[Modding] Creating my first scenario

pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Turn 32 crash first time, directly after I inspected the new trade overview menu for the first time in 32 turns. I closed it and got this CTD:
Try one thing - remove all ambientUnits from the save file and continue. lets see if it helps
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:Turn 32 crash first time, directly after I inspected the new trade overview menu for the first time in 32 turns. I closed it and got this CTD:
Try one thing - remove all ambientUnits from the save file and continue. lets see if it helps
At least I'm at the turn 35 mark now.

Also demo mode I tried and I can use it, even with the restrictions, thank you for that. Probably I install the game on my laptop as well and let it run.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I'm not sure if you have it on your radar so I report the issue with the somewhat overwhelming titles in this screen once more:
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I understand you have to continue the modding tools and other serious work. Of course!

I don't expect you look into all the files asap. If you can just hint me sometimes with a small line or things to try I'm very happy.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I think me and other testers suggested this earlier, I'm not sure what your stance is about it. This type of menu's should be helpful if possible to close with return or space key.
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Deleting all ambientunitmodels in my 28 BC (turn 30 or so) save file resulted in that I pass the 40 turn mark now.

(With an extra note that this is about a game where also at turn 1 all ambientunitmodels where deleted from my ag file).
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Maybe good to notice one time that I count my turntime sometimes in realtime. That means on a revealed 7000 tiles map, with over 700 units (armies/cities/mines) atm (Apprx since I took just the ID's from my ag file, maybe there are much more), thousands of trees and ambient animals...

Well turn time for 20 AI players in turn 50 of a 89 x 89 map is:

ROFFLL

15 SECONDS!!!

This is extremely fast (Looking to you Ageod ;-p)
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I'm not sure if you have it on your radar so I report the issue with the somewhat overwhelming titles in this screen once more:
It is logged and once the high priority stuff is done I will also address this.
Cablenexus wrote:I think me and other testers suggested this earlier, I'm not sure what your stance is about it. This type of menu's should be helpful if possible to close with return or space key.
Agreed. Logged.
Cablenexus wrote:Well turn time for 20 AI players in turn 50 of a 89 x 89 map is:
ROFFLL
15 SECONDS!!!
This is actually less than 15 seconds. Most of the time is taken by synchronization between core and UI. In the AI Arena (this is basically the tool for testing AI behavior), the turn of the very late game (like turn 300, etc) takes around 8 seconds (for the campaign map). When you run the same in game (with the sync of UI and core) it is around 15 as well.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

Watching all players turns in the same game cost me 4 minute and 22 seconds. At default setting.

- I managed to get to turn 47 now (It's a load game without ambient models so they are not generated at all btw).
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Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

- Just out of curiosity, do you have already an idea what cause it?

- Is there something changed in the ambient models since beta 4?

- Is it of influence of my cow lines from v 3?
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:Watching all players turns in the same game cost me 4 minute and 22 seconds. At default setting.
Yes sure, it is just the "presentation" of the AI moves. I am talking about synchronization of the core and UI. Basically the core calculates all the turns and sends it to UI. The UI needs to create a "chain" of moves. The chain is slowly (one by one) presented.
By synchronization I mean the chain creation. AI Arena doesnt have this chain, it simply updates everything straight away (similarly to the game when "show enemy moves" is turned off.

If you set the demoPlayer and turn off "show enemy moves" you will see how quickly the AI actually thinks:) On the other hand, you wont see anything except of the rolling leaders illustrations:-D
Cablenexus wrote:Just out of curiosity, do you have already an idea what cause it?
It is related to the memory consumption when planning the animal moves when there is such a number of animals on such a huge map. I will reuse the memory in more efficient way and it should fix that problem. Hopefully;)
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Re: [Modding] Creating my first scenario

Post by pavelk »

Btw. did you decrease the percentage of deers and boars on the map (in your mod file)? Or you left it as it was and just added cows?
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:Btw. did you decrease the percentage of deers and boars on the map (in your mod file)? Or you left it as it was and just added cows?
yes, I just added them, I did not delete or alter any other animals.

This wasn't an issue in v3 for me.

I understand what you said about the AI turn time. I just wanted to show you also the time for watching all AI players.
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I was actually using more animals before since I set the percentage for seagulls on swamp tiles. Which I did not do yet in v4.
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

I first want to wait for the new patch which new memory solve issue for this, if it continues to happen I will try with reduced animals.

I keep saying that my event viewer, taskmanager not show a single sign of out of memory in this case. With previous issues with memory (trees dissapearing etc) this was always the case.
But I honestly don't know if that's relevant for you.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I keep saying that my event viewer, taskmanager not show a single sign of out of memory in this case. With previous issues with memory (trees dissapearing etc) this was always the case.
But I honestly don't know if that's relevant for you.
Yes thats interesting isnt it? It is called LOH (large object heap). Basically the problem is fragmentation (similar to fragmentation of hard drive). It is pretty much empty (free memory) but it is fragmented and it doesnt allow larger objects to fit in. This causes the out of memory exception...
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

What is supposed to happen after a defeat? It brings me back to the game with a greyed out hourglass.
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pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:What is supposed to happen after a defeat? It brings me back to the game with a greyed out hourglass.
With defeat of one of the AI players or the demo player? Honestly I dont know:) I didnt have time to fix all the issues and when I saw (during the presentation) that there is a problem, I restarted it. It was done purely as a "showcase" for people walking around the booth:))
Cablenexus
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Re: [Modding] Creating my first scenario

Post by Cablenexus »

pavelk wrote:
Cablenexus wrote:What is supposed to happen after a defeat? It brings me back to the game with a greyed out hourglass.
With defeat of one of the AI players or the demo player? Honestly I dont know:) I didnt have time to fix all the issues and when I saw (during the presentation) that there is a problem, I restarted it. It was done purely as a "showcase" for people walking around the booth:))
I'm not in demo mode anymore since I reported, I only tried it once.
pavelk
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Re: [Modding] Creating my first scenario

Post by pavelk »

Cablenexus wrote:I'm not in demo mode anymore since I reported, I only tried it once.
I see. Well, once you are defeated you can replay the whole history (without FoW limitation) and all the statistics (for all players) and start a new game:))
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