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#1 |
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Chieftain
Join Date: Oct 2003
Posts: 63
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Turns Very Slow - thought fixed
I thought this had to do with workers and that it had been fixed in the latest patch. But I see the same slowness between middle to late-game turns. Is this worker related? Are there plans to address it in a future patch?
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#2 |
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Emperor
Join Date: Jul 2009
Location: Madrid
Posts: 1,155
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I have noticed an improvement in game performance and turn speed since the patch. I have also read that more players noticed the same. No idea if they changed anything about the workers.
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#3 |
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Bending Space and Time
Join Date: Sep 2010
Location: Shacklyn
Posts: 3,269
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I think that prior to the release of the most recent patch, 2KGreg said that that patch did not include fixes that would dramatically reduce turn time for everyone, but that some players would find slight improvements. I don't think the patch contained fixes to how the game processes workers, though. Could be wrong but I don't recall it being mentioned in the patch notes.
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The sullen wings of fortune beat like rain You're back in Terrapin for good or ill again For good or ill again... -- "At a Siding," from Terrapin Station, Part 1 by Robert Hunter |
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#4 |
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Warlord
Join Date: Oct 2010
Posts: 161
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The cause for the slow turns was identified prior to the last patch going up, but a fix was not found and implemented for the patch. There is always a point where you have to stop putting new things in the patch so you can actually ship it, and unfortunately the cause of the slow turns was found too late in the patch cycle to make it in.
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#5 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,611
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Quote:
? Given that it was huge problem in the previous game, why is it still a glaring problem on release? Priority failure, that's why.
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- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#6 | |
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Warlord
Join Date: Oct 2010
Posts: 161
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Quote:
The problem stems from workers evaluating what to build. When a worker is selected, either by the player or by the AI, whether you have improvement recommendations enabled or not, it will evaluate possible improvements to be made to all tiles within the cultural borders. This causes two problems: first that selecting a worker on a large map with a large empire can lead to significant delays (upwards of 30 s), and second that processing the AI turns can take an inordinate amount of time as each worker individually processes the potential improvements to be made to the entire empire (and unfortunately the AI likes to build lots of workers). The fix is almost certainly going to be just caching the information (warning: amateur armchair game design theorycrafting ahead): calculate it once at the beginning of the civilization's turn (AI or player turn), update tiles when they are obstructed by a moving unit or another worker calls dibs on building an improvement there, and update if new tiles are added by founding a city or culture bombing. For the player side, this will move the calculation from selecting a worker to the time it takes to start a new turn, but it'll only be done once instead of each time a worker is selected and the increased workload from the player's calculations should be easily offset by the reduced workload for the AI's calculations. Of course, getting multithreaded AI to calculate this exact sort of information in the background while the player farts around deciding things during their turn would be the best option. |
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#7 |
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Chieftain
Join Date: Nov 2010
Posts: 2
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I just don't understand the whole story above. I pay 50 Euros for a game to have fun. Not to wonder how the "developpers" may solve the problem. When the gameplay is so slow it shouldn't be allowed to sell a product like this.
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#8 |
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Emperor
Join Date: Oct 2010
Posts: 1,296
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That's exactly the problem. Picking each individual unit and then checking about what it could do.
The way to go is just the opposite: what has to be done? And after that find the combination of units which can fulfill the task in the shortest way. |
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#9 |
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King
Join Date: Jul 2002
Posts: 703
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the issue is settlers. turn on the map, look at the AI, check your logs find the settler pumps. settlers eat up the most resources
they first ask for a combat unit to escort to X,Y then X,Y gets changed because the settler is stuck in a loop trying to dodge AI settlers or finding a path then by the time the combat unit arrives, it's descheduled because the settler asked another combat unit to escort it! goes on and on. and its 100% worse when looking at settlers on islands |
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