Thadius McGhee
Chieftain
- Joined
- Jan 29, 2017
- Messages
- 8
I like the larger maps with 7 AIs
Custom built rig. ASUS MoBo, AMD Phenom chip, 670 2GB video card
Turn times are mostly based on how many units the AI has to move; including barbarians and city states.Which has the bigger effect on turn times - map size, or number of AIs?
As in, which would have longer turn times - 10 civs on a standard map or 6 civs on a huge map? (Just an example)
so turns were not that long (30s to 3 or 4 mins in late game).
Explain, please?The biggest bottleneck is usually your harddrive, upgrade to SSD and it will start going smoothly.
***SOLVED***
here's my 'nuclear' slingers from units.xml these make for an interesting game when the barbarians get them. >.<
<Row UnitType="UNIT_SLINGER" BaseMoves="4" Cost="0" AdvisorType="ADVISOR_CONQUEST" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_LAND_COMBAT" PopulationCost="1" PrereqPopulation="4" Name="LOC_UNIT_SLINGER_NAME" Description="LOC_UNIT_SLINGER_DESCRIPTION" PurchaseYield="YIELD_GOLD" PromotionClass="PROMOTION_CLASS_RANGED" Combat="100" MandatoryObsoleteTech="TECH_MACHINERY" RangedCombat="150" Range="200"/>
not precisely with mine but at the same time yes. It was the walking range. It turned out that all the units with excessively high walking range were walking back and forth to use up all of their moves whether the AI needed to move them or not.So the problem was the unit Slinger?