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

Temporary Turn processing speed up solution...

Submitted by msnevil on Thu, 2006-11-16 05:00. Space Empires V General

In Data folder under settings.

Set Game Time Rate modifier to 8.0.

Game Time Rate Modifier := 8.0

This makes everything in the game go 8 x's faster. (ie combat speed, planet speed, ship speed, etc.)

Combat Via Ai should move at 8x speed. (ie Maximum speed in combat screen. Note set combat speed to 1\2 during combat. Or it will go 8x's fast for you as well.)

The number can be set lower for slower computer's.

Exp.

Game Time Rate Modifier := 4.0.

And just for grins set it to 1000.

‹ Really Weird Occurence What are the levels typically reached in a game? ›
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Oops sorry forgot to add, In

Submitted by msnevil on Thu, 2006-11-16 05:09.

Oops sorry forgot to add, In Game options setting Movement and panning speeds to slow will slow down the Icons to normal speed. As well as Grid turning. (ie. If game is set 8x's fast.)

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SirKid's picture

You are the man. Worked

Submitted by SirKid on Thu, 2006-11-16 06:40.

You are the man. Worked great for me. Thanks! Cool

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pujal's picture

Minor speed up, but

Submitted by pujal on Thu, 2006-11-16 10:44.

Minor speed up, but noticable, on one of my bigger games, tnx msnevil.

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Less AI ships & units

Submitted by Shakerfish on Thu, 2006-11-16 10:56.

Another thing I think I’ll try is creating a new game and set the maximum ships/units per player to the very minimum. It makes sense to me that if there aren’t hundreds and hundreds of AI ships battling each other the AI turns should finish faster. Just a thought…

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AI difficulty

Submitted by jacob4408 on Thu, 2006-11-16 12:36.

For what it's worth, I've noticed the turn processing takes longer the higher you set the difficulty level of the computer races. Maybe the AI takes more into account or performs more operations? Not that I want to go back down to easy level myself but my game with difficulty set to high takes way longer to process each turn.

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maybe

Submitted by dlagace80 on Thu, 2006-11-16 14:04.

jacob4408 wrote:
For what it's worth, I've noticed the turn processing takes longer the higher you set the difficulty level of the computer races. Maybe the AI takes more into account or performs more operations? Not that I want to go back down to easy level myself but my game with difficulty set to high takes way longer to process each turn.

That's a good catch. Higher difficulty means mroe ministers, I think. If I don't delete the cargo and population ministers, the game hangs every time, so maybe that is part of it. I am at the piont with 1.13 that it can't get through more than 5-10 turns without 20-minute processing.

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Mod Designer

Thanks

Submitted by ergie272 on Thu, 2006-11-16 16:36.

Certainly for me the fix has worked. I've put the setting to 16x, and finally I can play some turns in a reasonable ammount of time. Many thanks.

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Setekh's picture

LOL!

Submitted by Setekh on Thu, 2006-11-16 19:55.

I put it on 100 just for giggles and the planets were spinning crazily fast. Laughing out loud
I have mine on 4.0 for now, not noticing any big increases but seems to be a little more noticeable as the game progresses.

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Also forgot to add. The end

Submitted by msnevil on Fri, 2006-11-17 01:54.

Also forgot to add. The end of processing turn freeze appears to be caused by a black hole bug. (I've noticed that anytime a ship gets sucked up into a black hole, Time freeze's. How's that for realism.)

Thanks ergie272 for the 16x idea.

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Like I posted elsewhere, he

Submitted by Janster on Fri, 2006-11-17 07:29.

Like I posted elsewhere, he should NEVER have simulated such complicated AI vs AI battles, a dice roll so to speak would have been sufficient, and this ENTIRE problem would vanish.

Janster

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Like I posted elsewhere, he

Submitted by Janster on Fri, 2006-11-17 07:29.

Like I posted elsewhere, he should NEVER have simulated such complicated AI vs AI battles, a dice roll so to speak would have been sufficient, and this ENTIRE problem would vanish.

Janster

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se5a's picture
Mod Designer

inacurate

Submitted by se5a on Fri, 2006-11-17 09:35.

Janster wrote:
Like I posted elsewhere, he should NEVER have simulated such complicated AI vs AI battles, a dice roll so to speak would have been sufficient, and this ENTIRE problem would vanish.

Janster

then you would be complaining that the AI battles where inacurate.

-----
an se5a is a ww1 fighter, it is also a car.

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Myrath's picture

Crash..

Submitted by Myrath on Fri, 2006-11-17 10:15.

I did have positive effects with this 'workaround'. I did get my first graphics related crash though.
Maybe I entered a blackhole? I dunno. I had not used any autosaves Sad

~Myrath

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Myrath's picture

ahhh! The patch 1.15 seems to have caught on :P

Submitted by Myrath on Fri, 2006-11-17 10:17.

8. Fixed - Speed up for computer player combat.
9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat,
blue is the end of all player turns.

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Rilbur's picture

Then

Submitted by Rilbur on Fri, 2006-11-17 10:22.

Janster wrote:
Like I posted elsewhere, he should NEVER have simulated such complicated AI vs AI battles, a dice roll so to speak would have been sufficient, and this ENTIRE problem would vanish.

Janster

Then people would whine when the AI takes over their turn and looses a fight it shouldn't have because it was arolled by dice.

There are 10 types of people in the world:

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

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