The MGE patch he made fixes the cpu usage only during the human turn. The patch also doesn't seem to apply to the end of the human turn & when you are looking at the city screen (although it does work for the city screen when you open the build options window). The patch that fixes that stuff is...
Would you be able to post that here? That way a fix is more likely to get made, and you don't need to compose multiple emails if more than one person asks for the details.
It's not just at the end of the turn though - the usage seems to also go high whilst the AI is taking its turn(s) & whilst looking at the city screen (but not if looking at the build list). Could those possibly be fixed in MGE too?
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.