MP game, turns take too long early game

wapamingo

Prince
Joined
Sep 19, 2006
Messages
399
LAN game, challenges on (animals, barbs, all that fun stuff), standard size erebuscontinent map:

It takes 10-15 seconds for a turn to finish and a new turn to begin. This makes the mod unplayable for MP games (not sure if this is the same in single player games). By comparison, Wildmana turn changes are 1-2 seconds.

Anyone else encounter this, or is this something we can change in game settings to make the turns end/begin quicker.
 
In Orbis, there is more going on in early game, so turns can take a bit longer (the difference should disappear later).
Especially with lot of animals, which you turned on.

Also, first turn is long. Plus generating map takes longer because of flavourmod.
Still, 10-15 s is too long.

Can you please try single player game? Truth be told, I find it a bit strange that you decided to multiplay without checking single first.

Also, are scions in game? or grigori?

I do not play much, especially multi, so someone may help more.
 
Thank you for a quick response.

I don't have time to play much, so when I do play its always MP. Its more challenging.

Indeed, my MP partner was playing as Scions.

Is there something you can borrow from WildMana to have the turns execute faster? I realize its a lot of units to move around, but the same is true in WildMana. I know WildMana borrows a lot from Orbis/Rife, borrowing the other way around should also be utilized.

Also, is it possible to put RangedCombat as gameplay option? The occasional OOS issues, not sure if they have been cleared out, makes MP games where humans are not on the same team frustrating. WildMana has put it as gameplay option.
 
Actually, it is not something realted to what I can borrow from wildmana, but rather what was not borrowed from FF/Rife/Orbis to wildmana

I understand the lack of time. But when you have some, please make some tests - try to run a few turns in single player, ok? Also, you may try to do it with scions, and then without. Trying to enable/disable options might help too.
This way I might get an idea what the problem is - if it is MP itself, Scion awakened spawning mechanics, options (like lot of animals...). That will help me to isolate (and possibly fix) the issueas.

Also, as you know wildmana, do ranged attacks cause OOS there too? Because I really want to fix ranged attacks OOS, and knowing how does it work in wildmana would help (can't test simultaneous games right now).
 
Ranged attacks in wildmana don't seem to cause OOS's (it was added with 7.0 IIRC, and 7.11 I was able to play a full game with a partner as the ljosfalter on a standard map with few OOS's. 7.2 caused a great many OOS's however). Also, sephi completely rewrote the way the AI handles ranged attacks in wild mana.

-Colin
 
For me, I have found that early turns take as long as you described (in both Single and Multi Player) when the Barbarian World option is turned on. For some reason this tends to slow down the game a significant amount. Having tested out options and setups - identical save for the presence of absence of that one option - it seems to hold true as the cause of the slowdown.
 
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