This is very subjective.What is the ideal speed to play this game at?
Long and Epic are good speeds to start out on. Avoid Ultrafast as it is mainly there for debugging and testing purposes, eternity is for certain enthusiasts.What is the ideal speed to play this game at?
I totally don't understand the point of "debugging" at a different speed than what you suggest to actually be played by others.Long and Epic are good speeds to start out on. Avoid Ultrafast as it is mainly there for debugging and testing purposes, eternity is for certain enthusiasts.
The point is that it is so extreme that it push everything down to far below 1 turn (but it will still be 1 turn as a minimum), the rounding errors will be way more significant and skew the game away from the intended experience (of course, multiple production and research mitigate this issue on some fronts when it is used actively and late game will be much more normal experience than prehistoric is). I.e. balance nuances will be somewhat washed away due to integer values being pushed down so far from the normal values making rounding significance bigger.I totally don't understand the point of "debugging" at a different speed than what you suggest to actually be played by others.
And it's not exactly much faster than the preceding speed, so what's the point anyways?
Conversely, if I want to "test" an idea, I simply give myself "cheat bonuses" of the type I'm "debugging" at the moment - and then "my personal game speed" can be anything I want, lol.
Sorry, but I totally didn't understand how this helps you DEBUG stuff any better than Blitz?The point is that it is so extreme that it push everything down to far below 1 turn (but it will still be 1 turn as a minimum), the rounding errors will be way more significant and skew the game away from the intended experience (of course, multiple production and research mitigate this issue on some fronts when it is used actively and late game will be much more normal experience than prehistoric is). I.e. balance nuances will be somewhat washed away due to integer values being pushed down so far from the normal values making rounding significance bigger.
I'm not saying ultrafast should not be played by players, by all means play it to your hears content, I'm saying we most probably wouldn't have had the speed in the mod at all if it wasn't for it being quite useful for us impatient developers. Blitz is already considered a superfast gamespeed, so I wouldn't recomment ultrafast to new players at all because it is so far away from the intended experience, e.g that one can produce major unit stacks in 1 turn to defend against a unit stack the AI prepared for a weakly defended city, where the defending stack made in 1 turn means the AI would have needed 5x more units in its stack to even challenge the city.
Basically, running 200 turns AI autoplay takes half the amount of time as 400 turns take (which is the blitz equivalent to 200 turns on Ultrafast). Eternity would be 8000 turns to see the same game development as 200 turns on Ultrafast (so no developer in their right mind would run test games on eternity unless they want to have a fun little game while testing (which is not exactly efficient work but more play mixed into it)). For some specific testing and debugging I chose blitz or normal speed, but I never go above that, 90% of the time I use ultrafast. Same is true for playing manually to see turn by turn how things develop (better it develop fast when debugging so there are less empty turns with nothing relevant to observe). There are many reasons why developers can debug and test stuff more efficiently with a tool like a ultrafast gamespeed. Main reasons would be to observe AI behaviour and performance.Sorry, but I totally didn't understand how this helps you DEBUG stuff any better than Blitz?
What do you call "debugging", though?Basically, running 200 turns AI autoplay takes half the amount of time as 400 turns take (which is the blitz equivalent to 200 turns on Ultrafast). Eternity would be 8000 turns to see the same game development as 200 turns on Ultrafast (so no developer in their right mind would run test games on eternity unless they want to have a fun little game while testing (which is not exactly efficient work but more play mixed into it)). For some specific testing and debugging I chose blitz or normal speed, but I never go above that, 90% of the time I use ultrafast. Same is true for playing manually to see turn by turn how things develop (better it develop fast when debugging so there are less empty turns with nothing relevant to observe). There are many reasons why developers can debug and test stuff more efficiently with a tool like a ultrafast gamespeed. Main reasons would be to observe AI behaviour and performance.
Well I don't have to explain to you the benefit of having a very fast gamespeed to test out changes and see if it works as intended or not, e.g. see how a specific code change to AI affect the AI in the short and long run.Hence, really, I don't see how one speed SCALES to another speed for "debugging" the actual gameplay - it just doesn't.
Dude, we aren't fighting, eh?Well I don't have to explain to you the benefit of having a very fast gamespeed to test out changes and see if it works as intended or not, e.g. see how a specific code change to AI affect the AI in the short and long run.
^^ We are not fighting, but you were challenging my statement about ultrafast being added in for testing purposes, it's usefulness for mod development, I couldn't not react to it.Dude, we aren't fighting, eh?
I'm just saying that CERTAIN (obviously not ALL) features utterly fail to scale properly via "turn number increase" - while some OTHERS do it absolutely alright.
That's it, nothing more.
Never mind, okay?