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November 9th, 2006, 11:00 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: Slow AI turns (1.13)
The reason this happened in the new patch is because of the new reatreat option causing multiple comabats and this point:
15. Fixed - Space combat no longer ends when the distance between enemies remains the same or increases.
In other words, many combats lasts for the full 5 minutes instead of stopping after 20 seconds, like some of them would before. There were slowdowns with AIs at war with 1.08 too, it's just become far more pronounced.
I think everyone should be mailing Aaron about this, it's really ruining the game right now. He needs to go through the AI vs AI combat code and speed it up *alot*.
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November 9th, 2006, 11:20 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Slow AI turns (1.13)
I get the impression that AI combat is limited to 8x real time. Instead it should be allowed to go as fast as it can.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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November 9th, 2006, 11:29 AM
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First Lieutenant
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Re: Slow AI turns (1.13)
Yeah, I'm afraid that's possible. At any rate, Aaron needs to have a long look at it; it's the only real slowdown in turn processing. It was bad at times in 1.08, it's unplayable in 1.13.
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November 9th, 2006, 12:28 PM
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Corporal
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Join Date: Apr 2002
Location: France
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Re: Slow AI turns (1.13)
Now I've got a "stable" savegame, i.e. in which the same empires generate a slowdown, namely 'Player 2'. I've tried playing with a few parameters in "settings.txt".
"Number Of Space Combat Turns:=30" does nothing to shorten Player2's turn when brought down to 1 turn.
"Create Log Text Files for Players:=False" and "Create Log Text Files for Players:=False" do not generate any log files when set to true, or I didn't manage to find them.
No other parameter seems to influence the length of Player2's turn, but "Space Combat Maximum Time (Seconds):=300". Player2's turn takes that very number of seconds, give or take a few.
I don't have much experience with combat in SEV. I have yet to fight a battle in this new 1.13 game, and have only seen one in 1.08. Do you think I'll completely break the AI if I limit its combat length to 30 secs? It would at least make the game playable for me before the next patch. How long does an average combat take?
Also, since all else failed, I've finally tried logging into Player2's empire to see what was going on. I remember doing that in SEIV, but to my deepest shame I can't find a way to do it in SEV. Help!
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November 9th, 2006, 12:44 PM
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Brigadier General
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Join Date: Apr 2002
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Re: Slow AI turns (1.13)
I'd agree that it has to do with combat. In SE4, combat did significantly increase turn processing. There may be other areas to look at, though, such as AI pathing. See other discussion here:
http://www.shrapnelcommunity.com/thr...1910&Forum=f23,f204,f199,f150,f59,f128,f105,f200,f201,f202&Words =ssd&Searchpage=0&Limit=25&Main=459613&Search=true &where=bodysub&Name=2669&daterange=1&newerval=5&ne wertype=w&olderval=&oldertype=&bodyprev=#Post46191 0
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Slick.
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November 9th, 2006, 12:57 PM
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First Lieutenant
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Re: Slow AI turns (1.13)
No other parameter seems to influence the length of Player2's turn, but "Space Combat Maximum Time (Seconds):=300". Player2's turn takes that very number of seconds, give or take a few.
If you turn that one down to 1 you'll probably see a gigantic increase, since combats will be limited to 1 second. I suppose turning it down to a more reasonable number, say 90 or 120( not that many *real*, i.e. not chasing, combats last more than a minute anyway), would probably cut processing time in half depending on how many seperate combats the AI is doing, while still maintaning an acceptable combat length.
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November 9th, 2006, 01:20 PM
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Corporal
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Re: Slow AI turns (1.13)
Quote:
Raapys said:
No other parameter seems to influence the length of Player2's turn, but "Space Combat Maximum Time (Seconds):=300". Player2's turn takes that very number of seconds, give or take a few.
If you turn that one down to 1 you'll probably see a gigantic increase, since combats will be limited to 1 second. I suppose turning it down to a more reasonable number, say 90 or 120( not that many *real*, i.e. not chasing, combats last more than a minute anyway), would probably cut processing time in half depending on how many seperate combats the AI is doing, while still maintaning an acceptable combat length.
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That's what I said: 'Nothing helps, BUT "Space Combat Maximum Time (Seconds)"'  . When set to 10 secs, Player2's turn takes 10 secs. I was asking whether 30 secs wouldn't break the AI. Because with an average of 2-3 AIs fighting in the same turn I'll be having them waste 1-1.5 mins of my time staring at a black screen, on every turn. I wouldn't wait more than that.
Edit: Also, how do I log into a computer-controlled empire?
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