Be careful with this if the drive is an SSD.Make sure to defrag the drive now and then.
Be careful with this if the drive is an SSD.Make sure to defrag the drive now and then.
That shouldn't happen. When was "last time you played"?
Well over a year ago, around the time the original v.38 released. That said, my current game is a week old clean install, so I don't think the issue pointed out by Toffer is a factor.There's currently no way around this one time userSetting-reset-point found at revision 10722.
@Unmei : save your UserSettings (folder in Caveman2Cosmos root folder) from before the update, and copy it back in afterwards.
I have the full repository stored in one folder which I keep updated, then use 'Export versioned items' to make a (new) copy in the C2C folder whenever I think the SVN has had enough significant updates to warrant it. I figured if I don't export a clean folder, I'd potentially end up with out-of-date files that can negatively affect the mod.You shouldn't need to do that except in rare circumstances. Simply updating should be sufficient
I was actually about to mention that. While I appreciate the advice, in my case that would do more harm than goodBe careful with this if the drive is an SSD.
Yeah I think that's terrible advice imo but we've had a lot of internal team disagreements on that.Although to be fair, the install instructions on the first page of the SVN Changelog topic seem to indicate that this creating a new folder every time you update is exactly what one is meant to do. It explicitly links to this post which tells you to do precisely that.
Did not know that. These SSD drives are newfangled things to an aging guy like me. I haven't done a defrag in a long time but I never was all that good at doing them. Is this something you're not supposed to do anymore?Be careful with this if the drive is an SSD.
Alright, so I can just either keep the SVN itself in the C2C folder, or overwrite the copy in the BtS mods folder with the export whenever I update? I'll give that a shot then.Yeah I think that's terrible advice imo but we've had a lot of internal team disagreements on that.
Nope. The basic gist is that, due to the way SSDs work, the sectors on a SSD have a limited number of writes. Once that limit has been reached, you can still read the info on that sector (i.e. recover it), but you can no longer write new info to it. In essence your storage capacity becomes lower for the drive.Is this something you're not supposed to do anymore?
The thing is, an update will remove files that are supposed to be removed, whereas an overwrite will only add and edit files that are being overwritten and will never remove files that need removing.Alright, so I can just either keep the SVN itself in the C2C folder, or overwrite the copy in the BtS mods folder with the export whenever I update? I'll give that a shot then.
Dang... good to know. I have already run out of space on my SSD and had to move bunches of stuff to the D drive and so basically I really need to stop downloads from going to the C drive right away to keep this from being a problem. hmm... what a PITA but at least it's faster right?Nope. The basic gist is that, due to the way SSDs work, the sectors on a SSD have a limited number of writes. Once that limit has been reached, you can still read the info on that sector (i.e. recover it), but you can no longer write new info to it. In essence your storage capacity becomes lower for the drive.
That said, for most consumera this will never be an issue, it mostly affects servera that are constantly writing to their drives. But defrags move info around on sectors a whole lot and can negatively impact this issue, especially on smaller drives.
No, limited writes means like a million, normal users should never have to worry about it, just use it exactly how you normally would other than not de-fragging it.I really need to stop downloads from going to the C drive right away to keep this from being a problem.
The thing is, an update will remove files that are supposed to be removed, whereas an overwrite will only add and edit files that are being overwritten and will never remove files that need removing.
Yeah this is correct, and the best way to do it.Alright then, just to make this absolutely clear for myself: the best way to keep the mod up to date is to keep the SVN repository in the mod directory itself. This way my BUG settings won't get lost and whenever I update, I won't have to worry about out-of-date files causing issues. Am I understanding this correctly?
I think it requires chipotle.How do you find a tile's latitude and longitude now? Shift-mouseover just shows every single map resource each on a new line, so anything else that may be there is instantly scrolled off the screen.
I think it requires chipotle.
Not for me. Shift-click gives a 'context menu' relating to units present or selected. Chipotle is enabled.Yes - press the Shift key.and click the tile.
Using Eternity Game speed this is unavoidable. Actually any Game speed slower than Marathon (8,000 turns) has this problem. Add in maps larger than Huge and it is compounded.Is having a huge income working as intended? On v40.0.608-alpha I have +1660 gold per turn on 100% tech at the end of classical era. 562K in my treasury already.
Using Eternity Game speed this is unavoidable. Actually any Game speed slower than Marathon (8,000 turns) has this problem. Add in maps larger than Huge and it is compounded.
I think maintenance factor from number of cities should be faster than linear, so for example 2x more cities means 4x higher maintenance from amount of cities.I've had this happen on snail/standard; it's not endemic to slow/large maps, just easier to happen in them. It would probably be good for #-of-city maintenance costs to be significantly increased, both to address this and help reduce the world-conquered-by-classical-era situation that often comes up now, though I think Thunderbird said some people were against increased maintenance?
Fairly sure it makes a defender more likely to defend the stack, but not entirely certain. If someone knows better, please correct meWhat does "taunt" do? Is this new to C2C?
Definitely agree with something like this; why hasn't it already been implemented anyway?I think maintenance factor from number of cities should be faster than linear, so for example 2x more cities means 4x higher maintenance from amount of cities.