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  #1  
Old November 9th, 2006, 02:33 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Slow AI turns (1.13)

It's so frustrating to have the game finally playable only to have these long turns stop me from playing.
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Old November 9th, 2006, 02:47 PM

neofit neofit is offline
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Default Re: Slow AI turns (1.13)

Quote:
AAshbery76 said:
It's so frustrating to have the game finally playable only to have these long turns stop me from playing.
Maybe, if enough people state that this bug actually made the game unplayable, unlike all other issues, this may warrant a quick hotfix for this issue only, instead of having us wait for another two weeks for a full 1.18 (or something) patch.
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Old November 9th, 2006, 03:19 PM
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Default Re: Slow AI turns (1.13)

Got the same problem since 1.13
Turns are taking forever, and even in the early game it takes a lot longer than before 1.13

Inti,
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Old November 9th, 2006, 07:49 PM

Raapys Raapys is offline
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Default Re: Slow AI turns (1.13)

This combat takes about 1min 50 secs at x1 time acceleration.

Unfortunately that's not of much help; there are random factors involved in combat. I've done the same combats again and again and got very different results some of the times.

I agree that we all should be mailing Aaron about this, though. I've turned down the maximum combat time to 90 seconds myself, which helped a bit, but it's still far slower than it should be. Biggest issue there is, right now. If the next patch is supposed to be in a couple of weeks we'll probably not get anything before that, though.
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Old November 10th, 2006, 04:14 AM

neofit neofit is offline
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Default Re: Slow AI turns (1.13)

Quote:
Raapys said:
This combat takes about 1min 50 secs at x1 time acceleration.

Unfortunately that's not of much help; there are random factors involved in combat. I've done the same combats again and again and got very different results some of the times.

Ohn the results of Player2's attack are pre-determined: 3 fresh frigates on one side, and on the other, one damaged yet still mobile one, one half-crippled and one immobile. The half-mobile one tries to slowly get away. The mobile one gallantly charges towards the 3 assailants and explodes after about 3 volleys. Then it's the turn of the immobile one, a few shots and it's over. Then the fleeing one is slowly caught and after a short exchange of fire it goes boom. Not much variance here, I've ran it many times, the duration may vary by a few seconds depending on the dice rolls. It's still much closer to x2 than x8 or "as fast as possible while the player stares at a black screen" combat resolution speed.

Quote:
Raapys said:
I agree that we all should be mailing Aaron about this, though. I've turned down the maximum combat time to 90 seconds myself, which helped a bit, but it's still far slower than it should be. Biggest issue there is, right now. If the next patch is supposed to be in a couple of weeks we'll probably not get anything before that, though.
That would be a big bummer. It's not like the emissive armor is not working on troops, or ship crews not dying issues. This problem makes the game literally unplayable for many people. Having many people unable to play your game for weeks while you are fixing gameplay bugs is not the way to go, other companies issue a hotfix in cases like this. Crossing my fingers...

Tried another turn yesterday evening. According to my kitchen eggtimer the AI processed its turns in 6min 55secs. Now I'm really done with 1.13.
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  #6  
Old November 10th, 2006, 09:21 AM

Raapys Raapys is offline
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Default Re: Slow AI turns (1.13)

Yeah, it's taking way too long. I'm gonna try the new Balance version soon though, Kwok's apparantly addressed the slowdown somewhat; might be a temporary fix.
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