Turn off combat log? Other ways to speed up TCP/IP? |
I've been playing a 3 player multiplayer TCP/IP game with some friends, and as the combat replay doesn't actually work on anyone but the host, is there some way to keep it from transfering so we don't have to wait for it each turn?
Or, has anyone already automated the 'move files manually'? I've been thinking about scripting it, as I can FTP the files across much faster than the game does it. (I guess because it's not reading them to give the counter of how far along it is).
It also seems that the 'process turn' is slower under TCP/IP than 'move files manually', but I can't be sure, as I don't have identical games to test against. (I wouldn't think the progress bars and shooting sound effects would be that much overhead ... unless it's all done in real time so the sound effects aren't sped up)
Are there any other tuning tips that people can offer that I might be overlooking?

Re: Turn off combat log? Other ways to speed up TCP/IP?
Hmm.. I would be an interesting option to add this to PBW as a variable flag on the website for game admins.
Then, when the turn file gets too big, they can decide to temporarily turn off the generation.
Ofcourse, there would have to be a commandline parameter for it though.
~Myrath




Re: Turn off combat log? Other ways to speed up TCP/IP?
The host can set this to False in Settings.txt, to prevent generation of the combat replays:
Create Combat Replay := True
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