[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

Turn Barbs fully OFF.
I've posted my current save somewhere a short time ago.
It has the surrounding map packed with cities, but it still causes almost no visible turn time lag.
Barbs, though, tend to build HORDES of pointless units - and THAT causes an awful turn time lag.
So, until AI is fixed (cause it wasn't that way in the past), we need to play WITHOUT Barbs.
Not that I'd miss them too much, lol.
Disagree with you on this about barbs.

You play on a map designed for a specific scenario. Where the values in ini, xml, and other places have been tweaked/changed by the author of that scenario Pit2015. Therefore your game is an outlier and Not a mainstream C2C game. You have not considered this in your advice and view of the Mod. You are basically playing a modmod of C2C.
 
Disagree with you on this about barbs.

You play on a map designed for a specific scenario. Where the values in ini, xml, and other places have been tweaked/changed by the author of that scenario Pit2015. Therefore your game is an outlier and Not a mainstream C2C game. You have not considered this in your advice and view of the Mod. You are basically playing a modmod of C2C.
Maybe if you guys (that's TWO people already) stopped PROJECTING...
I'm merely using the MAP, which is a very much normal "random" Earth MAP (with added Space) - and nothing more.
I don't even know what "scenario" you are talking about, since I can only see a MAP download (but it was a while ago, so maybe Pit added something as well).
The MAP is absolutely C2C-compatible with zero adjustments (how can you even make any with just the map alone, lol).

Actually, question to everyone:
CAN you "modmod" with the map file alone, loool?
I really doubt that, no?
 
Maybe if you guys (that's TWO people already) stopped PROJECTING...
I'm merely using the MAP, which is a very much normal "random" Earth MAP (with added Space) - and nothing more.
I don't even know what "scenario" you are talking about, since I can only see a MAP download (but it was a while ago, so maybe Pit added something as well).
The MAP is absolutely C2C-compatible with zero adjustments (how can you even make any with just the map alone, lol).

Actually, question to everyone:
CAN you "modmod" with the map file alone, loool?
I really doubt that, no?
Scenario is premade map.

Also its ultra large at 24 000 tiles, while largest maps generated by mod have 13 000 tiles or so.
 
Scenario is premade map.

Also its ultra large at 24 000 tiles, while largest maps generated by mod have 13 000 tiles or so.
Dude mentions "altered INI and XML", which require separate FILES, loool.
This is a CUSTOM Custom map, yes, but how's that "not Vanilla C2C", so to speak?
 
Thing is, for me page 22 has no post by you made at 12:44, because the time shown is always local time for the one watching.
How many hours after Norway are you?

Do you mean this one from 6:44?
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https://forums.civfanatics.com/thre...es-single-player.664830/page-22#post-16050681
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That post doesn't show extreme turn times, and both 11302 and 11301 had turn times above 80 seconds, neither had turn times above 85 seconds.
I think he meant, that suddenly it took 3x more time to process turn.
 
Thing is, for me page 22 has no post by you made at 12:44, because the time shown is always local time for the one watching.
How many hours after Norway are you?

Do you mean this one from 6:44?
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https://forums.civfanatics.com/thre...es-single-player.664830/page-22#post-16050681
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That post doesn't show extreme turn times, and both 11302 and 11301 had turn times above 80 seconds, neither had turn times above 85 seconds.
that is unacceptable turn times when in 11301 i am at turn 1670 now and still at 25 seconds, whereas after a certain turn in my game if i use 11302 it goes (for me) over 85 seconds. .and more each turn . .

and after 11302 each SVN gets worse for turn time .. wheras in 11301 it does not change ..

why would one SVN and above be crap for turns, and the other stay at 25 seconds,, plus i have accumulated more buildings and units in the 11301 one and STILL at 25 seconds, if i go above 11301 it (for me) sky rockets for turn times. . thats crap for me (personally) . .

something changed drastically for turn times . .

I think he meant, that suddenly it took 3x more time to process turn.
CORRECT

dont take my words as anything but words, i am not good at how to use them on paper. .
 
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Dude mentions "altered INI and XML", which require separate FILES, loool.
This is a CUSTOM Custom map, yes, but how's that "not Vanilla C2C", so to speak?
Learn how a scenario is made. And as I replied to you in Pit's scenario thread. Stop being so easily insulted where no insult or accusation was given. You lack understanding. From that lack you lash out. Just stop it.
 
that is unacceptable turn times when in 11301 i am at turn 1670 now and still at 25 seconds, whereas after a certain turn in my game if i use 11302 it goes (for me) over 85 seconds. .and more each turn . .

and after 11302 each SVN gets worse for turn time .. wheras in 11301 it does not change ..

why would one SVN and above be crap for turns, and the other stay at 25 seconds,, plus i have accumulated more buildings and units in the 11301 one and STILL at 25 seconds, if i go above 11301 it (for me) sky rockets for turn times. . thats crap for me (personally) . .

something changed drastically for turn times . .

CORRECT

dont take my words as anything but words, i am not good at how to use them on paper. .

Turn Barbs fully OFF.
I've posted my current save somewhere a short time ago.
It has the surrounding map packed with cities, but it still causes almost no visible turn time lag.
Barbs, though, tend to build HORDES of pointless units - and THAT causes an awful turn time lag.
So, until AI is fixed (cause it wasn't that way in the past), we need to play WITHOUT Barbs.
Not that I'd miss them too much, lol.
So barbarian spawning by tons can now slow down game...

Is it possible for this change to cause slowdowns, if one player gets eliminated?
Fixed NPC's becoming regular civs in the eyes of the code when having any players on the same team. (Toffer)
SVN 11301

Also pillaging improvements (national sport of barbarians and other rabble) now always downgrades improvement, if its upgrade of other improvement.
 
So barbarian spawning by tons can now slow down game...

Is it possible for this change to cause slowdowns, if one player gets eliminated?
Fixed NPC's becoming regular civs in the eyes of the code when having any players on the same team. (Toffer)
SVN 11301

Also pillaging improvements (national sport of barbarians and other rabble) now always downgrades improvement, if its upgrade of other improvement.
It's really very simple.
When I played a game with all Barb and Neanderthal options ON, it spawned a deluge of units, and that predictably slowed down Barb turn times several times.
But I have no clue what causes it (seems to be an AI issue, not even graphical or XML), yet I do know that my current non-Barb game runs quite smoothly.
So it's obvious that Barbs ARE causing the problem (or Neanderthals specifically, I don't know).
 
Learn how a scenario is made. And as I replied to you in Pit's scenario thread. Stop being so easily insulted where no insult or accusation was given. You lack understanding. From that lack you lash out. Just stop it.
Who said I was insulted?
But I still don't understand how a CUSTOM MAP equals a MODMOD.
Seriously, what the what?
 
So barbarian spawning by tons can now slow down game...
not in my case, i have very very very little Barbs/Neahder units on my map. one/two or three may pop up, but i like that Alot, keeps game interesting for me . .
 
not in my case, i have very very very little Barbs/Neahder units on my map. one/two or three may pop up, but i like that Alot, keeps game interesting for me . .
Can you upload save turn before turn time explodes, and on turn that takes much more time to process?
Then @Toffer90 could check why it doesn't happen on SVN 11300, but happens on later SVN
 
Can you upload save turn before turn time explodes, and on turn that takes much more time to process?
Then @Toffer90 could check why it doesn't happen on SVN 11300, but happens on later SVN
doesnt matter what save it is, after the third/4th/5th turn of all the games i have it does this, btw 11301 works just fine, its AFTER that one that things arent . .

meaning if i am on turn 1600, on 11301 turn is 25 seconds and doesnt go above that even if i am on turn 1675.
but when i use 11302 and ABOVE even if i am at turn 1500 it goes waaaay higher after the 3/4/5 turn.

forgot to say i am using still 11301 and wont use above that, till these issues r fixed, sorry. .
 

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@Toffer90 or one of translators removed one of TXT keys, that are used....
Spoiler :

Civ4BeyondSword 2021-03-17 21-42-24-61.png



I added it back now on Github.
 
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