Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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Unit tags that seems unnecessary to me:
Spoiler :

Could Be Handled entirely by promotions and unitcombats; dunno if it would help to remove these from unitinfo though.
  • InvisibleTerrainChanges
  • InvisibleFeatureChanges
  • InvisibleImprovementChanges
  • VisibleTerrainChanges
  • VisibleFeatureChanges
  • VisibleImprovementChanges
  • VisibleTerrainRangeChanges
  • VisibleFeatureRangeChanges
  • VisibleImprovementRangeChanges

Spoiler :
Can't these be decided by the bMilitary tag used in unitcombatinfos?
  • bMilitaryHappiness
  • bMilitarySupport
  • bMilitaryProduction
These two should be replaced by ImprovmentAttacks/Defenses arrays
  • iCityAttack
  • iCityDefense
These two are already made redundant by iTerrainAttack/Defense arrays
  • iHillsAttack
  • iHillsDefense
Made redundant by UnitCombatMods
  • iAnimalCombat

PS: The name of the gameoption "Size matter uncut" indicates that this is the way the author intended "size matters" to work, in the beginning it often confused me so I chose it by mistake and had to generate a new custom game. Should be called "Size Matters Gutted"

I believe those "redundant" ones where there for people that wanted to make modules or what ever, like Rwn for Dangerous animals stuff, but i am just GUESSING, TB/DH would know better . .
 
Unit tags that seems unnecessary to me:
Spoiler :

Could Be Handled entirely by promotions and unitcombats; dunno if it would help to remove these from unitinfo though.
  • InvisibleTerrainChanges
  • InvisibleFeatureChanges
  • InvisibleImprovementChanges
  • VisibleTerrainChanges
  • VisibleFeatureChanges
  • VisibleImprovementChanges
  • VisibleTerrainRangeChanges
  • VisibleFeatureRangeChanges
  • VisibleImprovementRangeChanges

Spoiler :
Can't these be decided by the bMilitary tag used in unitcombatinfos?
  • bMilitaryHappiness
  • bMilitarySupport
  • bMilitaryProduction
These two should be replaced by ImprovmentAttacks/Defenses arrays
  • iCityAttack
  • iCityDefense
These two are already made redundant by iTerrainAttack/Defense arrays
  • iHillsAttack
  • iHillsDefense
Made redundant by UnitCombatMods
  • iAnimalCombat

PS: The name of the gameoption "Size matter uncut" indicates that this is the way the author intended "size matters" to work, in the beginning it often confused me so I chose it by mistake and had to generate a new custom game. Should be called "Size Matters Gutted"
It wouldn't help much to remove unit tags so they can only be handled by unitcombats because the same amount of data would be taken up by the units themselves ingame. CvUnit data is what needs reducing. Promotion tags are the same way. However, if I were to reduce core load data, which could help some for the overall mod, I'd probably start by seriously evaluating what needs to be kept for UnitCombats as I believe a lot went in cloned there from promotions when it was setup that doesn't need included.

I wouldn't take out city attack and defense. Makes sense it's different.

Some of these suggestions are quite valid though.

As for Size Matters Uncut, I'm not a big fan of the option myself but SO doesn't like the restructuring of the unit balances. Uncut perhaps could be retermed though 'gutted' sounds a little harsh, lol.

I believe those "redundant" ones where there for people that wanted to make modules or what ever, like Rwn for Dangerous animals stuff, but i am just GUESSING, TB/DH would know better . .

True that some imports would need some of these tags.
 
@SO: the bugs in SM Uncut have been fixed but you'll probably need a new game to keep from the unit strengths that came into the game already from ruining the game - those probably won't be fixed in-play without adding a unit recalculator.
 
After updating to the latest SVN and trying to load a game I have been stuck on "Finishing" with the bar full for over 2 minutes! Wait something has just happened - it has asked if I want to do a recalc so everything is OK, probably. :D... yes it is


edit...and game turns are back to very reasonable:goodjob:
 
After updating to the latest SVN and trying to load a game I have been stuck on "Finishing" with the bar full for over 2 minutes! Wait something has just happened - it has asked if I want to do a recalc so everything is OK, probably. :D... yes it is


edit...and game turns are back to very reasonable:goodjob:

@TB
Games take alot longer to load now because of.

Code:
		// Recalculate vision on load (a stickytape - can't find where it's dropping visibility on loading)
		for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
		{
			CvPlot* pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);
			pLoopPlot->clearVisibilityCounts();
			[B]GC.getMapINLINE().updateSight(true, false);[/B]
		}

GC.getMapINLINE().updateSight is called for each plot but it's enough to call only once like.
Code:
		// Recalculate vision on load (a stickytape - can't find where it's dropping visibility on loading)
		for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
		{
			CvPlot* pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);
			pLoopPlot->clearVisibilityCounts();
		}
		GC.getMapINLINE().updateSight(true, false);

This should help alot to speed the loading up again.
 
After updating to the latest SVN and trying to load a game I have been stuck on "Finishing" with the bar full for over 2 minutes! Wait something has just happened - it has asked if I want to do a recalc so everything is OK, probably. :D... yes it is


edit...and game turns are back to very reasonable:goodjob:
In my current game (gigantic map) the loading of the game ("Finishing") after updating to current SVN took 26 minutes on my high-end computer (loading with yesterday´s SVN takes about 30 seconds)! So every gamer should we warned to be patient!
 
@TB
Games take alot longer to load now because of.

Code:
		// Recalculate vision on load (a stickytape - can't find where it's dropping visibility on loading)
		for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
		{
			CvPlot* pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);
			pLoopPlot->clearVisibilityCounts();
			[B]GC.getMapINLINE().updateSight(true, false);[/B]
		}

GC.getMapINLINE().updateSight is called for each plot but it's enough to call only once like.
Code:
		// Recalculate vision on load (a stickytape - can't find where it's dropping visibility on loading)
		for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
		{
			CvPlot* pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);
			pLoopPlot->clearVisibilityCounts();
		}
		GC.getMapINLINE().updateSight(true, false);

This should help alot to speed the loading up again.

Oh... damn. That is a big difference there and most likely causing major problems of its own. yeah that needs fixed. Thanks for pointing out the flaw.
 
Another thing:
Since yesterday´s SVN subdued animals as well as captives can´t construct any building anymore - I mean: nothing.

I can build stuff with them therefore it must be one of the options we have different. I suspect the Size Matters as I have it off:mischief:.
 
Another thing:
Since yesterday´s SVN subdued animals as well as captives can´t construct any building anymore - I mean: nothing.

Thanks... that was a flaw you found in an attempt to update the code so that a size category of 0 could be introduced... I'd forgotten to mention that in the SVN update notes. Knew I was forgetting something.

Flaw should be resolved shortly.

EDIT: Both issues are now repaired and on the SVN.
 
Yeah faster turn times also, at least if under 200 turns they are back to 3-5 sec rather than 10-15, now saying that

I just built 4 Atlatl, but cant get the SM to merge them?? see pic 2 for the options i have checked??
 
The AI cant keep up with the player in my scenario, AI is bugged or just to lame, i think about to let all civs start with tribalismus in new version of my ultimate earth scenario so the AI can expand from start and will be able to produce more research and income and keep up better with the player, i have 6 citys and the AI still have only 1 city after 1000 turns in eternity game speed. So will you move the tribalismus settler unit to a starting tech or any other idears to make the AI better or will you keep it the way it is? Have to know because i updating the scenario and map currently... if you want to get the first settler unit into one of the first 4 techs i dont need to set up this change.
 
Spoiler :
The AI cant keep up with the player in my scenario, AI is bugged or just to lame, i think about to let all civs start with tribalismus in new version of my ultimate earth scenario so the AI can expand from start and will be able to produce more research and income and keep up better with the player, i have 6 citys and the AI still have only 1 city after 1000 turns in eternity game speed. So will you move the tribalismus settler unit to a starting tech or any other idears to make the AI better or will you keep it the way it is? Have to know because i updating the scenario and map currently... if you want to get the first settler unit into one of the first 4 techs i dont need to set up this change.
We won't be doing that.
 
As I recall, the last response was something like, "you need to adapt your scenario to the mod, not the other way around."
 
I will adapt the scenario no problem but same problem still there the AI sucks a bit, if the AI can expand from start then the AI will work better. So any other idears to fix the lame AI?
 
I will adapt the scenario no problem but same problem still there the AI sucks a bit, if the AI can expand from start then the AI will work better. So any other idears to fix the lame AI?

\Assets\XML\GlobalDefines.xml

Spoiler :
Code:
	<!-- AI Gold Slider Safety Percent begin -->
	<!-- This is the BASE amount of slider allocation required towards gold that the AI feels comfortable with -->
	<!-- It noteworthily affects how much tolerance the AI has where it feels ready to grow -->
	<!-- Reduce to make the AI more sensitive to gold concerns and increase for more reckless behavior -->
	<!-- This may be rather interesting to convert to an AI personality matter or at least give a personality based modifier eventually -->
	<!-- Original Value was set to 50 - I've adjusted to 40.-->
	<Define>
		<DefineName>SAFE_GOLD_PERCENT</DefineName>
		<iDefineIntVal>40</iDefineIntVal>
	</Define>
 
Anything there to make the AI to build more citys faster and expand faster?
 
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