Post Feb 1st 2013 - bugs - Single Player

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The same problem with ambushers, can you see Koshling?

In egypt again. I suggest the creation of a option in bug options where the auto hunt dont enter the borders of another civs, its possible?

Below, the save of turn.

I'll take a look at it and see if this one reproduces for me. The option you suggest is possible, but I don't really want to go there, since it wouldn't help the AI (which uses basically the same assessments for attacks generally), so we really need to find and fix the underlying cause rather than hide it.
 
If you have an illustrative end turn that is slow post the save and I'll at least run a profile on it to see if here are obvious bottlenecks to look at.

Oh, I guess that'd be all of them then.
I'll just attach my most recent save game. But I assume there's not much you can do about it. Though I'd be really happy if you did find something that wasn't working properly. :king:

I've just timed the turn times again, it's 2:30 with the minimize turn time option checked and 3:00 without it (for obvious reasons I only timed that once each). I just might have to resign that game altogether.

By the way, is there a way to scroll the score board? It's not displaying all the of the civs, there's just too many of em... :rolleyes:
 

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There is a setting in BUG for Number of Civs displayed in lower right list. Normally it's 30.

If you have More than 30 Civs active in a C2C game on a Huge or bigger Map with REV On your turn times are going to be longer. REV alone throws a Ton of calculations in for Every Civ. If you've added Barb Civ you've compounded the processing eve more. Any Option that increases the 3 of Civs in the game during gameplay will compound this.

When will players understand this mod has pushed the 32 bit Civ IV engine Way beyond it's design? It does not matter that you have an i7 with a gazillion GB of Ram and Forty crossfired vid cards, this IS the 800 lb Gorilla mod. Stop whining about 2 1/2 minute processing turns at 900AD with 30+ Civs! It's the Nature of the Beast you play with. And don't get upset with me for pointing this out. It's just the facts.

@ The Team,
This mod needs to seriously consider placing a lower dll cap on number of Civs allowed in the game. The current 50 is way too much. Realistically it should go back down to the 28 Civ limit Afforess had in AND for awhile.

JosEPh
 
The civilpedia is missing the leader entries and the entries for traits. And game crashed when I look at Civs in the Civilpedia. I'm using Ver 28
 

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There is a setting in BUG for Number of Civs displayed in lower right list. Normally it's 30.

If you have More than 30 Civs active in a C2C game on a Huge or bigger Map with REV On your turn times are going to be longer. REV alone throws a Ton of calculations in for Every Civ. If you've added Barb Civ you've compounded the processing eve more. Any Option that increases the 3 of Civs in the game during gameplay will compound this.

When will players understand this mod has pushed the 32 bit Civ IV engine Way beyond it's design? It does not matter that you have an i7 with a gazillion GB of Ram and Forty crossfired vid cards, this IS the 800 lb Gorilla mod. Stop whining about 2 1/2 minute processing turns at 900AD with 30+ Civs! It's the Nature of the Beast you play with. And don't get upset with me for pointing this out. It's just the facts.

@ The Team,
This mod needs to seriously consider placing a lower dll cap on number of Civs allowed in the game. The current 50 is way too much. Realistically it should go back down to the 28 Civ limit Afforess had in AND for awhile.

JosEPh

I support the limit to 28 civs.

Its unplayable beyond this limit.
 
There is a setting in BUG for Number of Civs displayed in lower right list. Normally it's 30.

If you have More than 30 Civs active in a C2C game on a Huge or bigger Map with REV On your turn times are going to be longer. REV alone throws a Ton of calculations in for Every Civ. If you've added Barb Civ you've compounded the processing eve more. Any Option that increases the 3 of Civs in the game during gameplay will compound this.

When will players understand this mod has pushed the 32 bit Civ IV engine Way beyond it's design? It does not matter that you have an i7 with a gazillion GB of Ram and Forty crossfired vid cards, this IS the 800 lb Gorilla mod. Stop whining about 2 1/2 minute processing turns at 900AD with 30+ Civs! It's the Nature of the Beast you play with. And don't get upset with me for pointing this out. It's just the facts.

@ The Team,
This mod needs to seriously consider placing a lower dll cap on number of Civs allowed in the game. The current 50 is way too much. Realistically it should go back down to the 28 Civ limit Afforess had in AND for awhile.

JosEPh
I'm not sure where you see me whining about the processing time, I'm well aware that this mod pushes the game to its limit, and possibly even crosses it.
I've just started that GEM game because it was already included within the mod itself and I thought it would be fun playing on a "real world" map. And it is, except for the turn times.

I was just hoping that there might be some things to be improved, as Koshling offered to profile that save game. I don't assume or even expect things to improve though (in the near future at least).

I do however have developed the strong feeling that - instead of adding new features like multi maps et al. that will possibly slow things even more down - it would be better to examine the existing feature and decide whether it's worth keeping them, both gameplay and performance wise.
However I'm not a member of the mod team (and I don't really intend to become one), so this decision is not up to me.

I also support limiting the amount of civs to 28m, which should be plenty imo.
 
The civilpedia is missing the leader entries and the entries for traits. And game crashed when I look at Civs in the Civilpedia. I'm using Ver 28

Looks like this has been fixed on the beta (SVN). I don't have access to the download version at the moment. I am assuming you did not add any of the extra civs or leaders but are using the default ones with v28.
 
Looks like this has been fixed on the beta (SVN). I don't have access to the download version at the moment. I am assuming you did not add any of the extra civs or leaders but are using the default ones with v28.

No extra civs or leaders. The entries do come up in the game itself but are not there in the main menu area.

Btw, this is a great mod. I havent played any other mod since I got started with this. Great Job everyone.
 
Oh, I guess that'd be all of them then.
I'll just attach my most recent save game. But I assume there's not much you can do about it. Though I'd be really happy if you did find something that wasn't working properly. :king:

I've just timed the turn times again, it's 2:30 with the minimize turn time option checked and 3:00 without it (for obvious reasons I only timed that once each). I just might have to resign that game altogether.

By the way, is there a way to scroll the score board? It's not displaying all the of the civs, there's just too many of em... :rolleyes:

No real stand-outs, but there are clearly things that can be improved without too much difficulty. It'll mostly be a few seconds here, a few seconds there though, so will take quite a lot to make a really substantial difference. The good news is that the AI time for all the AI units is only about 50 seconds, and that's the hardest piece to address, so the fact that the majority is elsewhere (mostly city updates of one type or another) means there is more scope to do things. I'll work on this save as I have time between AI work over the next few weeks and see what I can come up with.

Edit - found 5 seconds already ;)
 
The civilpedia is missing the leader entries and the entries for traits. And game crashed when I look at Civs in the Civilpedia. I'm using Ver 28

I still have a little work to do to get the options to reset to always show default 'option set' in the civopedia if you're not in the game yet. I'd have to have a savegame to verify and work with your situation further.
 
There is a setting in BUG for Number of Civs displayed in lower right list. Normally it's 30.

If you have More than 30 Civs active in a C2C game on a Huge or bigger Map with REV On your turn times are going to be longer. REV alone throws a Ton of calculations in for Every Civ. If you've added Barb Civ you've compounded the processing eve more. Any Option that increases the 3 of Civs in the game during gameplay will compound this.

When will players understand this mod has pushed the 32 bit Civ IV engine Way beyond it's design? It does not matter that you have an i7 with a gazillion GB of Ram and Forty crossfired vid cards, this IS the 800 lb Gorilla mod. Stop whining about 2 1/2 minute processing turns at 900AD with 30+ Civs! It's the Nature of the Beast you play with. And don't get upset with me for pointing this out. It's just the facts.

@ The Team,
This mod needs to seriously consider placing a lower dll cap on number of Civs allowed in the game. The current 50 is way too much. Realistically it should go back down to the 28 Civ limit Afforess had in AND for awhile.

JosEPh

The other option would be to multi-thread large portions of the DLL (which we can do) and get large performance gains from that. But as Koshling said, this is a piece by piece thing. In my game there has already been a 40 second reduction since before the V27 freeze (from 150 to 110 seconds per turn), so I wouldn't be too worried.
 
While I'm at it, I found something I consider to be a bug playing today. One of my cities was taken over by an AI spy, and so the city had no units in it, but it did have a Castle Gatehouse, which prevents you from attacking before destroying the AI defenses. The only issue was that the city had no guards whatsoever. I don't think that that is the way that the Castle Gatehouse should work, as you still need troops to prevent someone from coming in and taking your city, with or without a gatehouse.

So what I'm asking is if anyone would mind me changing it so that the gatehouse only gives its bonus when there is actually a unit in the city?
 
While I'm at it, I found something I consider to be a bug playing today. One of my cities was taken over by an AI spy, and so the city had no units in it, but it did have a Castle Gatehouse, which prevents you from attacking before destroying the AI defenses. The only issue was that the city had no guards whatsoever. I don't think that that is the way that the Castle Gatehouse should work, as you still need troops to prevent someone from coming in and taking your city, with or without a gatehouse.

So what I'm asking is if anyone would mind me changing it so that the gatehouse only gives its bonus when there is actually a unit in the city?

If you do that won't that render takeover by spy bribe useless without a lot more preparation (which the AI won't have unless significant further work is done to compensate)?
 
If you do that won't that render takeover by spy bribe useless without a lot more preparation (which the AI won't have unless significant further work is done to compensate)?

As it is now it is OP, as by the time you knock down the 235% city defense the AI will have so many defenders, even though the city is in the heart of your territory. At any rate the AI would have the same problem if your city has no gatehouse. The bug is with the building in general, not City bribing, although that may be problematic in other ways.
 
As it is now it is OP, as by the time you knock down the 235% city defense the AI will have so many defenders, even though the city is in the heart of your territory. At any rate the AI would have the same problem if your city has no gatehouse. The bug is with the building in general, not City bribing, although that may be problematic in other ways.

Fair point. How about if we do what you suggest but ALSO make it so that a successful bribe of a city also bribes a proportion of the units in it (say 30% chance for each unit, perhaps modified by the rev index of the city being bribed?)
 
Fair point. How about if we do what you suggest but ALSO make it so that a successful bribe of a city also bribes a proportion of the units in it (say 30% chance for each unit, perhaps modified by the rev index of the city being bribed?)

Sure. It would also behoove us to look at the cost for that to make sure it is at C2C levels.
 
I still have a little work to do to get the options to reset to always show default 'option set' in the civopedia if you're not in the game yet. I'd have to have a savegame to verify and work with your situation further.

The civilpedia entries are there in the game itself, but not in the main menu section so I cant really give you a save that shows the problem.
 
The civilpedia entries are there in the game itself, but not in the main menu section so I cant really give you a save that shows the problem.
True. It'll be tough to diagnose then. I'm still doing some tinkering there so if I see the same effect taking place on any of the give option settings (which maintain as default after you start a game with a given option set then reload the mod later) I'll attempt to resolve it. Usually if the leaders themselves aren't showing up its a bug in the trait tags somewhere so I'll be on the lookout for that too... Though usually if that happens, it stops at the last leader that did not use that tag in one of his traits so... I dunno exactly what you're experiencing there but it does differ to what I'm getting on the SVN here.
 
Sure. It would also behoove us to look at the cost for that to make sure it is at C2C levels.

I do that in my own games, increase all espionage costs tenfold. So far I think it's been working well.

Cheers
 
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