our graphics system guy for any improvement you may encounter (real or perceived). He's pretty awesome. ;)
 

Evolena

Chieftain
Joined
Dec 31, 2016
Messages
31
I see at least one of those - fixing the lack of randomness in Game of the Week difficulty - was reported in a thread here.
I usually use the ingame "Submit bug" button (quite regularly, and I often see little lines in the patch notes related to my reports - one or two more in this one -, so that encourages me to continue), and I would have done so if a somewhat related topic had not occured here.
 

Forster

Prince
Joined
Dec 24, 2005
Messages
534
Location
Columbus, GA
I see at least one of those - fixing the lack of randomness in Game of the Week difficulty - was reported in a thread here.

I'm curious how much the memory usage has decreased. It probably varies somewhat depending on the map size and so forth. I finally got around to putting 32 GB of memory in my system so I can play the largest maps - maybe it will turn out to be unnecessary after all!
Nah, I'm sure there are other games/programs that will run better on the expanded memory. :thumbsup:
 
Top Bottom