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  #1  
Old July 31st, 2001, 08:49 PM

Hota Hota is offline
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Default Re: Turn Calc Time

Unfortunately that's what I've been doing and I'm afraid if I try to finish my current game I'll put on 4 or 5 lbs :-)

-Hota
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  #2  
Old August 1st, 2001, 12:36 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Turn Calc Time

quote:
Originally posted by Hota:
It's late in the game with around 100 systems in the galaxy. It takes a few minutes for all of the cps to move. I have the number of ships allowed set to 200 and the only things running in the background are my virus software and nic. Are there any options to speed it up a bit? It gets kind of frustrating do move a fleet 1 space away from an enemy and then have to stare at the screen waiting for the battle to start!

-Hota



Now this sounds different from the AI turn. You are waiting for a MOVE to go through when you try to attack something? I'm not sure what could cause that. Badly fragmented disk? How many turns do you execute before saving and restarting the game? I think it's got some memory leaks that can fill up your system resources if you run hundreds of turns without a stop and reload. Does your disk run a lot when your turns execute?
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  #3  
Old August 1st, 2001, 08:47 AM

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Default Re: Turn Calc Time

See Monster AI

for a discussion of 9000 SECOND AI turns. I hope that I can suggest some easy changes to the engine based on my optimization and previous AI experience. If so then the changes should be in the next patch or two. In the meantime just focus on crushing any AI that gets big and let the small fry alone. Basically that is what you do anyway, isn't it ? I think when the hardcode was written he just assumed that no AI empire would EVER get that big, an unfair assumption that says the AI can NEVER WIN. I really hated the cheating in MOO2 by the AI, but at least on impossible setting the AI would whip my butt sometimes, especially the Saccra....
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  #4  
Old August 1st, 2001, 02:16 PM
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capnq capnq is offline
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Default Re: Turn Calc Time

quote:
I think when the hardcode was written he just assumed that no AI empire would EVER get that big
I think the more likely assumption is that he thought no one in their right mind would mod the quadrant size limit above 100 systems. I've yet to finish a game in a "normal" large quad, and have trouble imagining that I'd want to bump that up to the 255 hard limit. Reading your reports of your Huge Game experiments almost frightens me sometimes.

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Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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Old August 1st, 2001, 02:20 PM

Hota Hota is offline
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Default Re: Turn Calc Time

I'd love to try a 255 game with as many AIs as I can fit! Too bad my system can barely handle a medium game. Can anybody guess what the min specs would be for a huge (255) game with more than 15 AIs be? I'm guessing it would be somewhere close to top of the line (1.4Gz Athlon & 256 Mb RAM)

-Hota
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Old August 1st, 2001, 04:03 PM

Hota Hota is offline
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Default Re: Turn Calc Time

I just get frustrated having it take 4-5 min to process the turn. Your right though, when there's something decent on the tube it's ok, but when there's commercials on every other channel I just find myself staring at the screen wishing it would hurry up.

-hota
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  #7  
Old August 1st, 2001, 04:10 PM

Saxon Saxon is offline
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Default Re: Turn Calc Time

One thing I found was that when I run SE4 without the CD in the drive, the ships moved very slowly on the screen. Now I just leave the CD and play music on the stereo, but it was weird.
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