aender
Warlord
cool i'll have to dbl check and make sure that mod is updated and try again.....ty for the quick responces and all
Interesting... Do you have a way to force it to "breathe" ?The first one is a bug where civ5 can lock itself if we send it too many stuff to do. By stuff, I am not just talking about occupying the CPU for a few seconds: this does not lock civ5. I am talking about things like adding or killing units, modifying the terrain, etc. So we need to leave time to civ5 to breathe and handle the updates required after those changes.
There is no special trick, here.Interesting... Do you have a way to force it to "breathe" ?
There is no special trick, here.
I first collect all the changes I will need to do and store them in an array. Then I register a callback through ContextPtr:SetUpdate and, on every call, i process N entries from the array. That way civ5 processes one frame between every invocation.
I also had to use something similar in IGE for different reasons: sometimes calling a function didn't change things immediately but only one frame later. So at some points I had to schedule functions to run one frame later. If someone is interested by the way, there is a nice LuaEvents.IGE_Schedule that can be used for that purpose and allows the composition of multiple callbacks and automatically registers/unregisters the scheduler callback for updates.