V36

from the graphic it would appear to be intended as shallower safer water closer to land and that's what i have always thought of it as. and its greater yields were because it was easier to reach with less loss. it also works blocking access to different areas early on if removed around parts of the coast. resources on the water represent richer fishing areas. if coast is meant to be non depth representative then the graphic should be changed to represent it. you could instead make a dangerous coast and a safe coast where ships take damage passing like the difference between northern Scottish and Irish coasts and Caribbean beaches. have them be exclusively touching land and early ships should be restricted to them. you could then get rid of the reef tile and have a similar lighthouse building to negate the effect of dangerous coasts, give them less resources until a lighthouse is built as well. have the rest be either ocean or continental shelf where you can do different things in future areas and different resources spawn or something.
Making more coast graphic variations will be too difficult, technically, that it's not worth it.
Reef does the job well, of making dangerous coast I mean.

Even having polar- tropical- normal- Coast creates graphical glitches.; So I would prefer it if all coast terrain use the same textures.

Edit: Continental shelf is indeed shallow water but does not need to be close to land (coast).
Spoiler :
Cyan is continental shelf.
1920px-Elevation.jpg
 
Making more coast graphic variations will be too difficult, technically, that it's not worth it.
Reef does the job well, of making dangerous coast I mean.

Even having polar- tropical- normal- Coast creates graphical glitches.; So I would prefer it if all coast terrain use the same textures.

Edit: Continental shelf is indeed shallow water but does not need to be close to land (coast).
Spoiler :
Cyan is continental shelf.
1920px-Elevation.jpg

i am well aware of the continental shelf's extent.
 
If v36 doesn't happen soon, and all this other stuff is being added in to the mod now, I may start adding Tech preq changes for When and What era/Tech specific crimes and/or Disease appear.

I don't like the 6+ min EoT wait for a 9 player game in Ren Era. But, if getting that sped up is going to take awhile then getting v36 put out should happen sooner rather than later.

Getting a bit impatient I guess. :p

JosEPh
 
If v36 doesn't happen soon, and all this other stuff is being added in to the mod now, I may start adding Tech preq changes for When and What era/Tech specific crimes and/or Disease appear.

I don't like the 6+ min EoT wait for a 9 player game in Ren Era. But, if getting that sped up is going to take awhile then getting v36 put out should happen sooner rather than later.

Getting a bit impatient I guess. :p

JosEPh

While i am patiently waiting, i also am starting to feel anxious to V36 release, and getting new toys to play with, i really am a spoiled kid, i still haven't had a game longer then Renaissance, It's good tough that bugs are getting squashed,
 
Hello,

Any fix for OOS in multiplayer in v36?
Just o know if i wait for v36 to start a new game or try to continue v35 turn/reboot/turn http://forums.civfanatics.com/images/smilies/lol.gif

In any case thanks for your amazing work ;)

ThunderBrd is the one who updates multiplayer. I know he's made some updates since v35 was released over a year ago. Both he and his wife regularly play MP games.

If you had SVN you could get the most recent version of C2C pre-v36. Details on how to use the SVN is in the Opening Post (OP)(1st post) of the SVN Discussions Thread.

JosEPh :)
 
If v36 doesn't happen soon, and all this other stuff is being added in to the mod now, I may start adding Tech preq changes for When and What era/Tech specific crimes and/or Disease appear.

I don't like the 6+ min EoT wait for a 9 player game in Ren Era. But, if getting that sped up is going to take awhile then getting v36 put out should happen sooner rather than later.

Getting a bit impatient I guess. :p

JosEPh

The only new things added are the Lake terrains (graphics only) and Polish translations. The Lake terrains wont appear in any random map because the Python needs to change to put them in.
 
We've killed quite a few OOS errors this version but there's a really nasty one regarding movement that mostly manifests with naval movement that's proving tough to uproot. Still, we're finding it playable, particularly if you don't ever set naval units to move more than what they can in the one round you move them.

You also need to tweak the globals a little as there are about 3 values there that need adjusting to take care of most OOS errors. See the Multi-player bug thread for details.
 
Thanks for you quick answers.

For now we play v35 standard with lot of config tweaks to avoid OOS. Before we had some each turn, now maybe 10 turns, and turns a reaaly slower to compute. (near turn 900, we play in very slow mode and big map)

Other players are not really IT's. So i can get SVN, make a full zip to send to them if needed. So do you suggest:
- we continue to play with v35
- we update with SVN to v35+
- we update with SVN to v36 beta
- wait v36


My best regards :)
 
Update to SVN current. Then go into A_New_Dawn_GlobalDefines.xml and change USE_MULTIPLE_THREADS_SPAWNING to 0, USE_MULTIPLE_THREADS_PROPERTY_SOLVER to 0 and NUM_CITY_PIPELINE_THREADS to 1.
 
Hey, just popping in to say my end of turn time has spend up considerably with the fix of that thing...where the AI looks to see if a guy is attackable or not for every one of its units? I can't remember the specifics. One of you guys did it, thanks!

Anyway, my industrial-era game has turn times of around 2 minutes instead of 4 now. Huge smartmap 10 small continents 80% water, but I'm well ahead of the AI, who don't have many units, so this isn't a balanced game, and isn't industrial-era representative. Still, a good speedup.
 
Update to SVN current. Then go into A_New_Dawn_GlobalDefines.xml and change USE_MULTIPLE_THREADS_SPAWNING to 0, USE_MULTIPLE_THREADS_PROPERTY_SOLVER to 0 and NUM_CITY_PIPELINE_THREADS to 1.

What is this all about, and if this helps, why isnt it a default??
 
If you have more than 4 processors, you could benefit from setting the NUM_CITY_PIPELINE_THREADS to the number of processors you have. The others are booleans so... no.
 
That is probably not a recommendation.
 
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