VP Community Roadmap/Vision Brainstorming

Code:
[1666452.296] ERR: Injected numbers are not supported in this release. {TXT_KEY_PLURALITY << {TXT_KEY_SPECIALIST_CITIZEN} << 2}
Welp, Firaxis sucks, there goes the idea.
Another idea that has an even lower chance to work:
XML:
<Row Tag="TXT_KEY_BUILDING_GALLERY">
    <Text>Gallery|Galleries</Text>
    <Plurality>1|2</Plurality>
</Row>
<Row Tag="TXT_KEY_DUMMY_PLURAL_2">
    <Text></Text>
    <Plurality>2</Plurality>
</Row>
<Row Tag="TXT_KEY_PLURALITY_CONSTRUCT">
    <Text>{@1_Dummy}{@1: plural 1?{2}; other?{2};}</Text>
</Row>
<Row Tag="TXT_KEY_PLURALITY_2">
    <Text>{TXT_KEY_PLURALITY_CONSTRUCT &lt;&lt; {TXT_KEY_DUMMY_PLURAL_2} &lt;&lt; {1}}</Text>
</Row>
<Row Tag="TXT_KEY_TEST">
    <!-- Should be "Galleries" -->
    <Text>{TXT_KEY_PLURALITY_2 &lt;&lt; {TXT_KEY_BUILDING_GALLERY}}</Text>
</Row>
I don't even know if it works like that.
 
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We can have EUI as the only option with most features toggleable (like those lists on both sides of the screen). Same with Improved City View (guaranteed to be broken in 5.0) so we don't have to maintain multiple versions of CityView.lua...

Ideally we should only have ONE set of UI for both CP and VP with lots of optional features.
I'm okay if EUI uses the same or less memory as vanilla UI in every stage of the game.

The non-EUI VP version is arguably more stable than the EUI version on the memory side in late game.
 
Isn't it crashing just because of the tile highlighting thing?

And the expanded tech tree naturally takes more memory to display all those extra icons, but we're NOT removing that. I can try taking a look at why tech tree devours memory though. I think it's because of instantly loading every single icon into memory? Is lazy loading viable?
 
Isn't it crashing just because of the tile highlighting thing?

And the expanded tech tree naturally takes more memory to display all those extra icons, but we're NOT removing that. I can try taking a look at why tech tree devours memory though. I think it's because of instantly loading every single icon into memory? Is lazy loading viable?
I think this idea should be considered again (at least tested by providing the .dll with the changes to see how it behaves), it was really promising to solve the memory issue on both versions for just a minor performance degradation --> https://github.com/LoneGazebo/Community-Patch-DLL/pull/10164 (Discord discuss: https://discord.com/channels/707403015845576735/1033469765794140242/1150523951508897793)

But it needs to be updated because it was written on an older verison of VP.
 
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The non-EUI VP version is arguably more stable than the EUI version on the memory side in late game.
absolutely, 100% agree, and this is the prime reason to keep it around imo

i don't have any metrics, but anecdotally... vanilla ui is not perfectly stable but you can get through a good chunk of turns in late game on a big map with 43 civ before requiring a reload -- on EUI i expect to reload every other turn. The UI gets full of artifacts much more often, and seems to CTD more frequently too. I've been told in the past that EUI is somehow more efficient, but i dont really see it working out that way in-game.
 
vanilla ui is not perfectly stable but you can get through a good chunk of turns in late game on a big map with 43 civ before requiring a reload -- on EUI i expect to reload every other turn.
That smells of memory leak.

Aside from that, maybe an option for lower image resolution would improve the situation.
 
Aside from that, maybe an option for lower image resolution would improve the situation.
may just be the way the engine handles limited 32-bit memory space -- EUI may be computationally more efficient, but it must load more things into memory somehow and thus deprive the rest of the game. afaik the engine will roll over on existing memory and overwrite when it runs out, so with more things competing for space, this happens sooner. best guess i have anyway

i suspect things like resolution are being processed elsewhere, ie in the GPU, and thus not competing for the same memory the way thing like extra icons etc. might be. Similar effect on stability can be seen in the vanilla UI but turning on all the map icons and leaving them on. Im speculating here but my guess is these things just take up more of that precious memory we already know is in short supply with this game
 
i suspect things like resolution are being processed elsewhere, ie in the GPU, and thus not competing for the same memory the way thing like extra icons etc.
I meant image resolution for icons also, which probably is stored in GPU. But yeah, some cache may speed up things, while take up more memory.
 
We can have EUI as the only option with most features toggleable (like those lists on both sides of the screen). Same with Improved City View (guaranteed to be broken in 5.0) so we don't have to maintain multiple versions of CityView.lua...

Ideally we should only have ONE set of UI for both CP and VP with lots of optional features.
I think we need a light EUI version with the most important QOL improvements of EUI which use less memory.

With today processor I think it is smarter to have less computationally efficient but more memory friendly UI for a 32 bits game.
 
I'm not sure whether the heavy memory consumption is on the (table of) button (icon) objects or the button (icon) assets for the tech tree. The former would be easier to change (populate tooltip and button link on hover).
 
I'm not sure whether the heavy memory consumption is on the (table of) button (icon) objects or the button (icon) assets for the tech tree. The former would be easier to change (populate tooltip and button link on hover).
Maybe we can unload the map when opening the techtree ?
 
- Tidy up the modmods repository
- RE: Modmods Repository - "we need some kind of organization (sub forums for civs, QOL, overhaul-level changes, etc.) and then also moderation to archive things that aren't being maintained" (hokath)
- Suggestion that we just have the following subs: released mods, WIP mods, and archive/retired
- From there have the colored labels on each to denote civs, QoL, game rules etc. Like how the Congress threads get color labels
- Also if possible, a label that will tell the last compatible version of VP
idk if there's any appetite for this, but seems timely with the major changes occurring rn to vp tables etc.
 
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