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Old May 30th, 2001, 09:05 PM

Prostetnic Vogon Jeltz Prostetnic Vogon Jeltz is offline
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Default Re: Minefield Limit Loophole

quote:
Originally posted by zenbudo:
In a related question, how many thousands of units/ships do y'all set before it actually -slows down- your computer/turn processing?


I haven't got that far with 1.35 yet but during my Last game with the previous patch (255 systems, 20 races, 2000 units in space limit) turns took forever and combat was painfully slow. I was running on a P3 750 and strategic combats involving large fleets with carriers would take 30 mins to resolve. Shortly after this I abandoned the game due to a "fatal exception" error.

My race had already hit the 2000 units in space limit some time before this. I suspect there is/was a bug whereby the game would check the number of units in space before launching/moving each fighter in combat.

Another possibilty is that because I tend to use stacks of special purpose fleets, the game was having trouble reconciling the formation requirements of the fleets with those of fighter units?

The AIs' turns took a very long time too - implying that the problem was more to do with the first possibility than the second.

I've left the units in space limit at the default for my current game and am avoiding carriers.


[This message has been edited by Prostetnic Vogon Jeltz (edited 30 May 2001).]
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