Well I hate to tell you, but the Mod gets lost switching back and forth at times. Yes I do have the random seed generator on, I like to give myself an extra chance at fixing issues in my game when I make horrible mistakes. I give it one chance
lame as it is.
Events for volcanoes aren't working correctly either, it will talk about one erupting, but I don't see it. I will be playing and all of a sudden I hear this whoshing noise and one appears out of the blue.
Happens through all 3 of my games using viewports Koshling!?!
It often doesn't center over units or cities properly as the normal Mod does, if that random seed was removed I'd probably not play. I like to give myself a 1 chance, I am not a beta tester, if I was then of course I would not use it.
I have beta tested many many mods along with civ 3 and civ4 when they were being created. I understand the issues involved and if my information won't be considered valid due to using that reload, okay no insult to me. I do want to help though.
I will play a game without using the reload option if need be to aid you with this issue. Let me know.... all I do is play games and hang out online, so if you need me to test anything I am available, 57 years old and bad health on SSI, no problem if you need me to test things without the reload seed being used??!!
Now It seems after playing 3 games in a row, gigantic, Giant and huge maps, using the c2c planet generator script, that the viewports Mod gets confused where it is supposed to be switching from city to city to give me the build options. It will sometimes stop over another civs land mass and not over my own, it will sometimes be overtop of a city Im not working with. Not only that is seems to interfere with graphic rendering on a big scale, tossing bridges, great wall wonder, walls, improved resources, etc in the wrong location. I have had units flag show up at bottom of my map yet the unit in question is at the top of my map.
I haven't been able to detect any sort of pattern either. When it does get confused the game won't progress to the end of the turn. Only way to correct it is to save the current game and reload, I have reloaded several times in a row just to test it see if I am changing something drastic due to the random seed generator but I haven't seen a difference. If I don't reload, simply hit the end turn bottom anyways, it will keep repeating the same issue not ending the turn properly. It seems like it isn't a complicated issue, the code used for viewports is coming into play when the game is trying to render graphics and switching from city to city and move to move of units, isn't efficient for some reason.
On the plus side I had the game make a gigantic map as large as it can, I played it up till renaissance era without one single MAF occuring, it works beautifully but has these odd graphic glitches and gets confused. Isn't this just a simply coding method that needs to be changed?
I can't code python or XML so I have no clue but I want to help in any way I can.
The Mod is incredible I have been playing it for 2 years now and want to have the game function correctly without that pesky MAF occuring on big maps. By the way I don't reload to make my luck better, I do it ONLY when I bad mistake is made concerning important groups of units. In beginning especially if I go the wrong direction and all my new units are taken out. Yes it is cheating I supposed but I don't reload all the time, I do it only as last resort to fix my mistakes
I love to play iron man games Im not that good at it but....