April 22, 2002, 12:15
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#121
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Settler
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Athens, GA
Posts: 5
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performance
I want to chime in on the performance complaints with 1.21f. It is _not_ just the save data compression, as I do have autosave off. The between turns time in 1.21f is a minimum of about 2 seconds longer on my computer vs 1.17. This is a real pain mostly early in the game where the turns used to be basically instantaneous, but now take around 2 seconds per turn. The extra time seems to be fairly constant though, as the later game does not get significantly worse (between turns are still around 30ish seconds after 2000.)
There's no excuse for performance this bad on a game of this kind. Implement threading and do background processing during the players turn (duh). Check your algorithms and look for n-squared or worse performance, and write optimized cases for the most common situations (eg short circuit path searching).
I play on 80x80 maps. That's 6400 tiles, with less than 100 cities, and less than 1000 units. Even with every unit evaluating each tile in some horrible algorithm, there's just no way that should be adding up to 30 seconds of processor time. In fact, even with every unit evaluating every other unit, and every tile in the process, that barely comes to around 30 seconds of processor time. One would almost have to imagine an n-cubed algorithm being run for performance to be this bad.
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April 22, 2002, 13:18
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#122
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Warlord
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Madison WI
Posts: 185
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???
Surt, do you have a slow computer?
As far as Settlers marching through your territory, I've learned to ignore them. Does it really do any good to ask them to leave?
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April 22, 2002, 13:23
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#123
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Settler
Local Time: 18:12
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Leesburg, VA
Posts: 19
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Re: That FLOOD OF SETTLERS
Quote:
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Originally posted by Coracle
I see Firaxis did NOT bother to solve this annoying flood of settlers with 1.21.
Settler/spearmen pairs continue to march right into my territory.
I tell them to leave, and then tell them again. They don't leave.
I them tell them to leave or declare war.
At that point one of two stupid things will happen: either they will magically teleport themselves to the nearest open tile on the other side of my empire, or, even a pacifistic civ WILL declare war.
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I actually observed quite the opposite in the Regent game I was playing this weekend.
Avg military compared to France. Used units to fill gap in between borders of two towns that had not expanded so France could not pass except to go through my territory. When warrior and settler came along, Iasked her to leave. She said she would, but didn't, so I asked again. It worked. 5 turns later my borders expand and I have three more settlers going into fill in remaining land on other side. I successfully cut off Joan's expansion.
KF
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April 22, 2002, 17:25
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#124
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Prince
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Jan 2001
Location: USA
Posts: 815
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As for anyone's AI Civ running around, I guard my borders.
I do not allow them to have an open space to get into my territory, well, most of the time.
I had fun with Joan once, just kept moving my troops in her way, (her troops) so they can not move where I do not want them too.
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April 22, 2002, 17:27
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#125
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Prince
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Jan 2001
Location: USA
Posts: 815
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Oh, as for the resouces, (luxuries), that is handled now by that new rule - Preserve Random Seed - or whatever it exactly is.
Turn it off, and no luxuries, I think, as of right now. Just strategic resources.
So far, as I see.
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April 22, 2002, 18:19
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#126
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Prince
Local Time: 19:12
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Evil and I'm also a Capitalist
Posts: 964
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More of an issue...
The AI isn't aggressive enough on Chieftan level. I can literally go through a game with no more than one or two wars total. Bumping it up would be nice.
Gone are the days when a Civ hated me for simply being.
__________________
"Let us kill the English! Their concept of individual rights could undermine the power of our beloved tyrants!"
~Lisa as Jeanne d'Arc
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April 22, 2002, 19:11
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#127
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Deity
Local Time: 09:12
Local Date: November 1, 2010
Join Date: May 1999
Location: Between Coast and Mountains
Posts: 14,475
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played right through one game no problems, noticed the changed colours but made no impact to game!
__________________
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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April 22, 2002, 21:33
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#128
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King
Local Time: 16:12
Local Date: October 31, 2010
Join Date: Feb 2000
Location: My head stuck permanently in my civ
Posts: 1,703
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Re: old mods
OK, I see the problem. after fiddling with it for a while and numerous crashes, even seeing where civ3mod.bic would crash, I finally found it.
when you accidentally lick on the map (suppose you intend to just change the rules), it makes that huge ocean with a patch of desert the default map. when loading the scenario, it tries to load that map and crashes the game.
I have to go to scenario and deselect custom map. then I can load the mod and get a world generation screen at game's start. It's really a bother that they make it crash automatically now without giving the option, though
__________________
Any man can be a Father, but it takes someone special to be a BEAST
I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
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April 23, 2002, 00:43
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#129
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Settler
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Houston TX
Posts: 23
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Quote:
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Originally posted by Raion
Oh, as for the resouces, (luxuries), that is handled now by that new rule - Preserve Random Seed - or whatever it exactly is.
Turn it off, and no luxuries, I think, as of right now. Just strategic resources.
So far, as I see.
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WTH? If I understand what you're saying, you're wrong. The Preserve Random See just changes the combat seed number every time you reload. It has absolutely nothing to do with the appearance or distribution of luxuries.
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April 23, 2002, 00:50
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#130
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Deity
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Quote:
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Originally posted by Kyle
More of an issue...
The AI isn't aggressive enough on Chieftan level. I can literally go through a game with no more than one or two wars total. Bumping it up would be nice.
Gone are the days when a Civ hated me for simply being.
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You have snatched the pebble from Soren's hand. Good job Grasshopper!
Time to move up a level. I'm playing a Regent game for the heck of it. I can't believe how easy it is (compared to Emperor). It was easy with 1.17 too.
__________________
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(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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April 23, 2002, 03:18
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#131
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King
Local Time: 01:12
Local Date: November 1, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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Quote:
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Originally posted by Saint Marcus
Two bugs:
1. colors are messed up. AI civs colors change with every game I play
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are you playing with more than 8 civs (did any tweaks to the mod file)?
__________________
joseph 1944: LaRusso if you can remember past yesterday I never post a responce to one of your statement. I read most of your post with amusement however.
You are so anti-america that having a conversation with you would be poinless. You may or maynot feel you are an enemy of the United States, I don't care either way. However if I still worked for the Goverment I would turn over your e-mail address to my bosses and what ever happen, happens.
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April 23, 2002, 04:42
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#132
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Prince
Local Time: 18:12
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
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EFFING CRASHES
What is the point of Firaxis including an Editor. . . when after you Edit, the GAME CRASHES all too often??
You Edit the stupid Firaxis unit values and their useless units, and the GAME CRASHES.
I am so sick of it.
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April 23, 2002, 05:05
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#133
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Deity
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Then go away.
__________________
(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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April 23, 2002, 05:22
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#134
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Emperor
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Bug in Editor (When using custom player data):
If you click CANCEL in "player properties" screeen, all data in "scenario properties" screen (exept scenario description) will be lost.
How to avoid:
-save often
-never click cancel in player properties screen
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April 23, 2002, 05:29
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#135
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Settler
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Houston TX
Posts: 23
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How is that a bug?
Error lies between user and keyboard.
Of course if you hit cancel it resets everything you've changed since your last save. Duh!
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April 23, 2002, 09:28
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#136
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Warlord
Local Time: 15:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: 3rd Rock from the sun
Posts: 158
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Huh?
Quote:
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Originally posted by Thrawn05
Custom city names does not seem to be supported in this patch.
None of my edited games with new and fixed city names revert back the in game names when I play the game. I built a new edited game with the newer names, but they still revert back to the originals.
Any suggestions on what I might be doing wrong, which I 'ant.
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I have a BIC with my own city names they appear without a giltch of any kind. This is and hasn't been a problem at all no one else is expressing anything remotely close to your problem. Suggest you look at something else causing the problem.
__________________
Thanks ~ Desert Fox (Real Nickname)
Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community
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April 23, 2002, 12:03
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#137
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Warlord
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 185
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"The AI isn't aggressive enough on Chieftan level. I can literally go through a game with no more than one or two wars total. Bumping it up would be nice.
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I have to say it..you can bump it up by raising the difficulty level
So far, i have not experienced any problems with the new patch.
I especially love how pollution cleaning (shift-p) is now as fast as the other parts of the moving.
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April 23, 2002, 12:22
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#138
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Prince
Local Time: 19:12
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Evil and I'm also a Capitalist
Posts: 964
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Quote:
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Originally posted by Redstar
"The AI isn't aggressive enough on Chieftan level. I can literally go through a game with no more than one or two wars total. Bumping it up would be nice.
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I have to say it..you can bump it up by raising the difficulty level 
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Then I would be completely buried. The AI civs go into ICS mode and out build me. And this is on Chieftan level.
Maybe I'll try the "non-cheating" Regent level.
__________________
"Let us kill the English! Their concept of individual rights could undermine the power of our beloved tyrants!"
~Lisa as Jeanne d'Arc
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April 23, 2002, 12:38
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#139
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Emperor
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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Quote:
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Originally posted by LaRusso
are you playing with more than 8 civs (did any tweaks to the mod file)?
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I have the same problems with civ colors - the only changes to the bic file I've made are to increase the # of civs on each world size to 16 and to turn on lethal bombardment. The civ colors seem to be completely random, in my latest game the colors are:
Aztecs - Teal (persian alternate)
Persians - Light Green (greek primary)
Greeks - Dark Red (Japanese alternate)
Japanese - Dark Green (aztec primary)
Romans - Grey (indians alternate)
Indians - Purple (iroquois primary)
Iroquois - Dark Blue (babylonian alternate)
Babylonians - Red (roman primary)
Chinese - Light blue (american primary)
Americans - Light pink (chinese alternate)
None of the European civs have color changes...quite strange...
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April 23, 2002, 13:48
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#140
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Settler
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Athens, GA
Posts: 5
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slowness
I have an 800 mhz cpu, and 256 megs of ram, well above the recommended spec.
The real annoyance is that 1.21 is so much slower than 1.17. 1.17 with autosave turned on was faster than 1.21 with autosave turned off by a large margin (very noticeable in game).
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April 23, 2002, 14:14
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#141
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Prince
Local Time: 18:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Columbia, S.C.
Posts: 417
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Re: Re: old mods
Quote:
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[SIZE=1] Originally posted by Father Beast [/SIZE=1]
when you accidentally lick on the map (suppose you intend to just change the rules), it makes that huge ocean with a patch of desert the default map. when loading the scenario, it tries to load that map and crashes the game.
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You probably should not lick on the map. Not as dirty as money, but still not a good idea, even if you clean your screen often - some of those cleaning solutions are toxic.
So far the only prob I've had is the civs changeing colors. As long as it does not crash, fine w/ me. I like the little uncertainty.
__________________
"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
i like ibble blibble
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April 23, 2002, 17:05
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#142
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Settler
Local Time: 15:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: San Rafael CA USA
Posts: 19
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AI sees the whole map...STILL
Uninstalled everything, reinstalled, and aplied patch...
Played new game, Two large continents, seperated by big ocean, had to wait for Navigation to even get over to where the Chinese, and the Indians were...
My continent has Greeks, Egypt, Rome, Iriquios, Americans (me) and Aztecs...
I reach the Chinese, trade for Their world map, and Viola!
I see Barbarian Camps on MY continent, in areas I have explored, but not been to yet.
No, the Chinese have not discovered Navigation yet, and i ave the options of sharing communications with everyone but the indians with them.
So...
The AI civ (Chinese) nearly isolated on another continent with the Indians, unable to visit my continent, and unable to communicate with any civ but my own, (Indians cannot communicate with the other either, Indian Civ is same as Chinese, no navigation, and no contacts other than myself, and the Chinese) can see everything on the whole map...
I assume AI civs can also forsee where future Strategic resources are located, since the AI civs continue to venture out into desolate land, and plunk down a settler where no settler should be. And in a few hundred years, up pops a coal resource, or oil, or Uranium, or Aluminum, or whatever.
This bug, more than any other is the most aggrivating to me.
The AI should race for Luxury resources, if there is a spot to build a new city, they should race for River locations, because that is a good spot to build a city, they should race for Gold resources, they should NOT race for a spot of land that have NO INTRINSIC VALUE at all... until later in the game.
It is so obvious, and infuriating.
__________________
"Sometimes it is entirely appropriate to kill a fly with a sledge hammer."
- Major Holdridge, 1994
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April 23, 2002, 19:33
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#143
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Settler
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Gjøvik, Norway
Posts: 4
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1.21f crashes
It seems that the game has become somewhat more unstable with this new patch, which was not what I had anticipated from Firaxis. I usually use the editor to mod some of the rules, so that the game suites me better, but the error messages seem much more frequent now than earlier.
And worst of all, some of the errors simply crashes the game back to the desktop. Must we accept playing with the standard rules with this new patch, or could someone please direct me to a solution as to making the game more stable for the ones who like to alter the rules somewhat?
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April 24, 2002, 05:59
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#144
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Emperor
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Civilopedia errors in 1.21f (yes, they still exsist)
All info is from Game concept menu.
-Conscription info: Communism draft rate should be 2 not 3, Mech. Inf. should be added in list of draft-type units
-Disease info: wokers in floodplains are not susceptible to disease, although civilopedia says they are
-Hotkeys info: J stack command shortcut should be added, it should also be added as icon in units orders menu
-Resistance info: resistors don't eat city food, although civilopeda says they do
-Power plants info: Nuclear plants should be +100%
-Retreat rules should be added in civilopedia.
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April 24, 2002, 06:01
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#145
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Prince
Local Time: 11:12
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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The editor has bugs
The editor appears to have bugs. Starting with a new mod, I allowed Custom Player Data, changed the number of players to 4, and changed the starting tech for each player to future tech. After saving it and reloading, it said there were 8 players and had changed the starting tech back to ancient.
To sum up, the editor is not saving the BIC data correctly.
__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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April 24, 2002, 06:17
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#146
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Emperor
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Re: The editor has bugs
Quote:
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Originally posted by The Rusty Gamer
The editor appears to have bugs. Starting with a new mod, I allowed Custom Player Data, changed the number of players to 4, and changed the starting tech for each player to future tech. After saving it and reloading, it said there were 8 players and had changed the starting tech back to ancient.
To sum up, the editor is not saving the BIC data correctly.
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Tip:
NEVER click Cancel in player properties or else you'll lose some chages.
(in fact this all happens before game is saved)
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April 24, 2002, 07:48
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#147
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Prince
Local Time: 11:12
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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I just tried it again. I did not press cancel at any time. Same problem. I'd changed the number of players to 4, and for each player I set to starting with future tech and goverment democracy. The difficulty level was set to "Any" by default. After saving and reloading, the number of players had changed to 8, it had put starting techs back to Ancient Times, and had changed the difficulty settings to "Regent" but had left the goverment at democracy. Something is definitely wrong here.
__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
Last edited by The Rusty Gamer; April 24, 2002 at 07:56.
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April 24, 2002, 09:35
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#148
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Settler
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Tampa,Fl
Posts: 13
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Re: performance
Quote:
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Originally posted by surt
I want to chime in on the performance complaints with 1.21f. It is _not_ just the save data compression, as I do have autosave off. The between turns time in 1.21f is a minimum of about 2 seconds longer on my computer vs 1.17. *** edited a bunch of blah blah blah .***
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I play on Marla's 255x255 map with well over 150+ cities and too many units to mention , and my wait time is no more than 10-15 secs in the modern age during peacetime and MAYBE 30secs when its fullscale war..
go buy a new processor or a better MB and shutit!
__________________
"All I ask is simple blind obedience!" - Dr. Doom
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April 24, 2002, 09:38
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#149
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Settler
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Tampa,Fl
Posts: 13
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Quote:
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Originally posted by notyoueither
You have snatched the pebble from Soren's hand. Good job Grasshopper!
Time to move up a level. I'm playing a Regent game for the heck of it. I can't believe how easy it is (compared to Emperor). It was easy with 1.17 too.
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i dunno guys, I play on Monarch w/no space race option and its pretty much pick on the Hooman during the entire thing. Multiple games and its always the damn Germans and then everyone else behind them deciding to start wars w/ me when i've been peaceful and maybe even submissive to their demands!
__________________
"All I ask is simple blind obedience!" - Dr. Doom
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April 24, 2002, 09:45
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#150
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Warlord
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 185
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Possibly a serious bug afterall...
I have been playing 1 game for more than 13-18hrs now.
No problems up until last night when the mouse input STOPPED WORKING. All i could do with the mouse was move the cursor. Curiously if i moved the mouse to the screen edges, the map still scrolled. but that's it.
Also, around about the same time, i could no longer order my settlers to build railroad. The settlers on auto build still build rail though.
btw: i could still switch to windows where the mouse worked fine.
I do not know how serious this issue may be as it has only happened to me once in all that time i mentioned.
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