I'm back!

New V9:
http://www.mediafire.com/?aqazm0ln3ybud0h
102 Fixed some incorrect unit icons and text strings.
103 Applied FiresForever's latest updates to the pages mods(slight art change on the policy buttons for one)
104 Fixed Plantation Bug(Thanks TanisX)
105 Fixed Ranch
106 Lowered Gold Across the board starting mainly around medieval and onward. This is just an initial step in the gold balancing direction.
107 Policies that lower unhappiness per pop have been generally lowered and balanced.
108 General tweaks here and there to various buildings and policies.
As of February 15
FiresForever, I assume this was a mistake when you updated it, but I noticed that you changed the Religious Ideologies button to the one that has the actual religion symbols on it. Can you change it back? Looks better with the Cross/Crescent/etc tied to the actual religion page.
What i have come to for the CTD answer is that huge maps =CTD's. Even large can do it. Im now playing on a standard(not happy about either) but so far so good. Im about 500 turns in and no issues whatsoever, other than that you meet the AI very quickly and wars happen.
Ive started setting my laptop on a box fan I have and it drops the temp of my laptop almost 15F. It now runs in the 118 area instead of 140. Im really thinking that on the bigger maps, something makes your laptop or desktop run so hot, that it CTD's out. It doesnt happen every time, but as I watch my heat, the higher it goes, the more I crash. Keeping it cooler has virtually eliminated the ctds, except for the mouse glitch that still exists. I wonder what it is that causes it to run so hot. Is the game really that much of a monster? You would also think that as the game goes on it would get hotter, yet the heat is almost at the 140f right from the start. I wonder if its something in the coding? Hopefully the answer comes out soon. My advice to everyone is not to hit the huge maps and if you do, get used to ctd's. Even on large I had issues, so thats why im on standard and at least(for now) its stable. I dont see how maps could be made bigger and people could play on them.
All strategy games such as Civilization are monsters of this sort. The CPU takes a beating from all the calculating required, especially when it comes to the AI.
Personally for me, the crash problems with Civ 5 are about par for the course, though really less for me since my rig is pretty good right now. What I see from you guys is everything I have seen in the past with various other strategy games though.
I don't like how Civ 5 reaches it's peak for it's mapsize though. CtP maps were literally 2-3 times bigger. That game had it's own crash problems, but it could handle much larger maps.
size = large, keep playing on same map size so all tests have same basic parameters (sort of). Concur on std size, but it just ain't no fun for me at that scale to be honest.
I feel for you, though I have generally adapted I guess. Of course, I mod the game more than I play it...
The more i get down to modding in the space component the more i am convinced that the only way we will be able to play huge maps with mods is if firaxis release a 64bit version of civ 5, allowing us to go out and buy 8gb+ of ram to solve the out of ram ctd problems. I just hope that the developers feel that there is enough interest/money still to warrant such an investment.
On that note i was also hoping to have a few screen shots of the space component by now but i got kind of sidetracked a little actually playing the game
It could be that simple(complicated

), but yeah I doubt they will go through the effort unless it happens with an expansion.
Honestly though, everything as of 2-3 years ago should be coded in 64, damn lazy bums...
I hear though that Civ 5 only uses 2gb max anyway before it kicks the bucket, which seems to hold with my experiences. When I start it up, it is using about 1gb, and maybe 1.5 by the time I get well into the game. Higher if I haven't restarted the client in awhile.
Hey D
I finally managed to complete a playthrough all the way to the end. Tiny Map, only one AI, 8 CS, Prince, Normal Speed. I ended up with England against India. I expanded very aggressively in the early game while India didn't. I managed to surround them and blocked their expansion. I ended up with 32 cities against their 8. This game should have ended in the Medieval Era but I played it through to see all the new unit icons and art.
Everything just looked awesome. Just when I thought the Gauss Tank was the coolest thing ever to be in Civ the Fusion Tank came around. All the Future Era units were just great.
I just hope we get some fusion tank unit art at some point. Loved the look of that thing.
MY final stats were as follows: Turn 365 (1945), 2.2 million GPT, 4907 Happiness, 94000 Beakers, 2.1 Billion Pop.
2.2mil GPT, ouch. lol Yeah that is going to have to come down(and hopefully does with this patch). How many cities?
Now for a few bugs:
- The Industrial Warehouse Popup (mouseover) shows +15% at the bottom, but it doesn't say what it is.
- At some point the Choose Production button stopped responding. I had to manually find which cities had an empty build cue. At the end of turn a random city build cue would pop up. This was intermittent and I have no clue what caused it.
- It doesn't look like you can have more that 20 million gold in the bank. Every time I would reach that amount (quite often at 2.2 mil per turn) My science indicator would show "No Science" saying I was running a 20 million deficit. On the next turn my bank would be empty and I would get one unit disbanded. Weird.
Probably food on the Warehouse. I wonder if it is cutting off because there are too many lines on the box. I will look into it.
I saw the production button bug once. I have a feeling it comes from a behind-the-scenes aggregated production value that is through the roof, and hence broken.
There is a lot of slack in the system... Once I get everything tied down I should be able to squeeze it down to are more streamlined, linear system that stays out of the millions. That is a ways away though.
If you manage to play a full game with the latest build, I would be interested to see the GPT again. Overall, the gold drop by Diamond might be as much as 40-60%. Still in problem territory, but should be better.
I was also wondering if you considered setting a cap on the number of air units a Civ can have? This wasn't a problem in this game but in another one I found the AI gets to produce an insane amount of air units. Literally all wars become air conflicts where fighters and bombers duke it out and annihilate everything else. This might be realistic enough but still a cap would be nice. The player can also abuse this by buying 20+ bombers per city per turn and completely destroying an enemy Civ the next.
I tried looking into this once but couldn't quite get it. I am looking to cap air units at 10 per tile, which should effectively limit the gold=bombers=win conversion. I am pretty sure it is possible in xml, or maybe lua worst case, so I will try and get to this at some point.
In the meantime I had the air units being a little overly expensive. It could increase more if needed.
All in all this Mod is getting awesome. Keep up the good work!
Thanks.
