Thunderbrd
C2C War Dog
I've asked. I'll update on that when I get an answer.
Updated and have been using SVN 10358. Turn times are at the 4 minute 5 sec mark (+/- 5 secs). Re-Calc took 8 min 4 sec.. Even played 2 turns in a row without manually saving as a test and it has passed so far.
Pre SVN 10358 turn times were in the 4 min 45 sec (+/- 5 sec) range.
Long Game is playable again.![]()
Did you found way to halve turn times?Reading this makes me think i'am crazy.
Are you really happy about being able to play that game with every turn taking over 4 minutes?????
It is quite crazy, we really need to work on optimizations and even stripping content that is not worth the strain, rather than constantly adding new content.Reading this makes me think i'am crazy.
Are you really happy about being able to play that game with every turn taking over 4 minutes?????
Did you found way to halve turn times?
He has 8 civs and they are spread in Medieval - Industrial eras.
It is quite crazy, we really need to work on optimizations and even stripping content that is not worth the strain, rather than constantly adding new content.
The huge amount of animals on the map is a major cause for the turn times, reducing that amount will go a long way, but that is but one of hundreds of angles of attack.
Quite a defeatist attitude. ^^Sadly if you want to reduce the number of anything you can only do that in a modmod because in Caveman2Cosmos only adding something is valid.
Well not really. BUt not much I can do about it. Large map, 7 AI on Immortal on Long Game Speed.Reading this makes me think i'am crazy.
Are you really happy about being able to play that game with every turn taking over 4 minutes?????
You have proof of this? Isn't it more Option Choices made in this area? If you use the Option to let the NPCs war amongst themselves even on Blitz (1000 turns) the animals can get quite sparse. The Barbs, Neanders, and Highest level Predators eat up the 2 lowest tier really fast. I like using just the Reckless Animal Option of all the Animal Option available most of the time. Occasionally I will activate the No Peace Among NPCs as well.It scales far too dramatically so that if you're playing anything faster than Marathon it seems to get clogged with animals pretty quick
It's just what I've witnessed in seeing the games of others as well as some first hand. When the map fills with animals it causes processing problems, some of which have become actual bugs to address that we've had to scale back overall spawn rates to manage, which if we have to keep doing that isn't fair to more balanced speeds.You have proof of this? Isn't it more Option Choices made in this area? If you use the Option to let the NPCs war amongst themselves even on Blitz (1000 turns) the animals can get quite sparse. The Barbs, Neanders, and Highest level Predators eat up the 2 lowest tier really fast. I like using just the Reckless Animal Option of all the Animal Option available most of the time. Occasionally I will activate the No Peace Among NPCs as well.
Sure existing options have a huge influence on results, but I'm finding that gamespeed's scaling influence is far too dramatic. At the moment I'm not sure if that's automatically scaled or if it's scaled more manually by values in the XML somewhere. The problem goes to both ends of the scale and for opposite reasons. If the animals are as infrequent on the longest gamespeeds compared to a mid-range speed as they are frequent on the fastest compared to mid-range speed, then you'd hardly ever see animals at all on the longest gamespeeds, and those longest speeds really need the interactivity levels to stay up for the sake of enjoyment.
I'm not saying that. I'm saying all gamespeeds can be balanced. It's ok to strive for that. Is it really that painful to try to make the game work for a wider range of preferences? I don't understand why you can't let those who like longer speeds go on and enjoy them without constantly trying to vouch to take it away from them. I don't see where it matters if they are 'majority' of players or not. It's possible to make it work for all. TBH, the bigger imbalance and coding problem takes place on faster speeds with the HUGE spawn rates seen there. I was just saying that it's different problems on both ends of the scale.And here in lies a Big rub, the longer GS distort the game play of C2C and have for years. And it is a Fallacy of opinion and Game design to say the majority of player want to play 12,000 turns or more.
As I said, it's much more problematic what we have on the faster end. The scaling from one speed to the next is simply too severe in spawning. It's a very noticeable difference from any gamespeed to even one shift away. Just saying it's not scaling gradually enough, not nearly, and perhaps it shouldn't scale at all.As long as you keep pushing these exaggerated GS lengths you will have these problems.
If you recall, I asked for the fastest current gamespeed to be added recently. I'm not at all advocating eliminating ANY gamespeeds. A wider array means wider mod appeal. Period. But we can't let scaling ruin the experience at any end of the scale.And you will cause another when you decide to eliminate the 2 fastest to support your purported scaling objective.
'You are yourself disproving your initial statement "The number of animals on the map is just right" in this paragraph.The number of animals on the map is just right - depending on the game speed. It scales far too dramatically so that if you're playing anything faster than Marathon it seems to get clogged with animals pretty quick. I find on Marathon, the frequency of animal encounters is consistent and steady but not overwhelming. I'd almost like to just turn off the scaling on that, make sure it's dialed into the numerics we see on Marathon, and see if it really presents any problems to gameplay to not scale that facet of the game. It seems to present more problems to scale it than it would not to.
I'm kinda not getting why there needs to be more animals per square on a faster game speed than there are on a slower one. I mean, yes you don't have as much time to hunt them on faster GSs before the game moves on, but for the experience of units hunting itself, should it really differ? The units don't move any faster or slower and they don't heal any faster or slower. Just means that the blitzing abilities of more powerful hunters matters more on a faster gamespeed as does strength because the healing rate gets tested. Hunting rewards themselves scale, except for the subduals themselves, don't they?too few animals on the fastest and too many on the slowest gamespeeds.
Ran some numbers after finding the moment in the code where this is being adjusted and it seems straight up to me. We'll see how well it works. Trying the first formula first.It makes sense that there are less spawns on slower gamespeeds, but the impact strength of gamespeed could probably be half, or maybe even a 1/3, of what it currently is.
One way to go about it could be something like this:
modified by iTrainPercent → changed to → modified by 666 + iTrainPercent / 3
Raising the floor, but keeping the roof where it was, so to speak.or modified by 500 + iTrainPercent / 2
It should be noted that I like the animal spawn balance on eternity gamespeed so this example may not be what we as a team want, the effect is currently from
100 →1000 ▬ ▬ My suggestion would change the range to ▬ ▬ 666 or 500 → 1000
The floor could be different if that is what the team wants. like 300 + iTrainPercent / 3 or 2
Which would be a range from 300 → 633 or 800 ▬ It would imo represent the moderate course of action.
We all agree that Spawn rates are crazy high on normal gamespeed which is why I'm suggesting we raise the floor instead of lowering the roof when applying the dampening effect to the gamespeed factor.
Back to my initial statement; if there are equal amount of spawns per turn in a normal game as in an eternity game then the eternity game would subdue far more animals throughout the prehistoric than what would be the case in a normal gamespeed game, upsetting game-balance and -experience between the speeds quite a bit.
Right now there is 10x faster spawn on eternity than on Normal, that is clearly too much, but if it were as little as 2x-5x I believe it would be closer to perfection.
Was thinking "slower" but wrote "faster" in more than one sense. ^^It's the other way around.
Normal has a 10 times higher spawn chance per turn as Eternity.