Viewports

PerfectMongoose v 3.10 with the option to start everywhere rather than in the old world.

I just posted a worst example of the grouping of civs, in other new games (3 so far) I would have 3-4 other civs within the initial viewport area.
Does it always happen or only with viewports activated?
 
I tried this but now I am getting a CTD every turn at end and whenever I try and move units.

Howeevr you try to move them? In particular G command then left click? I think I may have screwed up right-click moveemnt when I fixed the G-left-click variety yesterday, but I haven't yet had a chance to verify that theory.
 
It is 100% impossible for viewports to have any effect on civ placement.
I assume so as well but if this is new then maybe there is a chance that some bug in what Python code sees of the map was introduced. Probably not, but I want to be sure, hence the question (and this was also brought up in the Viewports thread so at least the poster thought it has something to do with it).
 
It's probably a good idea to keep the general shape (form factor) of your viewport similar to that of the map you're playing on. The reason for this is down to limitations in the game engine, and how the military advisor map works.

And how do I know what form factor my map is? Say, what would I use for a gigantic PerfectMongoose, for example?
 
And how do I know what form factor my map is? Say, what would I use for a gigantic PerfectMongoose, for example?

It's purely cosmetic - all not having a matching form factor will do is produce a stretched map that might look a bit odd in the military advisor. Fir a random map (as opposed to an earth map) you probably wouldn't even notice.
 
@Koshling:

I was playing around with the Viewports with your new fixes, and I had an idea about the wierd graphical artifacts that tend to show up.

When I revealed a new tile, the water would look really odd and the terrain would be more flat, as well as having some other odd things going on. This was off-putting, so I tried finding a way to get it to go away. I found that when I went to the Military Advisor and then exited, remaking the Viewport, that all of the artifacts went away. This led me to an idea.

Would it be possible to add a key-sequence (ie Ctrl-Shift-V or something) that would re-initialize the Viewport? That way, people could quickly and easily remove the artifacts while keeping the viewport in the same place. Is this doable, or would it require a lot of work? To me, it seems like the best fix for the V25 release.
 
@Koshling:

I was playing around with the Viewports with your new fixes, and I had an idea about the wierd graphical artifacts that tend to show up.

When I revealed a new tile, the water would look really odd and the terrain would be more flat, as well as having some other odd things going on. This was off-putting, so I tried finding a way to get it to go away. I found that when I went to the Military Advisor and then exited, remaking the Viewport, that all of the artifacts went away. This led me to an idea.

Would it be possible to add a key-sequence (ie Ctrl-Shift-V or something) that would re-initialize the Viewport? That way, people could quickly and easily remove the artifacts while keeping the viewport in the same place. Is this doable, or would it require a lot of work? To me, it seems like the best fix for the V25 release.

If that makes it go away it suggests a pure bug. Post a save that exhibits it with instructions and I'll try to fix it.
 
If that makes it go away it suggests a pure bug. Post a save that exhibits it with instructions and I'll try to fix it.

Here is the issue, which I originally posted a few days ago. It doesn't really help to post a save, as it will always be fine on load. Just start a new game and reveal some ocean tiles to see the issue, then enter and exit the Military Advisor to fix it.
 
I was wondering if there could be some sort of quick key to "center" the view port at your current tile and/or unit? That way you would not need to open up the Military Advisor all the time when exploring.

That should be easy to add, I'll see what I can do. Do you have a recommended key sequence (ctrl-C or something since 'C' does 'normal' centering??)
 
Shift-V for graphical error with ViewPort and V to centre the ViewPort on current unit?

Cheers
 
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