Dancing Hoskuld
Deity
I have been having the problem where combat odds are not always displayed and sometimes the hover over of plots doesn't show. The latter often happens after I have just finished moving my last unit.
What's the name of the folder?Did you delete User Settings?
On SVN 10722 PPIO got merged, and this means you have to delete that folder.
User SettingsWhat's the name of the folder?
Also, you didn't sort the techs you changed xy grid location for in the techinfo xml. ^^It was Joseph. Thank you for bringing it up!
Also, you didn't sort the techs you changed xy grid location for in the techinfo xml. ^^
Thank you. Yes I can be patient.My profile results can help you a lot to narrow it down if you do decide to. However will more time I can exactly point at the problems. I am profiling your game specifically at the moment, you can see the top results above..
I see, that's ok.Yeah it was on purpose so that I or someone could easily correct some wrong costings if they exist.
I'll properly order them when I commit my changes to the prehistoric era.
That would be something that could be analyzed for improvement I'm sure, but not removed entirely. Things before that were very broken in some areas and now it's a little less so. It's part of a series of things taking place, many of which are suboptimal to begin with. Still some issues taking place there. But what you're facing is not an isolated small issue - rather something taking place on a larger scale in the AI coding overall.Thank you. Yes I can be patient.
So is that AI_establishStackSeeInvisibleCoverage a new routine? If so (or if it recently changed) wouldn't that narrow it down to the exact commit?
View attachment 530590
isPlotTrainable does this:
View attachment 530592
That is where the time is mostly going. Units have I'm guessing ~0 prereq building on average, but it checks every single one, and the data is stored as a bool array.
I see. Didn't know what you wanted with the beastmaster, and I felt like experimenting a bit so I added him through python to all subdued animals.There is something wrong with the subdued animals art. The worker that should be escorting them has been replaced by a Beast Master. That unit should only be used for the tamed versions. It is the visual distinction between a unit that can't attack and one that can.
Have you turned off "Dynamic XP" in BUG option?edit I have Infinite XP off but it is acting like it is on.
Infinite XP means that you don't loose XP when you upgrade. I am not losing XP when I upgrade which is the standard BtS thing on upgrade. It just makes sense.I see. Didn't know what you wanted with the beastmaster, and I felt like experimenting a bit so I added him through python to all subdued animals.
I'll remove that code for it later today.
Have you turned off "Dynamic XP" in BUG option?
"Dynamic XP" gives a little XP even after reaching the limit.of 20 XP for animals. The limit is twice as high when playing with the "more XP to level up" option.
It also means that units stops getting exp from killing animals if the unit has 20 exp or above without having the animal hunter promotions.Infinite XP means that you don't loose XP when you upgrade. I am not losing XP when I upgrade which is the standard BtS thing on upgrade. It just makes sense.
There seems to be a problem with getting the correct mouse coordinates when playing in windowed mode, I'm looking into it.In the build screen when hovering over the buildings the last row is off the right of the screen. In the image I am showing the second from the end and it has started going of the screen.
edit also I am not getting any music. Not even from the main intro screen.
@DH:Strange that you have no music, have you checked that it is not turned off in the audio options?
Aren't weIt also means that units stops getting exp from killing animals if the unit has 20 exp or above without having the animal hunter promotions.
Same with barbarians/neanderthals only the limit is 40XP and the promotion to break the limit is called barbarian hunter.
So you do not have "infinite XP", and your units do not loose all exp when upgrading to a new type of unit? I think that's handled by the dll, but correct me if I'm wrong.
There seems to be a problem with getting the correct mouse coordinates when playing in windowed mode, I'm looking into it.
You currently need to position the game window in the upper left corner of your main monitor for tooltips to work in windowed mode.
Strange that you have no music, have you checked that it is not turned off in the audio options?
View attachment 530590
isPlotTrainable does this:
View attachment 530592
That is where the time is mostly going. Units have I'm guessing ~0 prereq building on average, but it checks every single one, and the data is stored as a bool array.
Thank you. Yes I can be patient.
So is that AI_establishStackSeeInvisibleCoverage a new routine? If so (or if it recently changed) wouldn't that narrow it down to the exact commit?