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Home » news » forums » Space Empires V » Space Empires V General

15 Min Processing?

SirKid's picture
Submitted by SirKid on Wed, 2006-11-08 22:19. Space Empires V General

My turns are taking around 15 min to process. Player #4 is taking the longest. Anyone else having long processing times. Its almost a game killer for me.

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same here

Submitted by antonkoh on Wed, 2006-11-08 22:58.

same here... player 5 for me

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Yup - my player 4 has been going for...

Submitted by _squeege_ on Wed, 2006-11-08 23:16.

Yeah, my player 4 has been going for 2 hours now. I'm about ready to kill it, and restart, and set player 4 to human control for 1 turn. It solved the problem like this in the pre-13 patch.

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Mod Designer

Point of order

Submitted by Phoenix-D on Wed, 2006-11-08 23:48.

Ok, one thing to keep in mind:

SE5 DOES NOT process while minimized! If you aren't running in Windowed mode, SE5 must be at the front of your screen to do anything. :/

That said, I'm also getting rather long process times.

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Kamog's picture

Slow turns processing

Submitted by Kamog on Thu, 2006-11-09 00:54.

Same here. The turns processing keeps getting slower and slower as the game progresses until I get tired of all the waiting and I start a new game.

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same here

Submitted by Thunar on Thu, 2006-11-09 04:20.

but not that bad.
I had a player taking his time for a few turns (30 sec or so), but then it inproved again.
It happened when i started attacking that player.
atm the problem is solved cause he's dead anyway Smiling

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Prankowski's picture

same here

Submitted by Prankowski on Thu, 2006-11-09 04:59.

i´m also having trouble with ai turns taking forever. but i had it with my game with 2 different empires, somtimes it´s number 4 and sometimes number 10.

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Trithemius's picture

Alliance related hanging?

Submitted by Trithemius on Thu, 2006-11-09 05:46.

I seem to get some hanging in the "Processing after all players turns" phase. I experienced the problem when I replied to an alliance proposal, when I reloaded and refused to reply I did not experience the problem.

Anyone else getting this? Or are people just avoiding all alliances like crazy (note this is with alliances, not with treaties).

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Alliances are bugged

Submitted by Tekster on Thu, 2006-11-09 06:48.

the voting system in alliances are bugged. So its best to avoid alliances until the next patch gets around.

I also get the long processing problem. Only thing to do is to start killing the player. And i personally think the programmers should place a percentage counter on the processing page or something, so we can see that its going somewhere. its too boring to look at, when it takes so long.

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SirKid's picture

Good to know its not just

Submitted by SirKid on Thu, 2006-11-09 07:23.

Good to know its not just me. I've pulled out my Warhammer figurs and started painting them while I wait. I'll try setting player 4 to human for 1 turn and see if that helps. Thanks for the input.

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My turns take long as

Submitted by Nicky21 on Thu, 2006-11-09 08:15.

My turns take long as well.... even when starting a new game on a small galaxy with an average number of players.....

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Same for me

Submitted by Apollon on Thu, 2006-11-09 09:51.

80% of playing time consists of staring at a black screen, waiting for the AI. I decided to put this game on the shelf because of this. It's no fun at all like that. Sad

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Captain Kwok's picture
Mod Designer

Delay is due to combat.

Submitted by Captain Kwok on Thu, 2006-11-09 11:13.

The delay is due to multiple combats during the AI turn with various chasing scenarios.

You can decrease the max time in space combat to settings.txt to 120-150 seconds and keep the space combat map radius around 1500.

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Space Empires Depot | Space Food Empires!

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Mod Designer

Time to plant the seed with

Submitted by LordHavoc on Thu, 2006-11-09 11:54.

Time to plant the seed with aaron about adding an AI vs AI only combat option that calculates the outcome on pure math instead of simulated combat.

Either that or add 16x and 32x speed modes.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Speed?

Submitted by Gideon on Thu, 2006-11-09 12:26.

LordHavoc wrote:
Time to plant the seed with aaron about adding an AI vs AI only combat option that calculates the outcome on pure math instead of simulated combat.

Either that or add 16x and 32x speed modes.

Your lord and master (below Foamy) LordHavoc

Why should it have a speed at all for AI combats? I mean, correct me if I'm wrong, but the "speed" of combat is determined by a sort of throttle built in to the code, to prevent it from going the maximum speed of the computer (which is way beyond what a human can deal with). So, why throttle it back at all? Why not just let it go at "AI speed", which is the maximum possible speed of the computer?

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um?

Submitted by antonkoh on Thu, 2006-11-09 13:10.

im new to the moding thing...if i go into the file folder where settings.txt and change that file... do i have to start a new moded game? or will the effect happen to my current moded game?

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Mod Designer

Re: um?

Submitted by Gideon on Thu, 2006-11-09 13:25.

antonkoh wrote:
im new to the moding thing...if i go into the file folder where settings.txt and change that file... do i have to start a new moded game? or will the effect happen to my current moded game?

You probably want to start a new thread, asking about the basics of modding.

However, FIRSTLY, you want to make a new Game Type, and copy the files you want to change to that, so you can modify them without changing the stock files.

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oh

Submitted by antonkoh on Thu, 2006-11-09 13:32.

oh...k... i though i hit the reply button on kwok's message here about changing the settings.txt..
but any ways thx

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Mod Designer

No problem.

Submitted by Gideon on Thu, 2006-11-09 13:37.

antonkoh wrote:
oh...k... i though i hit the reply button on kwok's message here about changing the settings.txt.. but any ways thx

No problem. I only suggested a new thread so that the "your first mod" suggestions can all be in one place, for everyone to easily refference.

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I too was getting long

Submitted by Spacewoozy on Fri, 2006-11-10 04:35.

I too was getting long processing turns for AI, but I switched to windowed mode and it seems to have sped up times. Don't know whether it should have but it seems to have helped.

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Captain Kwok's picture
Mod Designer

Windowed mode = background processing

Submitted by Captain Kwok on Fri, 2006-11-10 08:50.

IIRC window mode will run the turn in the background if want to do something else - which can make turn times less annoying.

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nope

Submitted by Apollon on Fri, 2006-11-10 19:07.

Captain Kwok wrote:
The delay is due to multiple combats during the AI turn with various chasing scenarios.

You can decrease the max time in space combat to settings.txt to 120-150 seconds and keep the space combat map radius around 1500.

This was my last straw, but sadly, it does not work at all. I started a new game with the map radius set at 250 (1/6th the size you suggested), and the max combat time at 60 seconds.
At turn 10 it started to happen again. How many ships can the AI build by turn 10, so that it takes a whole 5 minutes for two AI players each to complete their turns?
After this, I now suspect the turn lag has nothing to do with combat, after all. Could there be something else causing it, perhaps?

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RasterOps's picture

CPU is Idle

Submitted by RasterOps on Fri, 2006-11-10 20:49.

OK I get long processing times as well. They average 3-4 minutes. I let one bad turn go and I killed it at about 30 minutes. In 1.0.8 (?) This happened at the after turn processing. Now it is random, no consistent computer player. I thought the CPU was idle but this is when I task switched and SEV was minimized. According to Phoenix-D that is beacuse SEV doesn't work in background mode. Thought I was on to something, oh well.

I am now in the habit of saving every turn but not just for this reason. When the game is closed and restarted the turns are processed quickly. Wonder if this is a memory leak?

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Captain Calhoun's picture

Long turn processing - autosave hangs, too

Submitted by Captain Calhoun on Fri, 2006-11-10 23:04.

I, too, sometimes get the long processing. I give it about 5-10 minutes then I close the game. In 1.08, I had the game autosaving every turn. After I upgraded to 1.13, the game hangs on autosave. If I close out and relaunch the game, click on resume, the autosave worked - it just never gets back to the primary display.

Anyone else experiencing this?

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Not always...

Submitted by _squeege_ on Sat, 2006-11-11 01:46.

Captain Kwok wrote:
The delay is due to multiple combats during the AI turn with various chasing scenarios.

Actually, it's more than that. I restarted the game, set the offending computer player to Human control. When it became their turn (Xi'Chung), there was an immediate combat. The first time I chose Strategic, and after it went for 48 minutes, I killed it. That's considerably longer than the maximum allowed time (300 seconds/5 minutes).

The second time I restarted I chose Tactical. What I experienced was very very strange. All of the ships coming through the warp point (Xi'Chung) would go after the single target ship. In the display, their ordinance that they fired would just freeze in space, never hitting the target ship. Their ordinance supply would continually decrease, all the way to 0. At this point, all the ships would just sit and do nothing. The target ship never fires back - it's ordinance never decreases.

I attempted to use the ships (all of them still had supply) to ram the target ship - they wouldn't; They'd move slightly, then just stop. I then tried to retreat; They would do the same thing, move slightly then stop.

I've let it run as far as 2 hours before killing it - and it doesn't make it past this combat.

Basically, at this point, I'm going to have to abandon the game, as I haven't found a way around this. If anybody has any ideas on how to move past it - I'd love to hear it and be willing to try it.

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pujal's picture

Quote:I attempted to use the

Submitted by pujal on Sat, 2006-11-11 02:37.

Quote:
I attempted to use the ships (all of them still had supply) to ram the target ship - they wouldn't; They'd move slightly, then just stop. I then tried to retreat; They would do the same thing, move slightly then stop.

This might be due to fleet constraints. Make sure your moving hte lead ship or go ahead and disband the fleet formation. I ran into that several times before I figured that out.

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Good point, but...

Submitted by _squeege_ on Sat, 2006-11-11 03:43.

pujal wrote:
Quote:
I attempted to use the ships (all of them still had supply) to ram the target ship - they wouldn't; They'd move slightly, then just stop. I then tried to retreat; They would do the same thing, move slightly then stop.

This might be due to fleet constraints. Make sure your moving hte lead ship or go ahead and disband the fleet formation. I ran into that several times before I figured that out.

Your forgetting that this is a computer player I took over for one turn to attempt to get past the problem, and the combat happens almost instantly upon turn start. There is no time I have control of the computer player before the combat starts, thus, I have no way to do anything with the fleet. If I did, I would have just stopped the ships/fleet from coming through the warp point to begin with.

Something else new, that I just figured out, is that the issue is coming though the warp point. Only some of the ships are messed up, if I am careful to turn off the auto-target and auto-move and then tell them to move to the retreat zone. I was able to get about 2/3 of the ships to do it; The other 1/3 are just sitting around the warp point, not responding to my commands.

Thanks for the extra info; I haven't messed with the ramming before, so that was new info (I though maybe the ships needed warheads to enable ramming).

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I had that bug...

Submitted by Fallen Haven on Sat, 2006-11-11 08:32.

When i updated to 1.13, all my saves had the same problem, the game would take forever to process a turn (hanging on a cpu player) while the same game worked fine in 1.08. I think it's because the save become corrupted. I started a new game from scratch and never had any problem so far...

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Fresh Install, New Game

Submitted by _squeege_ on Sat, 2006-11-11 15:46.

Fallen Haven wrote:
When i updated to 1.13, all my saves had the same problem, the game would take forever to process a turn (hanging on a cpu player) while the same game worked fine in 1.08. I think it's because the save become corrupted. I started a new game from scratch and never had any problem so far...

For me, this game is from a fresh install, with just the 1.13 patch applied, and a new game.

Also, I'm not having any problems with the auto save either. I have mine set to save every turn, and it does so as expected.

Once again, thanks for the info.

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Full day at work, processing after all players

Submitted by Greebo on Tue, 2006-11-14 17:25.

This is rediculous. I started a new game this morning, autosave set to every turn, and got the dreaded Processing after All players forever screen, so I didn't touch it, didn't minimize it, went to work, came home, and it was still sitting there.

This has happened eventually with EVERY SINGLE GAME started since the 1.13 patch.

Anyone know how to undo a patch when you did the steam digital download?

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Mod Designer

You don't

Submitted by Phoenix-D on Tue, 2006-11-14 18:54.

You don't. One of the downsides of Steam.

I've not encountered that bug myself, which is odd..

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Try Rebooting

Submitted by Omnius on Wed, 2006-11-15 10:58.

Greebo wrote:
This is rediculous. I started a new game this morning, autosave set to every turn, and got the dreaded Processing after All players forever screen, so I didn't touch it, didn't minimize it, went to work, came home, and it was still sitting there.

Greebo,
I got that long processing screen but bailed out before a minute passed. I tried my other save from the turn prior and the same thing happened. When I bailed out, turned off my computer and then turned it back on again I went back to that first turn that hung and the rerun went really quick, maybe a few seconds waiting for processing.
Omnius

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I'm operating on a theory

Submitted by Greebo on Thu, 2006-11-16 06:20.

I'm operating on a theory now that the hang up on after-all processing has to do with the autosaves. The theory is based on very closely watching the hard drive activity light during turn processing.

If the light shows rapid periods of heavy activity with occasional pauses, everything is fine. The game is thinking, working, writing, thinking, working, writing some more, and then the game comes back.

If, however, the light stays mainly inactive, with occasional very VERY brief flickers (normal operating system drive access to the swap file or whatever), THEN you're screwed and its time to kill the SEV process and load the most recent autosave.

Which (by the way and probably off topic) annoyingly, isn't in date order. The game appears to cycle through the autosave files, presumably by getting the list of all existing autosaves and checking for the oldest one and overwriting it. Presumably that's slightly more efficient than renaming all of them, but personally, I'd rather they simply issued a {pseudocode} delete autosave 9 followed by a series of rename 8 to 9, rename 7 to 8, etc, all of it wrapped up in error handling, followed by write autosave 0. That way the most recent autosave would always be #0 and they'd be listed in descending age order in the save game list automatically.

Anyway, back to the point - I haven't had a problem with killing, reloading, and having the game repeatedly freeze on me yet - so Omnius perhaps we're hitting slightly different issues with the post-turn processing.

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TakAhLah's picture
Mod Designer

Autosave maybe the problem

Submitted by TakAhLah on Thu, 2006-11-16 08:03.

Yeah it mayb the prob...I don't use the autosave and I've not had this problem ever in the newest build 1.13

I just save the game myself every couple of turns

Only the Awkward question; only the Foolish ask twice

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Doubtful

Submitted by Kalin on Thu, 2006-11-16 08:38.

I have been using auto save every turn since 1.08 (now using 1.13), and have not encountered the auto save corruption/freeze once. If it is the autosave, perhaps it has something to do with your machine settings rather than the game.

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SirKid's picture

see the "Temporary Turn

Submitted by SirKid on Thu, 2006-11-16 09:34.

see the "Temporary Turn processing speed up solution..." thread for a fix to at least one of these problems. i tried it this morning and it worked like a charm for me.

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Rilbur's picture

Linkie

Submitted by Rilbur on Thu, 2006-11-16 10:06.

http://www.spaceempires5.com/en-US/node/1368

Linkies for ease of browsing!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Well, scratch autosave off

Submitted by Greebo on Sat, 2006-11-18 05:56.

Well, scratch autosave off the potential list. I disabled it this morning, played a few turns, saving manually, and just had it freeze up again on the after all processing. :/

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Steam released the 1.17

Submitted by Greebo on Tue, 2006-11-21 08:18.

Steam released the 1.17 patch and I started a new game. NO processing hangs yet and autosave on every turn.

I won't say "fixed!", for fear of jinxing it, but it is definitely BETTER! Eye-wink

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