Reduce your "End Turn" Delay |
So you have a pretty large empire and it takes several minutes for each turn to calculate?
This a common problem in SEV. While there is no complete solution, this will be a place where a list of "problems" can be found, and how to solve some of them.
P = Problem
S = Solution
P. Can I use multiple CPU cores to make it faster?
S. Go to Data\Settings.txt and change: "Support Multithreading" to read "TRUE".
P. The AI will try constantly try, and fail, to upgrade ships beyond the limit of difference in cost between the old and the new ship. This will cause a bunch of notifications you will have to click through.
S. Go into Data\Settings.txt and change: "Retrofit Max Percent Difference in Cost" to "1000". 100% is still not enough, the new ship could be three times as expensive, which means it is 200% more expensive. 1000 is a rather safe number.
Note: Can someone tell if this prevents the AI from having some of his ship stuck in orbit waiting to be retrofitted? This could end up being more useful then just removing an annoying warning when ending your turn with the AI on.
P. Ships move too slowly
S. Hit ESC, press "options" and change "System Icon Movement Speed" to very high.
Note: I attempted to change the actual numerical value of very high in setting.txt, but that didn't seem to make any difference.
P. The warping animation wastes time.
S. Go to Data\BitmapEffects_System.txt and delete the entire block of "warp animation", which is the second from the top. For some reason it will still make a warping sound, but there will be no animation and the transfer will seem instantaneous. That can easily shave half a minute per autopilot turn (since each warping animation is a second long and later on you will easily have over 30 ships making a jump a turn)
WARNING-BUG CAUSING-Tip: Turn on AI ministers for the stuff you don't want to do, turn off most notifications. As soon as your turn begin you can set research goals and a few other specific actions without having to wait for the ships to move (they will pause while you are in those menus), and then just click F12 (end turn) while all your ships are trying to perform their orders. I can tell that it DOES NOT skip their actions because player 2 takes a lot longer to do his turn, and my fleets manage to attack planets while player 2 is taking his turn. The downside to this is:
1. You don't get to move any ships manually.
2. Trying to open the fleet manager or the construction menus takes unreasonable amounts of time while ships are executing orders (opening the research menu however, does not)
BUG: I found an interesting bug. If you use this while a ship has orders to create a plane then the asteroid field it is going to will be destroyed, but not planet is created. And the ship component does not "break" from usage. I sent it to malfador. Who knows what other bugs this might cause.
Tip: You can minimize the game and it will continue executing orders... so you can surf the net, and go back into the game every now and then to see if it needs your attention (to click through a popup or to fight a battle).
The downside is that it calculates much slower when in the background.
P. The colonization AI will load colony ships instantly. Then when they are sent to colonize a planet they will try to load more people, and give you a popup message you have you click through, warning you that the ship cannot load cargo because it is already full.
P. The ships move one by one, and have to be centered.
P. Strategic combat does not start automatically, and defaults to 1x
P. You have to actually select strategic combat every time.
If you come up with more issues, or solutions to some of these, please post them and I will update this list.
Re: Making turns finish faster.
Playing in simultaneous movement mode solves most of the problems listed. 

Re: Reduce your "End Turn" Delay
You change this setting during a new game setup. Under "Game Options" is a push button for "No Tactical Combat" and is deselected by default. Just select this dring a new game setup and combat "should" begin automatically and stragetically. I say "should" because I haven't actually tried this for SE5. In SE4, it worked that way.
Directive 721: Cover your own a$$ first. Solo

Re: Reduce your "End Turn" Delay
Does this happen in Balance Mod?

Re: Reduce your "End Turn" Delay
If you open up the task manager and change the priority of SE5 it actually processes faster in the background, cant remember which one it was tho as it's been a while. think it was the 'below normal' setting. not sure.
Down side is that you get the odd occasional graphical bug on the text, just moves slightly out of place and changes size a lill, goes away when you either alt tab, or close that dialog box.
nice list tho, im gonna take it home and might abuse my se5 next i play it 
_____________________
Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service

Re: Reduce your "End Turn" Delay
I'm not sure changing the "Retrofit Max Percent Difference in Cost" would be good in a multiplayer game, but otherwise, these solutions are all pretty good. I've gotten used to only doing tactical combat in SEIV, but now that SEV combat is real time, I can no longer do all the fun (simple) number crunching micromanagement to maximize the effectiveness of my ships:sad:. Maybe I'll only do strategic from now on since it's the same thing without (the now mostly useless) micromanagement and pretty explosions:smile:.
Also, I wouldn't turn on the ministers with the current condition of the AI. Maybe the AI is able to handle some of the simpler stuff, but I wouldn't trust them with my ships.
an unoriginal signature
Multiple AI single ship attacks per turn
You change this setting during a new game setup. Under "Game Options" is a push button for "No Tactical Combat" and is deselected by default. Just select this dring a new game setup and combat "should" begin automatically and stragetically. I say "should" because I haven't actually tried this for SE5. In SE4, it worked that way.
I know this quote somehow gives the answer, but I've got still a little bit of hope left...
I'm ok with turn processing taking 10-15 minutes if I could leave my computer and read a book or something.
But the AI (SEV 1.58, BM 1.11 (same with 1.10), Singleplayer, hard AI) keeps on attacking my fortified warp points with single ships (single colony ships, freighters, frigates... whatever) for about 10 to 20 times every turn. Each turn 10 to 20 times clicking "Strategic Combat", "32x", "Start", wait some time, "Close". This is REALLY annoying.
Is there any possibility to select whether a turn should be processed (w/ or w/o tactical combat) after the game has started? It would be great if there was an option in the options menu where you can choose while playing the game if you want to play/watch battles or just get the report like in multiplayer.
IMHO this is the most serious drawback of singleplayer gameplay at the moment.





Re: Making turns finish faster.
That's quite a start, I'm not sure I agree with letting the AI control everything. Doesn't that defeat the purpose of playing? I'm not sure, maybe I read your post wrong.
Multithreading is a good tip, I've heard conflicting reports, so does it actually work?
I've never had the warning that a colony ship is full, even when it does have population on it and I order it to colonise. Is this an issue with the AI minister only?
Other than that you've got some good tips for those that want the game to run faster.