The RoM Slowdown Culprit

Could anyone give me instructions how to remove the storms from RoM 2.71? :crazyeye:

Thanks.

Just go to Rise of Mankind/Assets/XML/Terrain and open FeatureInfos.xml.

Search for FEATURE_STORM. In that entry, find the line <iGrowth>whatever number is there</iGrowth> and change the number there to 0.
Bingo, you have a game of decreased storms to effectively zero.
 
Thank you so much for your speedy reply! :goodjob:
You could install Afforess Modmods instead, it has a no-storms module, that means for you: no searching and editing stuff, just activate installer.
 
You could install Afforess Modmods instead, it has a no-storms module, that means for you: no searching and editing stuff, just activate installer.

He said he was using 2.71, so it wouldn't work. ;)
 
I'd say that the new beta seems faster, I'm playing with all your modules enabled, giant map, smartmap pangea >50% land. About a minute or so delay at 555AD.
 
Talking about the speed of the RoM, please tell me which factor is more important - size of the map or number of civs? To make it short - which one will run faster - giant map with 6 civs, or huge with 12 civs?
 
Hi

I decided to give your modmod a spin to see if it would improve performance in ROM. I played a huge map scenario (the Mediterranean map with the preset civs) and I made it to 600 AD with little in the way of slowdown. I did have a weird issue, though. I kept getting a message in my advisor screen about player_endturn_Barbciv blah blah blah errors happening. When a minor civ attacked me with a stack of siege quiniquiremes, I went into Worldbuilder and discovered that the game had been spamming the map with ships and land units for 2 breakaway civs.
 
Hi

I decided to give your modmod a spin to see if it would improve performance in ROM. I played a huge map scenario (the Mediterranean map with the preset civs) and I made it to 600 AD with little in the way of slowdown. I did have a weird issue, though. I kept getting a message in my advisor screen about player_endturn_Barbciv blah blah blah errors happening. When a minor civ attacked me with a stack of siege quiniquiremes, I went into Worldbuilder and discovered that the game had been spamming the map with ships and land units for 2 breakaway civs.

I remember getting similar errors when I played a earth map with preset civs a few games ago. I usually play on tectonics and don't get those errors there. Might be something about the scenarios?
 
Talking about the speed of the RoM, please tell me which factor is more important - size of the map or number of civs? To make it short - which one will run faster - giant map with 6 civs, or huge with 12 civs?
More Civs will slow it down a lot more then a larger map will.
 
More Civs will slow it down a lot more then a larger map will.

Sounds reasonable, but, if you got 6 civs on giant map, they will expand to 50 cities each. If you get 15 civs, they will be able to get 15-25 maximum. I mean the overall cities number will be the same anyway.

ooh, if you got RoM to play fast then you will be my hero! I always thought its the best civ4 mod, but too slow to play

yeah, but if you come back to BtS it appears that it is too lame to play :p
 
The Barbarian Civ mod does not work. The game just spams a buttload of units that sweep over the map and crush anyone in their way.

I tried a huge map scenario with preset civs and turned off Barbarian Civ and the Revolution mod. I made it into the Industrial Era and then the game started crashing. All the future technologies sit there and mock me with their unplayability.
 
I think replacing the XML database to a RDMS (for example Firebird embeded version) would also speed up VERY MUCH. I think XML is not indexed, the current engine always iterates all the data if seeking for something, and as the time goes as the processing data increases.

I know this is VERY HUGE modification... :eek::lol::crazyeye:

Edit :
By changing to RDMS we can gain the use of 64 bit and/or multiprocessors and/or distributed computing ;)
 
I think replacing the XML database to a RDMS (for example Firebird embeded version) would also speed up VERY MUCH. I think XML is not indexed, the current engine always iterates all the data if seeking for something, and as the time goes as the processing data increases.

I know this is VERY HUGE modification... :eek::lol::crazyeye:

XML is indexed and cached when you start the game. That's why you have to reload the game if you change an XML file.
 
XML is indexed and cached when you start the game. That's why you have to reload the game if you change an XML file.

I see. One reason is out. Or maybe not. Do you know what kind of method used for indexing? (Simple binarty tree, Btree, B+tree, etc..)
 
The Barbarian Civ mod does not work. The game just spams a buttload of units that sweep over the map and crush anyone in their way.

I have not had a problem with the barbarian civ option, but it was changed in 2.8 so barbs need cities of pop 5 now, when iirc it was pop 2 + contact with full civs. this means that barbs are slower to form civs, and often their cities will be captured before settling into minors.
 
I see. One reason is out. Or maybe not. Do you know what kind of method used for indexing? (Simple binarty tree, Btree, B+tree, etc..)

It doesn't matter, all of the indexing takes place in the BeyondtheSword.exe, a file that modder's can't touch. We were never given the source code, as it contains proprietary information.

Firaxis didn't build the game engine, they purchased the license from GameBryo. I think you would need to pay several grand to see the engine code before Firaxis would be allowed to show you the source code for the .exe :(
 
It doesn't matter, all of the indexing takes place in the BeyondtheSword.exe, a file that modder's can't touch. We were never given the source code, as it contains proprietary information.

Firaxis didn't build the game engine, they purchased the license from GameBryo. I think you would need to pay several grand to see the engine code before Firaxis would be allowed to show you the source code for the .exe :(

I didn't know that. I tought the exe contains just the graphic engine...
So the XML indexed and loaded into memory by the exe? Do you know how the DLL acces to the data? (Sorry for the asking, but I'm curious and it seems you know the answers. ;))
 
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