Slow in between turns

Tonilino

Chieftain
Joined
Feb 24, 2010
Messages
7
Great mod, but the time in between turns is 4-5 times as much as vanilla BTS. They take like 25-30 seconds! This is also at the beginning of the game! Anyone else have this?
 
Great mod, but the time in between turns is 4-5 times as much as vanilla BTS. They take like 25-30 seconds! This is also at the beginning of the game! Anyone else have this?

It would be helpful to know which settings (map size, game speed, difficulty) you use for your Planetfall games.

I sometimes have delays up to two minutes in the late game, but this varies greatly and I always can play quite fast for the first 200 turns or so (Standard size, normal speed, 7+4 players)
 
I'm playing on huge, the speed one longer than normal, and am on Prince... I started a new game with all normal settings and it seems to go much quicker. Kinda sucks because I want to keep playing the game I started. It's strange because my computer is quite fast and can run every game I throw at it smoothly. I have a dual core AMD at 3.2ghz, a 1gb ATI 4800 graphics card and 4gb of RAM.
 
Yeah, I suspect it's especially huge map sizes which a slowdown for Planetfall. The reason must be plotgroups, which must be recalculated for the entire map when a blockade is started or ended, which happens a lot in Planetfall.
 
Perhaps huge maps should be disabled for the mod?

I mean, besides the mentioned slowdowns there's also the huge amount of space native life can keep on spawning and assembly really humongous waves to attack faction settlements...
 
Perhaps huge maps should be disabled for the mod?

I mean, besides the mentioned slowdowns there's also the huge amount of space native life can keep on spawning and assembly really humongous waves to attack faction settlements...

:eek::(:rolleyes:

Why??? Every one have to decide by his one if the game take place on a huge map or on a small one! But disabling huge maps iare not the right way in my opinion, a choice between the huge and small maps have to be. :goodjob:
 
True, of course. But those who play on huge maps shouldn't keep on barging in to complain about slowdowns either.
 
True, of course. But those who play on huge maps shouldn't keep on barging in to complain about slowdowns either.



I think every one who plays one huge map, knows that the performance in huge map games goes down. I always play on huge maps...and yes...in late games i have to wait a minute. My current game is in the year of 2689...i have to wait 1-1.30 minutes...but thats part of the game. And when its my turn...i need 15minute until i have managed all units and cities...so it is comparatively a short waiting time of 1 minute... And in late games you need the relativ long turntime to think about your next steps...because of all the things you have to manage...and to plan...

Maybe it would be the best to advise players, who chooce huge maps, that the preformence goes down...
 
Perhaps we should add a question like this to the FAQ (of course that does not solve the problem, thta no everyone reads the FAQs before posting, but it might reduce the occurunace of such issues at least a bit):

Are there recommended settings, when playing Planetfall?

Yes:

Map Size: Standard (bigger maps cause performance issues and are a lot less useful for Maniac to hunt bugs)
Era: Arrival means that the SMAX factions are CPU-only - to be able to play them yourself, choose the Expansion Era
Settings:
* Advanced start (the one which allows to purchase stuff): Not recommended, as it makes all AI go the Terraformer route
* No base razing Should be activated - razing bases messes with design and is not intended to be a default strategy, as bases are captured quite intact and therefor temporary losses are kind of intended.
* No city flipping from culture Not recommended, might infere with features
like Drone/Food revolts
* No Barbarians Not recommended, as it disables a key element of the mod
* Raging Barbarians Only recommended, if an extra challenge is desired
* Aggressive AI Can be turned on for extra conflict, but shouldn't be needed, as the AI is already quite aggressive w/o
* Unrestricted leaders Rather pointless, as all uniqueness lays in the leaders
* Choose religions Not recommended - PF's religions carry special effects and have their fitting place in the tech tree; also causes interface issues
* No technoly trading Not Recommended - interferes with the following, default setting
* No technology brokering Should be activated, because Zhakarovs trait depends partly on this setting
* No random events Currently unused.
* Scattered landing pods Can be activated to enhance AI performance in exchange for less early conflicts, but the mod is desiged for having this disabled.
 
Thanks for making that list!

Some things I don't understand or disagree with:

* City flipping after conquest Should be activated for the same reason the former option should be off

I'm not sure, but I don't think activating this feature is necessary. Those bases revolt to the barbarians after all, not the cultural owner.

I'd also like to add No City Razing should be activated, because city razing messes with the design goal that a temporary loss of a base shouldn't be as big a deal. In fact I plan to invert that game option, so that the default unticked state means no base razing.
 
City flipping after conquest - I'm not sure, but I don't think activating this feature is necessary. Those bases revolt to the barbarians after all, not the cultural owner.

I'm not sure, too, but couldn't disabling it somehow block the entire base flip thing? I'm not a code expert, so I can't say, but what I can say is that enabling this option allows the PF flip mechanisms to work correctly.


I'd also like to add No City Razing should be activated, because city razing messes with the design goal that a temporary loss of a base shouldn't be as big a deal. In fact I plan to invert that game option, so that the default unticked state means no base razing.

Makes sense; I left this one out, because I haven't experienced a razed base since versions ago. However, I wonder if that option affects capturing of culture-less 1- population-bases as well (forced auto-raze) and how we will treat the Alien Factions/Cha Dawn in future? For the former there was this resettlement thing in SMAX and for the latter I remember I have read somewhere (to-do list?) that it is planned to make him razing bases often to get something out of them.
 
Makes sense; I left this one out, because I haven't experienced a razed base since versions ago. However, I wonder if that option affects capturing of culture-less 1- population-bases as well (forced auto-raze) and how we will treat the Alien Factions/Cha Dawn in future? For the former there was this resettlement thing in SMAX and for the latter I remember I have read somewhere (to-do list?) that it is planned to make him razing bases often to get something out of them.


I raze every Base in the territory of the Enemy! Because it makes no sense to build up this bases....and you have to defend this bases...and that costs Units and recources.
 
For the former there was this resettlement thing in SMAX

That's how I would still do it.

I raze every Base in the territory of the Enemy! Because it makes no sense to build up this bases....and you have to defend this bases...and that costs Units and recources.

That's why No Base Razing should be made the default option. :D
 
Someone is thinking too civ-like here... :nono: ;)

Civplayer since Civi I on Amiga 500!!! :lol:

I played everey chapter of ther Series. :lol:

There is only 2 Doktrien, Domination and difficult min. Emperor! :lol:

A tight defeat entertains more than to win by a clear margin. :mad::D
 
I raze every Base in the territory of the Enemy! Because it makes no sense to build up this bases....and you have to defend this bases...and that costs Units and recources.
You know that in Planetfall, conquered bases keep their buildings? You don't really have to build them up, just to fortify them with a sufficiently large force and as the frontline progresses, you can successively lower the defence again.

Cheers, LT.
 
You know that in Planetfall, conquered bases keep their buildings? You don't really have to build them up, just to fortify them with a sufficiently large force and as the frontline progresses, you can successively lower the defence again.

Cheers, LT.

I know i kow...:spank: Bases keep their buildings...in general Cities keep their Buildings, if we talk about BtS, War Lords, Civ4, Civ3 ect bla bla... But i'am not interessted in...:D And i dont like to defend bases with 6-9 Units. Thats 6-9 fewer for offensive projetcts. :scan:


Aber der Computer baut die Basen auch nicht so gut auf wie ich bzw wie ein menschlicher Spieler. :crazyeye: Außerdem nützen Basen nichts die nur die Frontlinie verlängern...und nicht mal an strategisch wichtigen Positionen liegen. Anderer seits gefällt mir oft die Stelle nicht an der die Bases aufgebaut wurde. Und vor allem...da die Bevölkerung überwiegend nicht von der eigenen Fraktion stammt, kommt es immer mal wieder von Basenwechseln durch Kultur... Meiner meinung ist es besser/effizienter/günstiger wenn man kurzen Prozess macht, hat kein Sinn sich um solche Basen zu kümmern, zumal der Gegner sie auch wieder zurückerobern kann, denn kurzfristig können sie noch nicht mal für Nachschub sorgen. Selbst wenn sie ein Psigate haben, darf man ja (finde ich gut) nur zwei Einheiten pro Runde in die Stadt senden, da baue ich lieber 2-3 Droppships mehr und lass diese pendeln. Sicherlich hat es auch seine Vorteile fremde Basen zu behalten, wenn irgendwelche Wunder, große Persönlichkeiten ect drin sind...aber ich mag fremde Basen einfach nicht! :lol: ALSO RAZE!!!!
Ich baue lieber eine eigene Basen auf. :king: Alles andere ist doch weich.:mad::lol:
Mir ist auch das diplomatische Ansehen völlig Ladde, denn wenn man mal 4-5 Basen zerstört hat, sind die EXeigentümer ja nicht unbedingt gut auf einen zu sprechen, egal...es gibt nichts was man nicht durch GELD/ENERGIE, Geschenke sowie Ressourcen reparieren kann, solange es einem nützt. ;)
 
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