New patch m is bringing my CPU to its knees

razzle

Chieftain
Joined
Nov 6, 2002
Messages
17
Hi fellow FFH-Fanatics!

After having installed the new patch "m" the "thinking time" of the AI has turned 3-5 times longer than before on my computer. Around turn 300 on a huge map with 11 AI opponents my machine uses aprox. 3 minutes between each turn, where as before I applied the patch the "thinking time" were less than 30 seconds under the same conditions.

I have read through the patch updates, but I cannot see anything indicating that anything has changed in respect of CPU-time.

Anybody else who has experienced prelonged AI "thinking time"?

I really hope so and that it is something that can be fixed.

Razzle
 
Changes introduced in patch H greatly improved the economic performance of the AI. It can now support many more units than it could before, and tries to build as many units as it can support as quickly as possible. The result is that AI turns take longer, because more units must be processed. The problem will be worse on larger maps, and delays will also be increased if you add additional AIs. If you were using a version pre-H, and patched to M, then you would be experiencing this for the first time. You can reduce the problem by playing on smaller maps, and by adding fewer additional AIs.
 
Patch M will probably run slower than G because in a typical game there are a lot more units now. However there have already been some reports about performance issues that have nothing to do with number of units, for example here http://forums.civfanatics.com/showthread.php?t=354738.

Using a small map most likely will help and if you are lucky the speed issues are gone with the next patch. You could also try out the modmod in my signature which has among his features speed improvements, like the CAR mod made by stmartin.
 
Thanks! Sounds like the source of my very long inbetween-turn-time. Strange though that I didn't experience it with the "j"-patch that was the last patch, I used, before I upgraded to "m".

Well seems that I now have a very good reason to upgrade my CPU ;-)
 
If you noticed a significant increase from J to M (both of which use the improved AI) then it is possible that something else is going on. As Sephi said, some people have reported longer turns in M that are not attributable to upgrading to the new AI. I haven't noticed it myself, but it could be a question of game settings, play style, or even specific hardware.
 
This issue convinced me to get wildmana actually. It seemed cool but too much for me. Speed means lots to me, so I'm going to give it a try.

I'm confident the slowdowns will be fixed but as it sits I have to play a bloodthirsty civ like the Elohim if I want a large map done without waiting getting on my nerves too much.
 
I just installed patch M & have noticed far longer turn times than before. When I started building the Tower of Mastery & the dwarves & Sidar DOW’ed me I hoped things would speed up. They didn’t. Eventually I found that the dwarves had ~400 ROK priests & 100+ other units in my preferred invasion city (they were on another continent). Of course, with blitzing units, area/damage spells, and entangle I just wittled them down to nothing while they just sat there.

At least the Sidar attacked the stack I sent to their continent. Of course, a defending phalanx with cannibalize killed 60+ ghosts in a single turn - went from 4 to 73 experience points. My other units mopped up the rest.

Other things I noticed:

1) Its too easy to dominate Disciples of Acheron/Sons of Inferno. I ended up with around 20 of them & had them all producing 5 star/empower fire elementals. Way too easy an exploit.
2) Acheron is too easy to kill because of the “no fly zone” around his city. He never gets any xp.
3) The AI won’t build ships. What good are 500+ land units in a single city when you are the only civ on the continent & only build 2 or 3 galleys?
4) The AI also built inferior units. I killed ~ 200 ghosts in my invasion of the sidar & ~400 stonewardens (and counting) with the dwarves. Both civs could & should have been building more advanced units as they both have (had) the necessary techs.
5) The economics of the AI civs may have improved, but they still just build units up to the limit of what their economy can support & then can’t tech towards the end of the game.

Seems like the best way to play this patch would be on a Pangaea or similar map that doesn’t require AI ship building. That would allow them to try to bludgeon you to death with all of those inferior units…

PS – In rereading this post it may seem that I’m being overly critical to the modders that created the Patch & the mod. Please don’t think that – this mod may be the best game I’ve ever played. You’ve done a fantastic job. Everything mentioned above was meant to be constructive criticism.
 
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