All be advised, there is a vulnerability in the Unity Engine since 2017 which permits remote code execution. Severity is 8.5/10.
See:
https://unity.com/security/sept-2025-01
Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Thanks!
I will try to update to a later version of Unity, and have a look at the load/save while I am at it.
I will try to update to a later version of Unity, and have a look at the load/save while I am at it.
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Okay! So here is a version that uses Unity 2023, which is patched to fix the vulnerability, and should also allow saves to load.
https://www.dropbox.com/scl/fi/0k7nzbfh ... c1if4&dl=0
Sorry that took so long to fix...
https://www.dropbox.com/scl/fi/0k7nzbfh ... c1if4&dl=0
Sorry that took so long to fix...
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Hi! First of all, i want to thank Nijis for his work. This project seems as if tailor-made for lazy people like me. But even if I like it in its current form, there are bugs and shortcomings that need to be addressed.
1) "Save as XML" does not work for me. Either nothing happens or the file goes elsewhere and I can't find it. Even worse, after clicking the option the red text "Save as XML" remains there over everything else forever.
2) It puts a significant strain (CPU+GPU) on my weak old PC - and the load doesn't drop even in the minimized state! This is very odd, as afaik autopausing when minimized should be default behaviour for Unity apps. Also in any case it would be nice to have an option to limit FPS when not paused. Or even better, just stop rendering when the user does nothing (besides moving the mouse).
3) related to the above - can we have an option to quit and generate a simple txt file with player battles FoG2 details (so no need to memorize or to keep the ToC running to enter these).
4) I feel too many years are being skipped after the ruler's death. Is it because his reign was too successful? Now even a new emerging power has enough time to rise and conquer both your old rival and your empire in your absence. In any case, please add an option at least to wake up when the capital is in danger to have a chance to save it (possibly at increased difficulty level).
5) is it possible to make maximized (not full-screen) window mode? so it won't obscure the system tray
Sorry if some of this was covered before, didn't read the whole thread yet.
1) "Save as XML" does not work for me. Either nothing happens or the file goes elsewhere and I can't find it. Even worse, after clicking the option the red text "Save as XML" remains there over everything else forever.
2) It puts a significant strain (CPU+GPU) on my weak old PC - and the load doesn't drop even in the minimized state! This is very odd, as afaik autopausing when minimized should be default behaviour for Unity apps. Also in any case it would be nice to have an option to limit FPS when not paused. Or even better, just stop rendering when the user does nothing (besides moving the mouse).
3) related to the above - can we have an option to quit and generate a simple txt file with player battles FoG2 details (so no need to memorize or to keep the ToC running to enter these).
4) I feel too many years are being skipped after the ruler's death. Is it because his reign was too successful? Now even a new emerging power has enough time to rise and conquer both your old rival and your empire in your absence. In any case, please add an option at least to wake up when the capital is in danger to have a chance to save it (possibly at increased difficulty level).
5) is it possible to make maximized (not full-screen) window mode? so it won't obscure the system tray
Sorry if some of this was covered before, didn't read the whole thread yet.
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Hu Gleech - thanks for the detailed feedback! I'm traveling right now, but I will work on all of these when I return in early January.
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
I love Tides of Conquest greatly. I found it very recently and I played FOG2 with it almost every day.
My only complain is time pass between a dead leader a new one is too great for me. Is there a way to change that?
My only complain is time pass between a dead leader a new one is too great for me. Is there a way to change that?
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Thanks! I'm really glad that you're enjoying it.
There should be a "singleplayer options" link on the top panel, under the year, campaign ID etc. You can turn off the time passing entirely, if you want. I should add more options for shorter waits, as both you and GLeech have requested it.
Re GLeech's issues, to address the strain on the PC I would need to overhaul the UI, which I should do at some point soon. SaveAsXml should be an easy fix but that one will require some work. I will try to get to it fairly soon.
There should be a "singleplayer options" link on the top panel, under the year, campaign ID etc. You can turn off the time passing entirely, if you want. I should add more options for shorter waits, as both you and GLeech have requested it.
Re GLeech's issues, to address the strain on the PC I would need to overhaul the UI, which I should do at some point soon. SaveAsXml should be an easy fix but that one will require some work. I will try to get to it fairly soon.
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Just to update, I am currently working on these issues:
1) Lots of optimizations so that the game places less of a strain on GPU/CPU
2) A button to print out the turn's battles
3) Fixing save as XML
4) Several options to reduce or eliminate the fast-forward after leader death
5) Scrolling by moving to the edge of the screen
Right now I am testing to make sure these work.
Screen maximization errors are weirdly hard to test as I have to do that outside the editor, but I will hopefully get to that too.
This should hopefully be up by next week, if not before.
1) Lots of optimizations so that the game places less of a strain on GPU/CPU
2) A button to print out the turn's battles
3) Fixing save as XML
4) Several options to reduce or eliminate the fast-forward after leader death
5) Scrolling by moving to the edge of the screen
Right now I am testing to make sure these work.
Screen maximization errors are weirdly hard to test as I have to do that outside the editor, but I will hopefully get to that too.
This should hopefully be up by next week, if not before.
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
So, here's the new version:
https://www.dropbox.com/scl/fi/i8qwzx71 ... 9tiyc&dl=0
I hope it lowers the load on GPU/CPU. It also adds the various other features described above.
I've tested it for bugs, but I never know if I caught them all, so please let me know if you find anything.
https://www.dropbox.com/scl/fi/i8qwzx71 ... 9tiyc&dl=0
I hope it lowers the load on GPU/CPU. It also adds the various other features described above.
I've tested it for bugs, but I never know if I caught them all, so please let me know if you find anything.
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
tried it and sadly didn't see much difference
consistently about 30% CPU and 30-40% GPU load on my old system (even in minimized state)
also for some reason it absolutely wants to use the discrete graphics card - ??
haven't touched Unity for years but I think you need to check some global settings of your project
Re: Tides of Conquest campaign tool - new version with Bronze Age scenarios and icons out April 21 2023
Ah, that's unfortunate. It might just be the size of the terrain and the collider, which are 4096 x 4096.
Typically you'd want a game to use the discrete graphics card rather than the integrated one, right? What are your cards, if I could ask?
Thanks for testing!
Typically you'd want a game to use the discrete graphics card rather than the integrated one, right? What are your cards, if I could ask?
Thanks for testing!



