Game runs slow

Hristo

Chieftain
Joined
Sep 28, 2003
Messages
47
Hi

When reaching 15-16th century the game runs really slow (despite 1gb of ram) on a huge map with 8 AI´s...is there anyway the speed things up? Using 1.22 btw
 
I thnk turning all the animations off (or turning on Caps Lock or holding down Shift) helps . . .

Sorry, that's all I've got to offer.
 
It's veeeery slow for me also, but I can only plame my machine... 350MHz PII and broken fan... :-)
 
I'm playing a huge map on modern era with 12 AI. Every turn takes about 5 minutes without animations or showing movements. My comp is an Athlon XP1700 with 512 RAM. Can I do somethind to speed up the game?
 
Check your comps background processes. In XP Start/Run type taskmgr . If any of those processes take your processing time, try to learn what they are and kill before gaming if you can. IMHO the bottleneck has to be the processor, thou you have very powerfull one.
 
On a large map-10 civs- in the modern ages,and if there is a war going on i must wait 3-4 minutes for AI to finish it's turn,but i supose that this has only to do with the quantity.
Larger map -more civs-more units = needs more time.
Vizurok what do you mean by pressing shift?When AI moves it's units?
 
when you press shift while units are moving you don´t see the moving animation. It saves alot of time. (You can do it in your and your enemies turns.)
 
try adding the line:
NoAIPatrol=1

to your conquests.ini


Ted
 
what do you mean by that?
And where sould i add this line,sorry but i am not exactly a pc expert.
 
Huge maps do take some time - check out this thread, they had 2-3 hour interturns

LINK TO THREAD
 
kokoras said:
what do you mean by that?
And where sould i add this line,sorry but i am not exactly a pc expert.
It stops the AI needlessly sending units on pointless patrol duties.

You'll find the conquests.ini file in your Conquests directory. Ir's a text file so use notepad to add the line NOT Wordpad.

Here's the first few lines of my conquests.ini to give you an idea of what it looks like:

Code:
[Conquests]
KeepRes=1
NoAIPatrol=1
PlayIntro=0
WindowsFileBox=1


Ted
 
If i manage to do this it will be a Great change indeed.
This works for a modifiyed scenario or for the basic game as well?
 
AFAIK it applies to all games.


Ted
 
I will give you advice that Firaxis has ignored for a couple years and believe me, I know a thing or two about workers.

One of the most problematic deficiencies on huge maps is the workers AI. (And, I use the word AI real loose here cause there really is no AI in this game and this is not a slam on the product, it's really about the definition of intelligence that one applies, it's most likely my opinion and mine alone so chill.)

Every worker that is automated, both your workers and the AI's workers, does an extensive search for squares to improve in it's territory and ways to join disjointed territories together on the same land mass. So, if there are alot of automated workers in the game, turns take an extremely long time (they will search each and every tile on the map that adjoins it, for a job and there can be alot of tiles to search, thousand on a huge map). Part of the problem extends to the fact that if a worker cannot find a job to do it will then go to a city and wait till next turn to try and find a job to do next turn. Even if a worker cannot find a job to do, the search for a job is repeated by each and every worker by that player even if no job was found be the previous worker of that player, that's known as redundant search!!, so if you have hundreds of workers and the HOFer's know what I mean, it's coffee break time. Hence, long searches for jobs by workers ,on really big maps, that they can do (programmers, feel free to apply liberal if then else's; right here) are a real weak spot in the time consumption of the processor in this game. (Yes animations are high up there but in these instances, they far outweigh even animation concerns)

I, personally only automate workers, generally, once railroad links across my territory are established (as a time saving measure over manual manipulation of massive numbers of workers), once workers start converging in cities without any work to do, I then join them into existing cities or repair work that the automated workers have made based on my objectives at that time.

You can save alot of time on turns on huge maps by reducing the number of automated workers looking for jobs, or waiting in cites for jobs by joining them to cities. Even if you keep a few automated workers around to reduce pollution, toward then end of the game, you will find that the difference in turn play having 10 rather than 20 automated workers an amazing increase in speed (easy verifiable hint to testers).

So, the moral of the story here is to reduce your automated workers and that of your opponents (by conquest, if required , and the most direct course of action that is available to you, by the way) when you really want to speed up the game. ;)

Might not help you but maybe someone else. :)
 
Yes...that is what i do also,put a stack of them fortifyed outside a city and leave only a small number in order to clear pollution fast (in one turn).The rest i join them to small cities.
You have a point with your story,and it is a right one.
 
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