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Old February 6th, 2007, 02:41 AM
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Fyron Fyron is offline
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Default Re: Any suggestions for speeding up turn processin

Uncle_Joe said:
Does anyone know if this is even a priority issue at this point?


If you take a look at the patch history files, you will see that each of the last two public patches have put efforts into speeding up turn processing.

=0=

You can't compare something like Civ 4 processing times to SE5. Civ 4 has no combat engine, just some die rolls. SE5 has to do a lot of work calculating combats.
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Old February 6th, 2007, 06:17 AM

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Default Re: Any suggestions for speeding up turn processin

Quote:
Imperator Fyron said:
Uncle_Joe said:
Does anyone know if this is even a priority issue at this point?


If you take a look at the patch history files, you will see that each of the last two public patches have put efforts into speeding up turn processing.

=0=

You can't compare something like Civ 4 processing times to SE5. Civ 4 has no combat engine, just some die rolls. SE5 has to do a lot of work calculating combats.
it still takes a 3ghz computer 60 seconds to process the turn which is unacceptable for any turn based game, I can't imagine how horrible it must be trying to play this game on a 700mhz computer.
I don't have to wait more then 3/6 seconds for a turn to process in galatic civilizations.

I send a transport into enemy territory to start capturing his planet then it gets shot up a bit and gets its turn per move ratio cut in half (7) now I have to wait 60 seconds to 1:30'ish for every seven moves? thats insane.
it seems like I've been spending more time watching the "processing turn" screen more then anything else.
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Old February 6th, 2007, 12:26 PM
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Default Re: Any suggestions for speeding up turn processin

"I don't have to wait more then 3/6 seconds for a turn to process in galatic civilizations."
Are you seriously comparing SE5 to Galciv in terms of processing time?
Galciv uses all its processor time while you play for fancypants graphics, and has very little to do at the end of turn. As Fyron said, its a couple die rolls per ship max. No strategy, no tactics, no manouevering, no weapon ranges. No pursuit and evade, or races to land a colony ship. No partial damage to ship abilities. No leaky shield/armor effects. No formulae based ability amounts.


In my GGirc game, it takes 20 seconds of UI (load SE5, click the buttons and process the turn) and 10 seconds of scrollbars to process turn #12.

We have 90 ships, 300 units, 25 planets among 5 empires in a medium-small sized map.

The vast majority of the time is spent waiting for people to play and upload turns. I spend that time chatting on #spaceempires, and/or doing some combat simulations in-game, or getting a snack.

Combat notes:
I have turned off retreat in settings.txt, and reduced the combat radius. I have set "combat dosen't end until all enemy ships destroyed". Ships are typically 5-8 movement points.
Computer notes:
I'm running win98 with DX8, 750 megs of ram.
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