Incredibly Slow Turn Resolutions |
Okay, so I took a month off to let some more of the bugs get worked out before getting back into the game. Well, why the heck are the turn resolutions, sooooooo slow now. I just find playing the game too annoying now. I waste half of my gametime waiting for the turn resolution to finish. Even in the early game, when there shouldn't be that much for the AI to do -- its still horrible. I just don't understand how the turn resolutions can take so long. Many, much more complicated games, accomplish the AI tasks much more quickly. What is going on now? Plus, what is that new red bar during the turn resolutions for?

Re: Incredibly Slow Turn Resolutions
I hate it when I'm having problems, and someone always seems to pipe in that there doing great... but, I've seen a huge decrease in turn time. I think in my current game i've got 10 races and a turn takes 30 sec. As opposed to before v1.25 turns taking a couple min. I do have 1G of ram... Come on there are dramatic improvments being made.
SEV, more than a feeling.
Re: Incredibly Slow Turn Resolutions
My incredibly slow turn resolutions are mostly due to me having to review all the new tech I'm getting each turn. Does tech seem to advance very quickly in this game?
Re: Incredibly Slow Turn Resolutions
I'm experiencing incredibly long resolutions in multiplayer TCP/IP mode. We had turns that took as long as 20 minutes to resolve. I have a AMD 3800+ dual core with 2 gig of memory.
Re: Incredibly Slow Turn Resolutions
Re: Incredibly Slow Turn Resolutions
And how big is your virtual memory, can it expand as required and how much space does it have to expand into. I would also add that at the moment the game does not Multi thread so you wont get any performance gain over a single core 3800+ but proper dual core support is coming.
The game is also not all that demanding system wise I have run it on one of my Rescue AMD 1 gig machines though that did have I gig of memory I have a habit of putting a lot more memory than most on machines. It ran no differently than on my better Machines I have two copies and was thinking about a third for LAN games

Re: Incredibly Slow Turn Resolutions
Writing software must be a giant headache at times. There are so many configurations to try to get your software to work with... Sorry to those whos game is moving slowly, I guess my point is that don't give up hope. SEV is actually fast enough to sit down and play it, or I suspect it will be soon for you.
I'd try the suggestion of rebooting occasionally. make sure every nonessential program is shut down. scan your computer for viruses... I don't know. One thing I did notice is how slowly ships moved when you had the projected flight path shown. This can be turned off. As my final suggestion I'd try messing around with all the settings and try a turn, There is probably a setting that is slowing you down. maybe.
SEV, more than a feeling.
Re: Incredibly Slow Turn Resolutions
Processor Drivers are installed.
Re: Incredibly Slow Turn Resolutions
I didn't look at virtual memory. However, I looked at the physical memory and I still had 1/2 gig that wasn't being used while a turn was processing. It is also worthwhile noting that this massive slowdown ONLY happens in multiplayer TCP/IP. There seems to be quite a bit of disk activity going on while it is building the combat log files, but it hardly taxes my processors, only about 6% utilization while building the turn. I think the combat logs are built to allow the players to replay the battles that happened in the last turn in tactical mode. Anyway, it seems to take forever for the computer to build them. In our game they were about 1.5 meg files on the average.
Re: Incredibly Slow Turn Resolutions
I recently started a full tech game on a medium map that has 19 computer controlled empires.
I wasn't really expecting that many and I really wasn't expecting the turn resolution to take 5+ minutes, in addition to whatever combats I have. Evidently, the AI is having to use the same cumbersome user interface that I have.
Since I am doing combat with 2-3 empires, I can't even leave to take a whiz without having a combat session waiting on me when I get back. then I get to wait some more.
Is there anything that will speed it up, other than getting a mainframe. Maybe I can put together a PC with 2 quadcore processors with 4GB ram. With a total of 8 processors, it should cut the processing down to 2.5 minutes. Oh, then there is the coding thing. Maybe with SE6.
Re: Incredibly Slow Turn Resolutions
My advice would be to wait until the next patch for the magic fix. It's supposedly going to have massive time improvements on AI battles( which is what most of the turn processing time is about), and even open up 16x and 32x time rate for strategic combats, enabling you to finish your own battles 4 times as fast as before.

Re: Incredibly Slow Turn Resolutions
heya all, im pretty new to the game , just got it 2 weeks ago. great game and some pretty good forums also. anyhow ive noticed (not that its a supprise) but the more empires you stuff into a given map the slower things become, by a wide margin. being an old hand at 4X games i started the first week or so on large maps with few opponants ( to get past the learning curve) and didnt notice the turn times at all. though i did see a few posts here and there talking about how long they were i just assumed that my machine was better than average (pentium 3.2 dual core with 2 gigs of ram, and yes i know that dual core isnt worth a tinkers damn for most games still, a year after i bought my machine). such isnt the case lol. i started playing on smaller maps with more and 'harder' enemys and my turn times went through the roof. now while i enjoy close quarters combat, i play mostly large maps with few enemys to bring this issue under controll. im glad to hear that its being looked into though.
all in all given the large range of choices that is offered with combat i can live with longer turn times in exchange for those choices. complexity almost demands it. and having last played galactic civ as my last 4X game i can say that its truly a fair trade off. GC was fast but simple. id rather have deeper but slower. still, there is a line where it becomes too much, and this game is crouding it depending on the settings. still, just think how long a turn would take if you had 19 real people taking turns

Re: Incredibly Slow Turn Resolutions
As Raapys posted, the next patch has significant time turn-processing improvements versus the current version. It also allows you to minimize the full-screen version and continue processing if you wanted to check the web.
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Re: Incredibly Slow Turn Resolutions
all in all given the large range of choices that is offered with combat i can live with longer turn times in exchange for those choices. complexity almost demands it. and having last played galactic civ as my last 4X game i can say that its truly a fair trade off. GC was fast but simple. id rather have deeper but slower. still, there is a line where it becomes too much, and this game is crouding it depending on the settings. still, just think how long a turn would take if you had 19 real people taking turns
Now that's a good accurate post.




Re: Incredibly Slow Turn Resolutions
A couple of points
1 the red line indicates combat involving that AI player since lots of fighting slows that AI players turn.
2 Turn resolution times tend to get longer as time goes on and they can be shortened by quitting and saving at intervals This appears to have a connection with a slow and difficult to trace memory leak. Turn resolution also increases to some extent because the AI’s turn gets more complicated over time.
3 Auto saving every turn has a down side as the game seems to save in the end of turn phase and the act of saving can prolong it some times significantly, especially in conjunction with point two. It is therefore sensible to adjust the frequency of the auto save accordingly.
Check the change logs for recent patches efforts are being made to speed up AI turn processing and they are working to a point.