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Re: Speeding up battles
FRAPS is a handy snapshot tool, even if you use it for nothing else.
[ March 03, 2004, 23:04: Message edited by: Arryn ] |
Re: Speeding up battles
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I don't think that there's a need to pass this information, because it can be recomputed locally. It is drawing that slows down the battle replay, not computations. For example, on Orania map one turn hosting (about turn 80) takes 1-2 minutes (on my computer). This includes 6-10 battles with my participation with 1 or 2 including large number of units. With about 10 nations left, this means that an approximate total of 8*10/2 = 40 battles is processed including 7-8 large ones. It's easy to see that the large battle resolution isn't taking more than 5-10 seconds. So the state of the battle after every round can be calculated locally. More difficult question is how to manage these data, depending on the internal program organization it may vary from very easy to very hard. But developers mentioned that the feature was in game, but was pulled out because of bugs. And considering that recently Johan K. made few comments implying that he was using unpatched MSVC (ouch!) with unpatched STL, I believe our prospects of getting advanced battle replay capabilities are good http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Yes, the battles in this game are way too slow when several types of archers or just a few spirit helmets are part of it. I enjoy watching battles, but only those without ranged units.
No amount of excuses will take away the fact that it's a flaw. I'd just like to add that I feel sorry for SlyFrog because of some responses he got and I fully agree with him. I just hate it when some people take the slightest criticism against their favourite game as a personal attack... |
Re: Speeding up battles
Sly Frog,
At least 90% of the flame-wars, on this forum, are started by two people. You have already met them. The vast majority of posters are helpful and respectful. Welcome to Dom2 and good luck, Aikamun [ March 04, 2004, 06:28: Message edited by: Aikamun ] |
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Of course, if the next patch "corrects" the missing anims, they'll be back. And, you cannot watch where stray arrows land (you only get the blood splat where they hit home). But, for the sole purpose of replay time, that would probably work (at least, the Ashikaga archer volleys are fast in replays). Note: I'm not going to start doing such a mod; I don't have the time and energy to go into this. I'm just offering the idea for a quick and dirty fix... |
Re: Speeding up battles
A newbie perspective.
I've been playing the demo for the past week, deciding whether or not to purchase the full game. As this topic presents, one qualm I have is the lack of combat playback/speed/VCR-like controls. Have the developers commented on whether not such a feature will be added (or not) in an update? Thanks! |
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It was present in Dominions 1, but the devs' comment is that it was buggy in Dom2, and was removed for this reason. They haven't commented on it since then, AFAIK. It is indeed quite annoying. |
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hi everyone, my 2 cent:
The problem is not the battle replay itself, but its really the missiles imho. given you put your archers at the bach and they shot a volley each turn, then you waste quite a lot of time watching those arrows. I played approx 50-60 hours until now, and sometimes im really PISSED about the arrows. It happens that i quit a combat as soon as i realize that this one will take like forever to resolve. The worst thing when zoom archers arent in range, the ones at the front fire their arrows, the arrows fly and hit something. then the archers at the back of that "regiment" move forward and shot another volley. this is really...well...BS My conclusion: the game is good, BUT it could be by FAR better if some of the bigger bugs/flaws would be taken out. And whatever you all say, 50€ or whatever is FRIGGIN expensive for bugged things like this. Its not unplayable, but you sometimes think "well what if this would have been fixed by now" just my 2 cent. ^^ oh yeah, dont let this end in a fanboy flame again |
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I wouldn't like to have hundreds of pages of text to wade through just to analyze one battle. Two commanders fighting for five turns would probably make at least one page of text (if presented in a readable way). Imagine a big and important battle with hundreds of units, mages and in-battle summoned creatures. Finding and analyzing the role of a specific unit in the battle would be a 'härke' of epical proportions. |
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Some players like MP, some SP. Some large maps, some small. Some fast battles, some very detailed ones ... with text reports. |
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- Kel |
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besides, once I had the text output I'd write some little 'combat analyzer' utility to help sort it all http://forum.shrapnelgames.com/images/icons/icon7.gif |
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i think it would also be helpfull for aar's
i would love going over the battle logs of a game |
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How about a scrollable log of just the spellcasting then? Maybe with turn number and success or failure.
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It's not like this request is particularly hard to code either. The logic is likely to already be present in the code for debug purposes. A simple switch (via command line, or preferably menu option) that enables logging, and all combats get dumped out to a file. All you need are a few strategically placed fputs. Yes, it'll slow the combats down dramatically when activated. I'm sure that anyone who turns this on will (or should) realize that they are creating an huge I/O overhead and a dump file that may get rather large in size. That's what readme notes are for: warnings. But to simply tell us that we don't need it "because you say we don't need it" is poor customer relations at best. At worse, it's a disingenuous smokescreen to keep hidden the detailed mechanics of combat resolution, which would be odd given how open IW has been in the past about answering questions on the subject. |
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One cause, there might be more.
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I sure hope it does get fixed, the sooner the better, so I can get this game http://forum.shrapnelgames.com/images/icons/icon7.gif
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by the way, not to frustrate Arryn, but I agree with IW that it would be a bad idea to have a readout of every action in a battle. If you want that you should play pen and paper D&D, IMHO.
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Plus which I think I question the idea that more options is necessarily good - we don't need options so much as we need a good product. I think the hundreds of channels on cable tv in the US is a good example of this: lots of choice; little worth watching. In theory there's nothing bad about adding choice, but in practice it ends up decreasing quality - like a buffet restaurant where you can get whatever you want, but none of it is freshly cooked (i.e. it's been under warming lamps for a half hour). I'd far rather go to a place where I can only order one thing, if I know I like something they make, because most often it tastes better. Quote:
*edit* I should make it explicit that I'm not trying to get you to leave Dom II or this community - I think you make a contribution which is worthwhile and obviously you enjoy the game. I'm just saying it seems like what you are looking for in a game would be more fully found in D&D, or something similar. [ March 07, 2004, 17:48: Message edited by: st.patrik ] |
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Illwinter! You're my slaves! *whhaa-pish* Mush! Mush! While you're at it, add some length 8000 fear-inducing whips - this one doesn't seem to reach Sweden http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Consumers! You're my slaves! *whhaa-pish* Mush! Mush! While you're at it, add some length 8000 communion spells - this one doesn't seem to reach Sweden http://forum.shrapnelgames.com/images/icons/icon10.gif - Kel (just a counter-point) http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I hate to kick a dead horse... well one more good kick and then on to other matters.
If it's on a switch then no one who doesn't want to bother would have to mess with it. Those that did would write utilities to make analyzing the file easier. It wouldn't nessecarily have to have every single roll (although I'd like that best), so file size could be managed to a degree by what information was included in the file. Wouldn't have to be very 'readable' to a human in it's straight output format for that matter. The idea that we should be playing D&D if we want detailed combat info is a Apples & Oranges kind of thing. I don't really see the connection. btw... The way things are currently, I could read a 400 page text readout of battles faster then I could watch the replay a coulpe time to try and figure out what happened http://forum.shrapnelgames.com/images/icons/icon12.gif PS: In case it wasn't clear.... I love this freaking game, thanks for all the hard work IW! [ March 07, 2004, 19:00: Message edited by: Davidious ] |
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Seems pretty easy to decode or guesstimate this into a logical reply, to me anyway. How many Users really want IW to spend time adding and testing hyper-detailed combat logging and the option control to turn it on and off? Even if they have detailed debugging logs, the hint was that they'd have to make them human customer (English) readable, which sounds like it could be a major chore. I don't think it's at all unreasonable to allow these devs who gave us such a fun game to continue to focus on what they want to, even for features that aren't only going to be useful for a slim fraction of their rabid fans. I wouldn't mind such a log, and I might use it to find out what exactly happened sometimes (search for commander name...). I guess I'm a lot more content than some. Again, pretty much my only gripe is the AI not avoiding friendly fire. Arrow time is kinda long in some battles, but I still watch them all, at least until there is a rout with no risk of friendly fire deaths. PvK |
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perhaps we can get back on topic... Has Illwinter any kind of priority list? Do you think that one day, the speeding up of battle replay will make a comeback?
Most of dom1 veterans really miss this feature. It dont hampers the casual gamer who dont care if the enemy lamia queen just ceased to cast because she collapsed from excess spell fatigue caused by the frost generated by an enemy ice devil... but its really a pain in the rear to have to wait (not that patiently) that the battle comes to the point where we want to scrutinize all parameters affecting our units. If you allow me the comparison, its like when you want to debug something, and you dont have the option of making a step by step trace with your compiler, if you prefer... [ March 07, 2004, 12:12: Message edited by: Pocus ] |
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If the battle replay bug is fixed, and stays fixed, there is nothing stopping the adjustable battle replay speed from being reintroduced.
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