Unit Action Delay

If it helps, I deleted my cache folder and re-loaded my mods. All went well, nothing slowed down 'til I got up to seven or eight cities; by the time I had a dozen, the slows started to get mildly irksome.
 
Thanks for this Kermidge. So perhaps it's not actually a unit action delay but city count problem in the interface code processing. I've never done an "advanced start" before but can you jump right into a fresh game with a dozen cities in place in between disabling stuff? That would make it easier. I wonder if it is irrelevant how many cities the other AI's have? In other words even if there was just you on the map with twelve or so cities, the delay would still be there?
Cheers
 
@glider 1

That's an interesting idea! How does one do an advanced start - beyond the era choice in setup? Right now I'm back to just playing, seeing if I notice anything else, whilst waiting for the smart people to work it out. [grin]
 
You can directly place cities with the tuner.

In Civup v33 I split the interface folder into "mods" and "overrides." You might be able to disable the "overrides" part and see if the lag problem still happens. A disclaimer! I split the files just hours ago, and have not tested this yet, so I do not know if disabling this part of the project will cause any bugs. You can check for bugs in the lua.log file.

For those without G&K, the "overrides" part includes the following folders:
  • Cities
  • Misc
  • Techs
  • Units
 
@Thalassicus

Ok, thanks. Followed directions for tuner but no joy, don't know why (yet) and I'll triple-check if'n I did everything correctly and try again. [host OS Ubuntu 12.04 amd64, civ runs via Steam in an XP bottle under Crossover XI, so this may complicate things] Perhaps I could try with 'in-game editor' mod, if it's compatible with the Communtas pack.

I'll try the 'over-rides' thing in vanilla tomorrow.

[At the risk of annoyingly covering old ground, the precise behaviour I see in later game, a dozen to 20 cities (usually in early/mid 1000's, marathon) is that tooltips get to the point where they raise immediately instead of after a short hover time, they persist for what seems to be a set time or a progressibely longer time (or fade slowly, for instance when a unit is deleted or gifted) instead of vanishing instantly when cursor moves. This happens in all places- on map over terrain, features, improvements, units, cities; in city screen- on left and right panels and in city map; in diplo overview; and even in the title bar of the mini-map, albeit the delay there is smaller.]

Disclaimer: I haven't coded in roughly a decade, and while I've started looking at the various lua and xml bits, I find things all a bit daunting. To those who can, and do this stuff, my thanks.
 
Has anyone tried disabling the "mods" or "overrides" parts of civup to see which half this problem exists in? The help of everyone here is very valuable, since this has been a difficult bug to track down. :)
 
If nothing happens, in the next few days I'll make an all out effort to debug this. Your mod is too good not to have this fixed. I've got an old computer so I am a good candidate for the problem. It's just that with only 4GB RAM everything about debugging Civ5 takes forever.

Cheers
 
External matters intervened ere now. Played 150 turns [marathon], starting with 15 cities using In Game Editor (I've used it twice before and know how to use it; IF using IGE rather than SDK/tuner is unhelpful, I'll try to see if they'll work under Crossover. Power will be out most of tomorrow so it'll be a while.)

At turn 100, I turned off all BOINC/grid tasking and shut it down. This freed up all six cores.

Starting with 15 cities things were just about as fast as starting with one; _all_ interface elements, not just the tooltip slows, got a bit slower as game progressed but not to the extent noticed in a longer game.

Will turn off the four folders on next go.

If there was a way to trace/step through code, both mod and game base with CPU/GPU time noted... seems to me would find what and where the bottleneck(s) is or are. But I haven't done anything like that since 8-bit days and wouldn't even know where to begin.
 
If there was a way to trace/step through code

Sadly we don't have this capability with our modding tools, and no performance analyzing tools either. The only way I know to find the problem is to disable parts of civup, see if the problem disappears, then try again with other parts of civup.
 
Has anyone tried disabling the "mods" or "overrides" parts of civup to see which half this problem exists in? The help of everyone here is very valuable, since this has been a difficult bug to track down. :)

First off, I agree that your mod is spectacular and, as I've been having the same, late-game lag when selecting units or doing pretty much anything, I am eager to find a solution. Second, though, I have to confess to being a complete novice to the nuts and bolts of modding. That said, when I tried disabling "overrides" with the underscore, I couldn't even launch a new game. I have just successfully launched a new game by disabling the "interface\mods" folder with the underscore. That is what you suggested we do, right?

If so, I'll report back whether the same lag appears later in the game.
 
Ok, have played 525 turns (marathon) to 1700AD, 12 cities. I could not disable the TECHS folder and still play the game; CITIES, MISC, and UNITS disabled in Core folder.

Mixed feedback: the massive slows did not happen. While there was some small lag viz. tooltips, city screen/build orders, unit selection and movement/release, nothing like the usual problem. In other worlds, much if not all the observed delays struck me as very similar to those owing to having more map to show, more cities and units to process, just as happens in a purely vanilla game.

One slightly unsettling thing was that when cursor was on mini-map, game read position and showed tooltips.

I've no idea if this helps at all.

[I hesitate to bring this up but I'd the odd thought at the start of this discussion that the root of the problem might lie in delays in message passing: hover -> show tooltip; move cursor -> hide tooltip, etc., or if there's a delay in fetching the data to re-draw what lies under a tooltip. I don't know why this might be so, and have not yet had the temerity to try to dig more into the code, and it's likely an idiot's guess anyway.]

If there's anything else I can try that might give usefull info, please let me know.
 
I've started testing by disabling the 'Mods' folder in the interface folder of CivUP. I could not disable the 'Overrides' folder because the game crashes.

We've got to do something about the slowdowns. People are starting to prefer TALL games rather than WIDE games simply because TALL games have less delays and slow downs :eek: If that trend continues, we are changing the fundamentals of what it is to play civ and we might as well play it on Xbox.

Cheers
 
Even with the annoying slows, the Commintas pack is a great mod.

I've got a game (at a lower difficulty) at 1025 turns, 16K science, $5600/turn, 360 happy, completed nine culture, built all ship parts, can build for culture win in 11 turns. I've got 22 cities and 4 puppets, all occupied and with another 20 or so units, 2.2 mil in the bank, and just over 850 million people. Capital just passed 56 population. Two AI left (I killed two, one for expansion, second in self-defense+retribution (and to get more coal); Russia killed Siam) with 10 cities total.

It seems like it's not so much the number of cities and units but something that accumulates over time.

Just started a new game, re-enabling CITIES in Core. (Had to pick one, no clue, so trial-and-error...)
 
It sounded like the delays were normal rather than GEM\civup related. Which is promising for tracking whatever this is.
 
I disabled the "interface\mods" folder and I'm still experiencing the slow downs (particularly when trying to move units or make selections within the city screen). It seems to be most correlated to the number of cities under my control.
 
@glider1 No, massive slows in that game. I meant to show that even with the problem, the Communitas pack makes for a worthwhile game to play. Game described is one of the better I've played (I'm not a good player, but like the game) and I guess I was bragging a bit as well.

I thought I'd posted earlier today, apparently clicked the wrong thing.
 
Current game, CITIES re-enabled, MISC and UNITS still disabled - slows started early AD in city screen when selecting build. Now ~AD1500, with 15 cities, slows in every aspect of game; terrain tooltip and unit slows became noticeable circa AD700.

Barring useful suggestions, I see my next move is to methodically finish with enabling the three folders in Core in turn, in attempt to see if there's but one culprit. (Please remember, I'm playing vanilla game using v166 of CivUp, so my description of folders will vary...)

However, yet to be tried is playing to Middle Ages with only four or five cities, to try to see if see if the problem is due to time or empire size. (Given the permutations, ploddingly methodical is the only thing I can see to do, since trying to delve into, understand, and keep in mind a [deleted]-ton of code is way beyond me.)
 
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