Hydromancerx
C2C Modder
I have also been getting the great wall and bridges moving to random locations on the map. Mainly in the middle of the sea.
@Kitsune420
The built in "max compatibility" means you can still play the same game even after you update. That's how the SVN can work where we update our games everyday with new stuff and still are able to play the same game.
Pressing the 'C' key with a unit selected causes a crash for me.
@Hydromancerx thanks very much for replying with a great explanation.I have old age moments a lot lately, only 57 years old but body and mind are bit beat up!
The civ series has been my favorite game genre since around 1994 or 95 when I played Civ 1 and a bit later bought Civ 2 for my son, he hated it! I decided to check it out and was hooked ever since.
I'm using it myself using the default viewports 30x30 I think it is. Playing a a gigantic map with 15 land masses and 15 civs. I also for first time decided to use the minimize AI turn speed. Either viewports or the turn speed option is glitching the hell out of my game graphically. Farms disappear, my personalized map isn't showing any land marks. They pop up once in a while after switch from one port to another one.
Reloading a save after a crash is super fast now, turn times are increased substantially, I'm guessing maybe 50-75% increase, but the gfx glitches are horrible. The mini map is where they show up most notably. Horse farms will sometimes snake onto the water if they are coastal on main map and stay there for a long time. I'm around 4000bc at this time and haven't met any other civs yet.
I want to know if this is a problem using viewports or AI turn minimizing being ticked on instead? It states it may affect graphic animation only and why I post this here to find out from someone else who may have experienced this situation before I begin another game.I'm also playing eternity mode! Thanks
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Good luck with eternity, its bit too slow for me. I love snail speed personally. It feels right to me when I play.
Ok, I've tweaked this a bit. It now does the spoofing on viewport switches in two stages. Initially it completely hides rivers on unrevealed tiles (so they are not there to be revealed by the fade down), then 5 seconds later, it switches to not spoofing the tiles adjacent to the revealed region. During that 5 econds some artifacting around the edges will be visible (rivers appearing to end half way across the last revealed tile for instance) because it cannot correcly render the revealed tile without also having full information on the adjacent unrevealed one. However, this isn't very noticable unless you're looking for it, and the view will be correctly rendered once the fade down completes.@Koshling:
Here's a much better illustration of the rivers being improperly revealed on a viewport shift.
Done.Would it be hard to make that "5" variable (one more line in the parallel maps file)? I think recentering the viewport from anywhere would be useful, but other folk may not.
Koshling, I can give you my save if you want? The mines are graphically wrong unless you guys changed them in v25?
I have some screenshots showing the mines mucked up?
The placement of highlight circles (such as suggestd city splots, or places for workers to improve) has been fixed if you run the SVN version.
The occassional displacement of unit selection circles and flags is a known issue I have not yet cracked - selecting another unit then switching back cures it.
@Kitsune420
I have been having the same problems with my game. Bridges jumping around the screen occasionally, mines and other improvements glitching graphically. The cotton resource disappeared for me (visually that is) when I built the plantation improvement on it.
Often the white circle under the current selected unit doesn't show at all, or shows up several spots apart from the actual unit.
These problems seem to vary quite a lot, as when I switch viewports, they sometimes start working again.
Maybe this has something to do with my graphics card, or the ingame settings, I don't know.
I'd like to state here that all the problems I listed are small compared to the benefits these viewports provide. I love playing with them on, and not just because of the memory usage, but also for the immersion effect it gives me. You can play for a long time thinking that what you see in your minimap is the whole world, only to discover later that there was a whole other world just outside your view. Excellent for gigantic maps I'd say.
Anyway, when experiencing these issues, I was playing a gigantic map, eternity speed, 20-25 civs, but no minimize AI turn speed.
After some mild frustration in a hotseat game this afternoon, I discovered the "c" key tells units to automate city defense, if the option is enabled (which it is by default, but I had it turned off for single player games, which is why I hadn't noticed the problem). Thus centering/redrawing the VP was automating the selected unit.
I would suggest switching the automate hotkey to shift c, or ctrl c, since centering the view is probably what most people expect "c" to do.