View Full Version : Performance mod ?


mzprox
Oct 18, 2010, 03:43 AM
I just wonder if it exists, or someone would give it a try.. unfortunately I'm not a modder myself.

The goal is to let the game run smoother, less waiting at end turns, etc
Some idea which may or may not be possible to do.:

-Disabling tile animations
-I could not find how to disable unit animations in sp mode so it should be an option, better yet having simplified unit animations would be great. (and at least ai vs ai animations should be disabled, I don't like seeing how a far city state ally fights with barbarian galleys)
-maybe retexturing, but probably low settings already enough
-minimalistic diplomacy: when they pop up just to tell me they hate me..probably they should not.. just present me the two choices if I had to: (very well/you will pay for this)
-I don't like how the end turn reports work, a simple text messages would be better and would require less resources from the system.

((sry, just realized that I had opened this thread in the wrong place..))

V. Soma
Oct 18, 2010, 05:33 AM
Hi! :)

- workers! perhaps cut them down in the number each civ and as globally possible (suggested: Here (http://forums.2kgames.com/forums/showthread.php?t=94139) and Here (http://forums.2kgames.com/forums/showthread.php?t=94687))

mzprox
Oct 18, 2010, 05:59 AM
Limiting the number of workers as one of those link suggests would change the game too much, first I'm only looking for changes which leave the gameplay untouched.

but if someone would cut the workers number down, then here is an idea: upgradable workers. Empires would be limited to 3 workers at max, but they could become much faster after upgrades. Second tier workers for exapmle could have a movement of 3, and +50% speed, third tier would ignore terrain cost and +100% speed (compared to the basic one).

mzprox
Oct 18, 2010, 06:17 AM
..or just remove the workers altogether.. I mean workers as units, the city still could produce "workers", but they would be more like a building which after built would produce "worker points" each turn and then the player could spend these points as he or she likes on improvements. I'm not sure I'd like it, but it would cut down micromanagement and would help with the performance.

(In any case let just stay with those mods which doesn't change gameplay)

V. Soma
Oct 18, 2010, 06:22 AM
I agree, not much need for workers as unit...

Lilltiger
Oct 18, 2010, 09:09 AM
Removing the workers would speed up the game, but the other ideas, like animation etc. will not affect the time it takes for a turn to end. All you need to do to remove the graphical impact on turn speed is to disable vsync (althought on most systems it wont affect it much at all). This is because the graphics are processed by the GPU while the rest is managed by the CPU.
So game performance improvements should be devided into two areas, graphical and computational.

mzprox
Oct 18, 2010, 09:26 AM
I'm not expert, but I think they both use up memory so it could effect the speed of the game.
Also I'd like to disable events when the camera slowly hovers to the other side of the world to show me how my distant city state ally fight her wars, all fully animated (and slow, because the game has already been slowed down).

Puer
Oct 18, 2010, 09:43 AM
-I could not find how to disable unit animations in sp mode so it should be an option, better yet having simplified unit animations would be great. (and at least ai vs ai animations should be disabled, I don't like seeing how a far city state ally fights with barbarian galleys)


Check out QuickMoveMod from mod browser ;)

civ_king
Oct 18, 2010, 09:54 AM
..or just remove the workers altogether.. I mean workers as units, the city still could produce "workers", but they would be more like a building which after built would produce "worker points" each turn and then the player could spend these points as he or she likes on improvements. I'm not sure I'd like it, but it would cut down micromanagement and would help with the performance.

(In any case let just stay with those mods which doesn't change gameplay)
I like this idea

build a worker building for [worker cost[ these produce 1 worker turn, these are upgradeable to level 10 and produce 1x[building level]. These can be applied anywhere you want in your borders. the first build cost 1[worker cost] then increase by 0.5[worker cost] for each additional one because normally workers can be captured

Abremms
Oct 18, 2010, 10:27 AM
i never build more than 4 workers anyways, don't really need more unless you are swapping improvements alot or have a ton of cities, AI builds WAY too many.

JeBuS27
Oct 18, 2010, 10:37 AM
The AI wouldn't know how to use a "Worker building" if you took out workers.

Sonereal
Oct 18, 2010, 03:48 PM
Why not just make workers cheaper to build and work like fishing boats? As soon as they build an improvement, they're gone. That way we won't have to discuss overtly complicated solutions such as worker points or worker upgrades.

Probably give me something to build instead of gold-sucking buildings or units that I disband once they're trained while I wait for a new tech.

Lilltiger
Oct 18, 2010, 04:48 PM
I'm not expert, but I think they both use up memory so it could effect the speed of the game.

Most of the graphical data are loaded unto the GPU's memory, so it does not affect the rest unless if you have an integrated GPU that uses the system memory.
Also memory avability dosent affect the turn speeds very much unless you run out of RAM and it starts to use swap, and if that happens you will notice a dramatic spped change and the harddrive working like crazy, and in thoes situations you shoulden't play at all. Insted buy more memory, it's cheap.
The thing that makes the turns go slower is all the calculations in battle and movement.
So to play without city-states and barbarians should affect the turn-speed quite much.

Why not just make workers cheaper to build and work like fishing boats?

So you would have to build a new worker for evry little bit of road you would want to make. That would take up way to meny turns of production.

Civ Fuehrer
Oct 18, 2010, 05:12 PM
So you would have to build a new worker for evry little bit of road you would want to make. That would take up way to meny turns of production.

Kamikaze workers could be fun :lol: jk

Spatzimaus
Oct 18, 2010, 05:42 PM
but if someone would cut the workers number down, then here is an idea: upgradable workers. Empires would be limited to 3 workers at max, but they could become much faster after upgrades.

I actually did this already for my mod. In the Industrial-ish era (I think I did it at Dynamite), you unlock the Engineer unit (not to be confused with the Great Engineer), a Worker-type unit with a better work rate (125%, 133%, or 150%, I'm still testing), 3 movement points, and the ability to ignore terrain and rivers as if he were a Scout. An Engineer costs quite a bit more, but it's worth it, and Workers upgrade to Engineers the old-fashioned way. Also, Engineers can't be captured, they're just destroyed.
It's been a VERY good change.

In my more extensive future-era mod, I also took advantage of another possibility: giving Worker actions to some combat units. Remember Roman legionaries building roads and forts? Take that further. So I've got a weak infantry unit that can act as Worker (at 75% speed and can't do specialized resource improvements) but has enough combat utility to pull its own weight, an expensive Armor unit (the Labor Mech) that works at 200% speed and can defend itself pretty well, and a titanic Terraformer unit that I'm trying to mod some new terrain-alteration actions for (desert->grassland, tundra->plains, hills to not hills, plant forests, that sort of thing).
The end result is that you no longer need to keep a stable of a half-dozen dedicated Workers on your payroll; some of the work, instead, will be handled by units that can go into combat if need be.

Sonereal
Oct 18, 2010, 05:43 PM
So you would have to build a new worker for evry little bit of road you would want to make. That would take up way to meny turns of production.

We're probably playing different speeds/map sizes. I play on the largest map size and slowest game speed with the balance mods. What ends up happening is that it takes long to research techs than to build all the buildings/units I need so I usually end up building units and then disbanding them while waiting for something to do.

It could be made that workers can still build roads like normal but disappear when a real improvement is made.

Lilltiger
Oct 19, 2010, 12:45 AM
I always play on Epic/Marathon, but I never ran into the issue that I dont have anything to build in the cities. Rather I have to delay building of structures just to get some units out. What mods are you using?

Sonereal
Oct 19, 2010, 07:01 AM
i always play on epic/marathon, but i never ran into the issue that i dont have anything to build in the cities. Rather i have to delay building of structures just to get some units out. What mods are you using?

ccmat.

dfn
Oct 21, 2010, 04:35 PM
Is there a way to limit the number of workers based on the number of cities? Something like [max # of workers = # of cities/2] OR [max # of workers = # of cities - 1]?

Lilltiger
Oct 22, 2010, 02:55 PM
How about removing all military units for city-states while they are at peace and just spawn them when they go to war. This should lower the unit count alot.

dfn
Oct 22, 2010, 03:00 PM
How about removing all military units for city-states while they are at peace and just spawn them when they go to war. This should lower the unit count alot.

The problem is that the primary cause of the long wait times between turns is the number of workers. The number of military units has a negligible effect.

Sonereal
Oct 22, 2010, 03:03 PM
The problem is that the primary cause of the long wait times between turns is the number of workers. The number of military units has a negligible effect.

Indeed. Someone on the Fireaxis forums did a test. There were two continents equal in every way. On the other continent were 175 military units.

Turn times were incredibly fast. Next time he put a 175 workers.

Horrible turn times.

But since the code has been optimized, things should be better.

dfn
Oct 22, 2010, 04:49 PM
But since the code has been optimized, things should be better.

Are you referring to the upcoming patch?