![]() ![]() You can now set which tribe owns barbarian camps (138) Version 1.36 offers a grab-bag of features and bug fixes, with a slight focus on improvements related to graphics. Note that there is not yet automatic case-detection on case-sensitive file systems, so you still may need to make sure your PediaIcons paths and your file system paths match in terms of capitalization if you aren't on Windows. This should allow them to load on Linux/Mac, while continuing to work on Windows. PediaIcon paths are now adjusted to use forward-slashes automatically. Please note that only one step back with undo is supported at this time! If you have a color you like, it's still advisable to store a backup copy before making additional modifications to it. In addition, an "Undo" button has been added to the Civ Colors area, which allows you to undo any Hue/Saturation/Balance/Monotone change that didn't turn out the way you were hoping. With this update, it is now possible to set monotone civ colors by setting a single value that will be used for all known civ colors (40 used on units, plus several more used elsewhere). This update focuses on modifying Civ Colors, following a post by on the subject yesterday. Sadly, we are unlikely to ever meet the 128 MB that Conquests requires for the game itself, nor the 32 MB (!) that my Civ3 Vanilla box tells me is sufficient for the smallest map size. The official editor requirements remain the same as always - 256 MB required for map graphics (which will now trigger the warnings), and 384 MB recommended (which will not). The graphics themselves have a hard minimum of 110 MB just to store the uncompressed versions of the PCX texture files, so running within a 128 MB maximum is not plausible. Some Java distributions, however, have in recent years returned to the stingy 128 MB to 256 MB maximums that were common circa 2009, and that is what this update is intended to address. I cannot fathom a way that the editor could use 10+ GB, but if you zoom out enough on a large enough map, it may go over a gigabyte. The recommended Liberica Java version gives the editor 14 GB of maximum memory on my system, versus 889 MB that is provided when the launcher is used. I should note that using the launcher is not recommended unless you are having issues without the launcher. In theory, these should slightly reduce both running time and memory use when the program is loading the graphics, but most of the savings are ephemeral enough that they are difficult to measure. Some modest improvements to the graphics-loading process have also been made please post here if you notice any graphical oddities as a result. This is challenging, due to the lack of memory, and usually the best it can manage is updating its titlebar to inform you of the unfortunate situation. Attempts to notify you if the editor has become unresponsive due to running out of memory. Adds a Startup Widget that informs you of the low memory situation and advises you to use the launch when applicable Adds a warning if you try to open a file with insufficient memory and graphics enabled, suggesting you launch via the launcher instead Adds a batch script, Editor_Launcher.bat, that launches the launcher for Windows users whose Java installation isn't set as the default. Adds back the venerable launcher.jar program that launches the editor with a set amount of memory ![]() There still may be a risk of crashes when changing modded resources/features/improvements/natural wonders.Version 1.48 focuses on defeating pesky editor-launching issues, which have re-emerged in recent years. The current test results are listed bellow.Īll test was made with default resources/features/improvements/natural wonders with Crash safe and Safe mode checkboxes turned on. So now I'm running long tests to find the functions which might cause the crashes. In general, it is pretty safe to make changes early in-game on the first turn (except the impassable-to-passable and water to lands and vice versa). It was not changed with the mod updates and if you start to get crashes after some mod update it does not related to this update in 99% of the cases it just your game went to the stage where the significant map updates are not safe anymore. The game was not designed to use these functions in mid-game after the players and AI appears on the map and this is the main reason for the crashes. These functions are used by the game on the map generation stage before the game starts. ![]() ![]() Mod uses game testing and map generation functions to make map changes. The only way is to load the save game made before the problematic change was done but the crash may happen 400+ turns later and you literally can lose all progress. The problem with crashes is that they happen on some turn later in-game and it is not possible to continue the game because it will repeat on that turn no matter what you do. ![]()
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