I've finally figured out what was causing the huge lag in Heart of Destiny!

Have you decided what new wonders will be in for the East Asian side of things? I'll be making more in a while for Yoda Power's mod.
 
It was the governments I added, they had no maintenance cost so the AI was building HUGE armies of guys. With that changed, the wait between turns is MUCH faster....

Expect a big, much better playing expierience in Heart of Destiny Redux!

Hmm well IM the one who let you in on the lack of Maintence charges but Im also the on elettin you in s (by Youtubing ;) )proof It causes no lag whatsoever. on a high L2 cache machine so how do you figure that? :D

Many mods make mass armys . Anno Domini had the biggest in my book and I play all mods on the same map scale and civ amount

WHat I noticed with you mod was that extra money was being spent on high priced trades,
 
all of those units aren't what causes long turn times. it is likely something else. i mean, i've hit the MUA limit (max units allowed as per the code) for some of my stuff and still run 2 or 3 minute turn times.

while lots of units on the map can bog down the IBTs, trade, espionage, and diplomacy are the primary culprits that cause the game engine to lag.
 
Your units do not cause lag, its the AIs ones that do....

Sorry I should have been more clear. I must assume that the AI was payin me or other civs (but mosty me) a massive % of the money it saved from maintence cuz they always gave me huge amounts of gold per turn on a regualr basis for techs so much I compained to you about the econonmy running with to much cash remember?

SUNrelated but sTill how you made so many unique pedia discipts for all that bonus material deserves a big pat on the back man. THe mod is awesome with the right hardware

But like ELjust said and I have persisted from the begining there is some other unrelated problem. ANyway I'll send in some new shot of me on turn 450 or so. That is way past when the 6 documented cases all got infinty hang
 
What slows it down isn't the AI having vast numbers of units, so much as the AI moving vast numbers of units. If it's shuffling enormous armies back and forth between its cities then turn times will be long. If it's got them all fortified and immobile then it shouldn't make so much of a difference.
 
another way for a nice reduction in turn times is to shut off some of the unit animations. by this i mean that shutting off 'see enemy moves' and 'see friendly moves' in the Settings most definitely chops time off of the IBTs. some will say it detracts from gameplay since these 'moves' by the AI aren't - or can't be - witnessed. however, if these AI units end their moves within your territory or they're w/in the line of sight of one of your units, you'll still 'see' them. you just won't see the 'run' anim's of these units. so, in the end, you'll still be able to know whether the AI has units in your territory.

if i were to venture a guess as to how much time this chops off...i'd say 10-20%.
 
I shut off 'See defenders over citys' surprise is more fun and more real IMO) THis cuts the amount of "fidget animations dramatically!. I never cancel AI vs AI fights

You can learn alot from plantin spys along borders to catxh AI casualtys numbers(see whos ripe for a possable take over or if you trade partner needs a hand in order to protect you income he represents etc) Mybe just to see whos flossin what and how well it works :) . Take in mind I play mods where im seein 100's units for 1st time all the time (Balancer, Rise n rule Anno, MEM, SOG , yes the glory of civ3 mod sceane makes AI war reports more interesting atleast not worth missing out

Its freakin cool ways to grab intel reports, somethin civ4 lacks in its camera pan angles.

Far Horizons You tube clip 18 civs on a extre hugemap turn 347 (180x180)NOTICE 6 NAVEL BOMBARDMENTS ON MY CITY takes place in only a few SECONDS! PLus, AI UNITS MOVE SO FAST ALONG MAP YOU CAN"T SEE THEM TILL THEY SLOW INTO ENTRY OF BATTLE SEQUENCE MODE (sorry for caps lock )

Same mod 44 turns later STill no lag but more AI vs AI footage hence longer clip (still under 5) Ten turns later Im back under 2 minutes of AI fighting as two wars are settled

AGain IM way past where I crashed twice and the other 6 reports crashed aswell.
I will show turn 550 next month or so Should be around 40 seconds IM guessing cuz I knocked off a few civs
 
I just wanted to say that since I turned maintenance on the governments I added, the wait between turns has been reduced, thats all I am trying to say. A government with no maintenance allows the AI to build ALOT of units, and hench, alot of unit movement goes on....hence the turn lag. That has been eliminated to a certain extent.
 
What slows it down isn't the AI having vast numbers of units, so much as the AI moving vast numbers of units. If it's shuffling enormous armies back and forth between its cities then turn times will be long. If it's got them all fortified and immobile then it shouldn't make so much of a difference.

This may be commonly known, but using the NoAIPatrol=1 setting in the ini cuts down on the amount of units the AI shoves around, thus reducing the interturn times. The effect can be considerable if there are big AI civs at peace but with large numbers of OFFENSE units.

(Using this option unfortunately leaves the the barbs completely broken - chose your poison!)
 
This may be commonly known, but using the NoAIPatrol=1 setting in the ini cuts down on the amount of units the AI shoves around, thus reducing the interturn times. The effect can be considerable if there are big AI civs at peace but with large numbers of OFFENSE units.

(Using this option unfortunately leaves the the barbs completely broken - chose your poison!)

Right now Im in a game with Far Horizons where Veitnam owns most of his continent with his army ranging over 700 units while I share the other land mass with 4 medium sized civs on a 180x180 .
Anyway as you see here, Im always looking for faster and faster turns so naturally this caught my attention.

Will it effect the way AI goes to war? Droping AI patrol brings back troops heading off on endless and needless walk abouts far from from defensive positions in citys or mybe its place in a offensive stack of doom heading out on the attack. IM a right about this?

Sounds like your advice makes the game faster and smarter
If you have a link or any more advice to share before I bring the neccesary changes to bare I'd bet others aswell as me would be up for hearin about it. THanks
 
No T.A. JONES it only makes units stay in town instead of patrolling at peace-time. Also, this is the default setting in Conquests. So if you never changed it, adding it will do nothing - you have it already.

If you add the opposite setting, that is NoAIPatrol=0, it will slow the game down but it will also fix barbarians to their pre-Conquests behaviour (they'll be moving a lot and attacking, instead of sitting idle).

Personally I play with NoAIPatrol=0, I'll take a little slower turns for real barbarians.
 
No T.A. JONES it only makes units stay in town instead of patrolling at peace-time. Also, this is the default setting in Conquests. So if you never changed it, adding it will do nothing - you have it already.

If you add the opposite setting, that is NoAIPatrol=0, it will slow the game down but it will also fix barbarians to their pre-Conquests behaviour (they'll be moving a lot and attacking, instead of sitting idle).

Personally I play with NoAIPatrol=0, I'll take a little slower turns for real barbarians.

Thanks Thats vital info.
Personally I went into Barb withdraw for the sake of my fast turn time obssesion quite sometime ago (cheapest solutions always come 1st) :)

Anyway You are legend man. Peace be with you
 
Hey SOG heres my big thank you for this kick arse mod. "Finally figured out what was causing the huge lag in Heart of Destiny!" :)

.........Its bombers! Yes bombers, not joking I studied it in action. Bombers are set as land units and with rails, ruin your turntimes.
Railways give each unit almost infinite possablilties over where to bomb sometimes over 2 minutes each to decide just what target.

Other weird stuff I noticed: like the biplane, hidden nationality, 'sailing' over water , and strange tendecies for seeing other Civs units sharing the same tile at the start of a new turn, are just a few things I found strange with your plane settings so far.
DOn't get me wrong, I never complained before cuz I liked the biplane effects cept for the fact AI's behavior of "seek" but do not "destroy", is an expliot Im afraid. Still, bombers and biplane intruders make for cool flak animations when they 'end of turn' in a 'turrets/cannon' range. :)

I used the biplanes to scoop up 'prisoners' working Veitnams massive chain gangs. They were heeding a path of railway expansion towards the land of last resistance( 2 well formed civs who i planed to unite in opposition before it was to late )


Anyway it was soley due to bomber's 'bomb mission' plus infinte movabilty (thanks to rails) that made it so when this war did ignite, it caused turns to take all night.
I had two armys combined 1000 units headed to that fight, all via rail. This highly engrossing action film lasted meh, mybw two-three minutes? Much faster then the 20 or so I waited for Veitman to use its mealy 9 bombers at the start of the campaign.

SO there it is. Might be why everyone has said the lag comes around the same time. Also explains why Balancer, a mod of comparitive size, has no deley on equal sized maps when planes are everywhere after flight.

IM still going btw. I mean Ive sat through a few of these turns just to be sure I was right. In the end it was my need to watch the action that may have solved this plight
This may be the best '3rd X pak' mod out there. I even noticed a depth in diplo text. The details entwined are second to none, mybe tied with one...
Its just now I feel the Victory plans changed to 'win before planes multiply in the land or sky' and its truly a 'do or die' plan. Still, was fun while it lasted. Proud to say she still NEVER crashed it ;)
 
Back
Top Bottom