Strangely long turn times.

CainStar

Warlord
Joined
Aug 15, 2007
Messages
230
I'm playing V36 with the latest patches.

So about 2 weeks ago I started new game, due to the fact that my old one hit some crash that I can't circumvent(I honestly think I just hit some sort of size limit). This new game is on Huge map with 15(now there is 19)AI players, and the turn times have become LOOOOOOOOOOONGGGG like 10-15min. I have done some experimenting with WB to see if I can shorten end turn process, by

1. Deleting all sea wild life, and lots of land wild life too(deleted a lot of units), conclusion NO EFFECT.

2. Deleted 300 slaves from my War Party that they had collected during the "culling of the herds"(I destroy all the cities but the capital of AI players to control their numbers), conclusion NO EFFECT.

3. I used WB to end all war between AI players, except the ones I was having(3). All so even thou I forced peace through WB, some of the AI players still have the fist(war) symplon present on the players list ingame. All so when I tried to select some of the players in WB diplomatic window, the window minimized itself(like there is no info), and I am unable to access atleast 5 or 6 AI players infos/options. Anyway I forced world peace, and conclusion NO EFFECT.

4. I used WB to delete EVERY city from EVERY AI player, except their capitals, conclusion NO EFFECT.

I am dumbfounded, I mean my old games turn times were like 3 minutes max and that was on UEM which is GIGANTIC and I had 35 AI players on it.

Does this make any sense??? I am not even as far along in my current game, that I was in my old one, turn number wise.

Also why does the game ask me to do the recalc even thou I have not change any of the files in Caveman2Cosmos folder. Sorry for long post.
My Specs:
i5-3570K
16G Ram
295x2 AMD(with latest drivers)
Windows 7 64-bit professional
 
I have a game in the Bug thread that has taken as long as 40 min for EoT to process. It's now in the Classical era with 8 AI on a large map. Even with doing every SVN update it is still taking 8 to 10 minutes for EoT processing.

I have another game going that is in Med Era and the turns are ~1 min sometimes less.

ThunderBrd is aware of this problem.

Suggest posting a Save game in the Bug thread for SVN ugs and crashes.

JosEPh
 
Very interesting that none of those things had any effect.

You're playing on a version that we can't really support but I've heard of something similar happening to a player and have a save to look into on the current assets. Maybe I'll figure something out when I look at that one.

EDIT (Nija'd by Joe... yes, his is the one I'm going to be looking at.)
 
Very interesting that none of those things had any effect.

You're playing on a version that we can't really support but I've heard of something similar happening to a player and have a save to look into on the current assets. Maybe I'll figure something out when I look at that one.

EDIT (Nija'd by Joe... yes, his is the one I'm going to be looking at.)

It is good to know that it is "being look into". Thanks in advance......thou I am open for any suggestions since I would really like to continue my game.

EDIT: Should I post the save in BUG thread or are you good with the save from the other player?
 
It is good to know that it is "being look into". Thanks in advance......thou I am open for any suggestions since I would really like to continue my game.

EDIT: Should I post the save in BUG thread or are you good with the save from the other player?

Since this is not on the latest SVN, I cannot debug your save. Which means it will not help to get your save nor will any fix I find be capable of being applied to your game because save games are broken from the point you are at to the current assets.
 
@CainStar,
I suppose I need to put up a 9292 "Patched" version in my Dropbox acct. This SVN version "should" help your game. It may take up to 3 turns after you do a re-Calc for the turns to come down to more reasonable times.

You are playing the 9265 Patch right?

JosEPh
 
@CainStar,
I suppose I need to put up a 9292 "Patched" version in my Dropbox acct. This SVN version "should" help your game. It may take up to 3 turns after you do a re-Calc for the turns to come down to more reasonable times.

You are playing the 9265 Patch right?

JosEPh
Yes I'm playing with 9265 patch applied. This would be great if you could do this, it would make me so happy =). Just out of curiosity what was causing this "long end turn process" issue? Oh does this 9292 yet contain auto hunt fix.....just asking? =)
 
I'm not sure as ThunderBrd is the C++ programmer and the main Bug squasher.

Auto Hunt....no idea. I never use the auto anything functions.

JosEPh
 
Yes I'm playing with 9265 patch applied. This would be great if you could do this, it would make me so happy =). Just out of curiosity what was causing this "long end turn process" issue? Oh does this 9292 yet contain auto hunt fix.....just asking? =)

1) There were some complicated issues in the code that I resolved because I knew them to be outstanding issues and that incidentally cleared up the problem. Since they did clear it up, I have to suspect that what was happening was quite a few loops of tremendous size that didn't need to be run more than once at the end of the turn were being run about 10 times as much as they should have been.

2) Auto options tend to take absolute last priority in debugging efforts. They are important of course because the behavior is what the AI is programmed to do with their units, but there are times when what the AI is told to do conflicts with the fact that the player as a whole is not on a complete auto-pilot. AKA it would work for the AI but not for the player. What are the symptoms of the problem you are having with auto hunt?
 
Auto-hunt sometimes doesn't hunt, it relies on the animal attacking. The hunter will not attack animals which are wounded to the extent of barely having enough red left in their health bar to be alive. Instead the hunter will move to a safe place next to that unit or to a safe place next to another animal and wait to be attacked.
 
Auto-hunt sometimes doesn't hunt, it relies on the animal attacking. The hunter will not attack animals which are wounded to the extent of barely having enough red left in their health bar to be alive. Instead the hunter will move to a safe place next to that unit or to a safe place next to another animal and wait to be attacked.

I think I know what the problem may be. I'll look into it soon.
 
I think I know what the problem may be. I'll look into it soon.
The auto-hunt problem is not really huge deal, at least I don't mind doing it manually. What I don't like is when you have start looking for the animals, once you hunt a large are to an "extinction". I am so looking forward of getting access to ocean travel, in my current game, so I can send my hunters to two large uninhabited continents, and starting a BIG A** hunting spree :P....oh I can almost hear the battle victory sound effect playing continiously, and an endless stream of animals flooding to my capital......
 
@CainStar,
New "Patch" available, Full SVN version 9292. Should address your game with long turn times. may take up to 3 turn after the initial re-Calc to get turn times shortened.

JosEPh
 
I just wanted say thank you JosEPh II and Thunderbrd for fixing what was broken, and then making it into a patch. I know you guys didn't want to put out anymore patches for the V36. You guys are really great modders, who truly care about your "peeps" :). Anyway my wait times dropped to 7-9 minutes per turn, maybe still little bit longer than usual, but still a great improvement to the previous times, or I completely lose the consept time while playing C2C. Thank again!
 
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