Thunderbrd
C2C War Dog
It may be useful - something obvious may jump out.
Cool! Just found this great free program for that. https://screencast-o-matic.com/home
I've been looking for a good excuse to set it up on my home system.
It may be useful - something obvious may jump out.
Cool! Just found this great free program for that. https://screencast-o-matic.com/home
I've been looking for a good excuse to set it up on my home system.
SVN 9292 did not break that save game. And it is now actually playable again for now.
JosEPh
@T-brd and DH,
Just updated to 9292 And the Save game that was taking 10+ min per turn is now down to 3 min. Last 2 turns using 9292 and the turn times were 3 min 01 sec and 2 min 52 sec.
SVN 9292 did not break that save game. And it is now actually playable again for now.
JosEPh
SVN 9292
DH Sorry, XP still does not load with the new cultures. Dumpfile attached. I dont think it produced one initially (or I missed it), so some progress.
TB Do you still want repeatable CTDs from my Modern Era game? Currently using 9291.
I seem to be getting them every couple of turns, after updating from SVN. It's not that I want to keep playing the game. But if it throws up useful debugging info for the late game I am happy to continue. Also I can look at all the new future era stuff.
Does not take long to switch between versions.
Might as well try it now that we've reachieved some balance there.On a different note:
Rev players have been complaining about not getting any Revolts when they think they should. The Revolt level is set at 1000. The next level down is 750. Perhaps the Revolution.xml in Assets/Config could have that value (750) instead of the 1000 to see if it suits them better?
JosEPh
Thanks!9291 CTD.
Just press Enter.
There's also option 4 which is that the AI understands there's a chance it may work and the likelihood is enough to try it but when it goes forward with it, the luck is against the AI rather than for it and it would need to be quite FOR it to have worked out.SVN 9265. This is a game I played a few weeks ago (see attached save game, just hit enter). I move my doomstack towards enemy territory and place it on a tile with 50% defense bonus. The next turn, the AI attacks me with its own combat stack, and it is a disaster for the AI. He loses almost 100 units, I lose not a single unit. Also, his support units (like battering rams) now lost their escorts, allowing me to kill another 50 or so units the next turn, again without losses on my side.
Basically the AI handed me a massive victory on a silver platter. A defeat of such a size cannot be explained by mere bad luck. So what happened?
1) Is there a miscalculation? or
2) Does the AI just walk along predetermined paths and didn't notice my stack standing in the way? Or
3) does the AI just go RAAH ME SMASH ENEMIEZ without bothering to calculate whether it is going to be a victory?
I have tested this save twice. The AI attacked both times, with the same disastrous result both times.
There's also option 4 which is that the AI understands there's a chance it may work and the likelihood is enough to try it but when it goes forward with it, the luck is against the AI rather than for it and it would need to be quite FOR it to have worked out.
Don't forget that C2C does not use a new random seed on reload, for debugging purposes. So if you reload the same turn, the outcome will still be the same.Sorry, but losing 97 units to 0 units can be in no way, shape or form be attributed to "bad luck". Not even close. And the outcome was the same in three different attempts.
In mathematics (probability theory) there is the Law of Large Numbers (you can google that term) : if you use random numbers (die rolls), the more rolls you make, the more the random factors (good luck/bad luck) will average out and cancel each other. So if you attack with such a large stack, the outcome is pretty certain to be very close to the average outcome. And the average outcome can be calculated by the AI with a fairly straightforward algorithm. For example, if you throw a six-sided die a thousand times and you add up the numbers, the resulting total will be very close to 3500.
The AI attacking in the situation in the save game was a complete misjudgement of the odds. Or something else was going wrong...
With each attack, the first few rounds are what matters the most. Thereafter, the unit that got the upper hand gains steam and it makes it harder and harder for the losing, increasingly damaged unit to make a comeback.Sorry, but losing 97 units to 0 units can be in no way, shape or form be attributed to "bad luck". Not even close. And the outcome was the same in three different attempts.
In mathematics (probability theory) there is the Law of Large Numbers (you can google that term) : if you use random numbers (die rolls), the more rolls you make, the more the random factors (good luck/bad luck) will average out and cancel each other. So if you attack with such a large stack, the outcome is pretty certain to be very close to the average outcome. And the average outcome can be calculated by the AI with a fairly straightforward algorithm. For example, if you throw a six-sided die a thousand times and you add up the numbers, the resulting total will be very close to 3500.
The AI attacking in the situation in the save game was a complete misjudgement of the odds. Or something else was going wrong...
That's pretty much it right there in a nutshell. And if it did re-evaluate with greater frequency, it would absolutely slaughter turn times. Those evaluations are already singularly one of the greatest sources of lag in the game. Imagine then telling it to happen more often.Don't forget that C2C does not use a new random seed on reload, for debugging purposes. So if you reload the same turn, the outcome will still be the same.
Although, my personal theory on this is that the overall odds at the beginning were somewhat reasonable, but were dependent on the first X battles doing some certain minimal amount of damage. The RNG was against it, but the AI failed to reevaluate after its initial losses. I'm wondering how often the AI reconsiders its decisions, since it seems possible that what happened was along the lines of "If I throw stack A at stack B, I have a 50% chance of success", but after the first 20 losses, the overall odds dropped significantly but no reevaluation (and thus retreat) took place.
When this comes up in the debug queue for me if it hasn't been done yet I'll do it. I haven't because I thought it was DH's building.Oh, also, I checked the latest SVN files, the 221B Baker Street Great Wonder (in Modules/Vokarya) is still giving +1000 culture and espionage, along with +50% espionage. I really feel like somebody with SVN access should go and change that to 10 of each, as it only takes 5 seconds and 1000 is ridiculously wrong.
Hmm... well, unit upkeep actually works now for one thing. But if you're saying that it never tallies up then that's possibly another issue entirely. Are you keeping your forces within the amount of units you get for free?Did something happen to the "Unit Upkeep", because it doesnt change like it used to, not until, waaaay late like Modern Era or so??? Then its only from a 1to a 2
??
See pic, and what i have circled is for ALL civics?? Did i change something that needs to be "back"??![]()
EDIT: looking at the pic again, are you talking about civic upkeep or unit upkeep? Those numbers do look waaaaaaaaaaaaaaaaaaay too small for civic upkeep of course but could that be due to a trait you have being perhaps too severe at reducing upkeep amounts?
There are tags in the xml for that but I'm not sure if they are on the gamespeeds, the difficulty settings or the civics themselves. And there are numerous factors that come into the final displayed # like traits, for example. That's Civic Upkeep you are referring to by the way.It used to go up like 3-10 sometimes, depending on the civic u pick, but now it just stays at 1 for some reason , i hope i am explaining it//
Oh, also, I checked the latest SVN files, the 221B Baker Street Great Wonder (in Modules/Vokarya) is still giving +1000 culture and espionage, along with +50% espionage. I really feel like somebody with SVN access should go and change that to 10 of each, as it only takes 5 seconds and 1000 is ridiculously wrong.
When this comes up in the debug queue for me if it hasn't been done yet I'll do it. I haven't because I thought it was DH's building.