Medicine_Man_55
Warlord
So I have been playing Fall from Heaven II (v0.30) for a few weeks now and I have to say I love this mod. I'm not sure how often you blokes hear this, but I feel you have all done a wonderful job making FfH. So much attention to detail and so much re-playability.
One thing I have noticed about FfH so far, is that it tends to slow down rapidly during the middle game period (turn 220-280 on normal). This is typical of Civ4, due in no small part to my tendency to play on huge maps, but it seems to be more of an issue with this mod.
After playing a few games, I've realized that the slow down gets markedly worse after the Hyborem come out. With a full map, turns will take 45-60 seconds to calculate. My theory is that the calculations involved in spreading and drawing the creep of hellish terrain is an exceptional burden on the system. I don't know how the python code for this game works; is this a plausible theory? If so, I wonder if a game option could be implemented to only run calculations on the spread of hell terrain every 4-5 turns (with possibly a larger spread)? Or perhaps an option to simply convert territory in the Hyborem culture radius to hell and nothing more?
Anything that makes the game run a bit more smoothly in the middle-late stages would be quite welcome. It is frustrating to have the game slow down so much during what I call the glorious "rugby-scrum" stage.
Cheers.
One thing I have noticed about FfH so far, is that it tends to slow down rapidly during the middle game period (turn 220-280 on normal). This is typical of Civ4, due in no small part to my tendency to play on huge maps, but it seems to be more of an issue with this mod.
After playing a few games, I've realized that the slow down gets markedly worse after the Hyborem come out. With a full map, turns will take 45-60 seconds to calculate. My theory is that the calculations involved in spreading and drawing the creep of hellish terrain is an exceptional burden on the system. I don't know how the python code for this game works; is this a plausible theory? If so, I wonder if a game option could be implemented to only run calculations on the spread of hell terrain every 4-5 turns (with possibly a larger spread)? Or perhaps an option to simply convert territory in the Hyborem culture radius to hell and nothing more?
Anything that makes the game run a bit more smoothly in the middle-late stages would be quite welcome. It is frustrating to have the game slow down so much during what I call the glorious "rugby-scrum" stage.
Cheers.