Rev 8530
I get a repeatable CTD in this save.
View attachment 394219
False alarm, this got fixed in rev. 8532
View attachment 394219
False alarm, this got fixed in rev. 8532
Fixed
You can try the latest svn i found something in CvPlot::getBestDefender. In a test turn the time for that function has gone from 1148 seconds to 343 seconds that helps a bit that turn went from 52 minutes to a bit under 40.
Thank you! Great job!
Finally Suppiluiluma capitulated after having only 5 cities left on the south of Arabian peninsula, where Saudi bomb Hausa nowadays, so i can peacefully build up my newly acquired middle east. On the bad side - Incan have built Three Gorges Dam ahead of me, no matter how hard i tried to beeline for hydroelectricity using all GPs i had and telling vassals what to research and having Encyclopedia too, and seems he will get first to Christo Redentor as well.
Next turn after capitulation took only 4 minutes to proceed. I will check how it goes further. (I have not updated SVN yet).
Two AI players in that game have over 2500 units and i saw one stack with at least ~1500 units. How long the turns take depends on the actions of such huge stacks and the units around them so i guess the turns in that game can take from ~4 minutes to a few hours. There is still room to speed it up but that takes time.
Two AI players in that game have over 2500 units and i saw one stack with at least ~1500 units. How long the turns take depends on the actions of such huge stacks and the units around them so i guess the turns in that game can take from ~4 minutes to a few hours. There is still room to speed it up but that takes time.
Alberts, Im also aware of existence of these huge stacks in-game. What do you think about my idea to increasecost of all units by x10? Or maybe you have other solution to decrease amount of units in-game?
Alberts, Im also aware of existence of these huge stacks in-game. What do you think about my idea to increasecost of all units by x10? Or maybe you have other solution to decrease amount of units in-game?
Alberts, Im also aware of existence of these huge stacks in-game. What do you think about my idea to increasecost of all units by x10? Or maybe you have other solution to decrease amount of units in-game?
I would strongly suspect the huge amounts of healer units are due to the huge amounts of other units they are being trained to accommodate.I have option increased building and unit costs turned on in this game.
Also, i think huge stacks come not from overproduction (well, partly from this source too), but from ability to trade siege units, so more advanced civs accumulate more of those from trading with civs that are falling behind, and with time this gap only increases.
What should be looked at - is HUGE amounts of surgeons, veterinarians, machinists etc.
You mean the production costs right?
Maybe they could be a bit higher but the same goes for the unit maintenance costs.
But the whole game enconomy is totally wrong because of some huge errors in the code. Until that is fixed it makes no sense to make such balance changes. I just need to find motivation and time to fix that mess.
Tactical Fusi is not working properly (behaves as a normal nuke restricted to just one cell). And I get this on explosion:
PY:Nuke detonated at 8, 7
20:59:56 TRACE: Error in nukeExplosion event handler <bound method NukeAfterEffects.onNukeExplosion of <NukeAfterEffects.NukeAfterEffects instance at 0x1E406B98>>
20:59:56 TRACE: global name 'iPlot' is not defined
I counted more times ago.Two AI players in that game have over 2500 units and i saw one stack with at least ~1500 units.
edit
since last SVN there is a missing image
I have put a fix for the iPlot problem on the SVN. I have not tested it as I don't have the facilities to do so at the moment.
Heads up for modders, I will be away from my modding computer from next Saturday for an unknown length of time, but at least a week or two. My internet access will be variable over that time also. Mum is having her other hip replaced and needs someone there for awhile, ie until I start getting in the way.
Nope, the issue remains for Tactical Fusi at least. Now it says:
PY:Nuke detonated at 8, 7
20:05:51 TRACE: Error in nukeExplosion event handler <bound method NukeAfterEffects.onNukeExplosion of <NukeAfterEffects.NukeAfterEffects instance at 0x1E406B98>>
20:05:51 TRACE: global name 'iLattitude' is not defined
The result is that the Fusi behaves as a regular Nuke (w/o turning tile into water).
Looks like I've got some kind of marsh generated on a peak tile and "floating" above it.
Peaks are added after, iirc. In that case it was a marsh with a resource which has the peak placed on it. Which map script are you using?