Unit Action Delay

at AD840, CITIES and UNITS off, MISC on. Thirteen cities, around twenty units plus a dozen workers. Unit slows became noticeable in early 100's; still not real bad. Tooltip and interface slows very noticeable in city screen when doing anything. In diplo screen under city-states, it's always been slow, no matter what.

It's an interesting game, but I'm gonna bag it and move on to enabling UNITS. For the game after, re-enable everything and play with four cities.
 
Oops - forgot: in above game, still no tooltip problems viz. terrain on main map. Hurrah!
 
Thanks for trying. If I could pull my finger out I should go back to straight G&K with nothing else and compare. Another possibility is to try with [multithreading] turned off.

Cheers
 
Sounds like it's likely something in the Cities or Units folder, probably one of:

a) unit flag promotions
b) update city yield displays

I'm thinking it's probably B since the work of reverse engineering the yield chain was extensive, and the whole mod depends on it. I'll see if I can figure out a way for us to narrow it down further. It's probably some little mistake on 1 line of code somewhere that's causing some update to run more often than intended. :think:
 
with Units enabled, AD1406, 14 cities, 18 units, 12 workers. Terrain tooltips, no probs. Definite slows when doing anything in city screen; tooltips persist after closing city-screen, game stops until they clear, as in previous runs. Some hesitation viz. units - switching, release, not as bad as 'normally' but getting annoying. City-states tab in diplo slowing but not so bad yet.

Minor thing, Great People now have full function - scientists can boost research, for example.

Next game, four to six cities, everything re-enabled.
 
If you encounter the problem in a game with the "cities" folder enabled, try the following:

  1. Save and exit your game5.
  2. Place an _ underscore in front of this folder name: Civup/Interface/Mods/_FlagPromotions
  3. Open this file: /Civup/Interface/Overrides/Cities/CityBannerManager.lua
  4. Find line 854: LuaEvents.CityYieldRatesDirty()
  5. Disable it by adding -- to the start:
    Code:
        [COLOR="DarkRed"]--[/COLOR]LuaEvents.CityYieldRatesDirty()
  6. Load your saved game.
  7. Post if that makes game more responsive, or if it has no change.
 
@Thalassicus
I'd be happy to do that, but ditched all saves from that game when I started the four-city go. I'm at AD420 now; if probs show up within next thousand years, will edit line 854 and reload to test it (and thanks for the tip!)

Will edit that line before the next full game unless you suggest otherwise.

I appreciate all the work (and frustration) that goes into this mod collection. I'm loathe to play vanilla anymore. Only thing I do differently is to enforce the three-hex city separation (not in recent testing, tho.)
 
Thalassicus, I tried what you said about disabling that line of code. While it is a little better, the lag is still there...less so with the city screen (although definitely still present) and more so with unit actions.
 
@Thalassicus
Disabled that line AD620, seemed to help as no tooltip lag on closing city screen. Played to AD1463, no major probs (but with only four cities and no adventuring.... must say it's a very different game, no scrambling for real estate and such. Verdammt Asinine Idiots still denounce me for building wonders or whatever other reason gets their undies in a twist. Sheesh.)

My path was a bit different, but I didn't note it: went to CivUp, searched for script file, double-clicked result into gedit, searched for $varname and disabled it (line 885, I think.)

I'll check back daily if there's something else to try, else am gonna take a break for a few days, getting a tad burned out on Civ.
 
Hmm so it is probably not the yield library... that's very interesting! I expected that to be the source. Hmm... :think:

What if you disable this folder:

/Civup/Interface/Mods/FlagPromotions
 
Started a game an hour ago, all enabled, city-sep back to 2, my standard setup of marathon, small, continents, 5AI 12CS, abundant, raging; saved, quit, disabled FlagPromotions.

With varying observed behaviors, I wonder to what extent our respective environments affect things. For instance, I just now changed my default BOINC/WCG machine profile from maximum to standard. (It shouldn't have been a problem, since by default WCG tasks run with lower priority than user tasks, but I thought it prudent to see if this makes a difference.)

I also wonder to what extent differences between vanilla version and G&K might affect what we see.
 
When someone starts encountering serious lag again, please post a zip file of the savegame and your /mods folder to this thread. I will do some more trial and error to see if I can track down the issue.
 
Current game AD1792, 17 cities, 14 garrison, 9 workers, a handful of sods and bods. My standard settings: small, continents, marathon, abundant, raging. Other mods, barbs unlimited exp.

All else Civ5 vanilla with stock CivUp/VEM v166 except for the two fixes given - FlagPromotions disabled, LuaEvents.CityYieldRatesDirty() disabled.

No probs noticed anywhere so far. Whatever was involved with those two fixes has actually fixed it, apparently. Congrats, and thanks!

Admittedly, am not running a bunch of units around the map. The only thing I've noticed is a very slight lingering of a build-menu tooltip after closing city screen, of maybe a half-second. Update of city-state tab proceeds apace, not the old humonguous lag. New values in city yields when changing focus or assigning citizen tasking on city map proceed apace. No more bleed of main map tooltips into small map (not for several games.) In short, back to stock vanilla behavior except much mo' better with Communitas. Oh, and BOINC maxed. Fingers crossed.
 
I do not know how the others, but I solved the problem with a long switching units deleting the folder \CiVUP_CivVUnofficialPatc\CopaseticUITweaks (I play Unofficial Patch and Vanilla Enhanced v166).
 
CityBannerManager.lua is located in the CopaseticUITweaks folder (Vanilla Enhanced) or Interface/Overrides/Cities folder (Civup for G&K). That file contains the CityYieldRatesDirty line instructing the yield library to update yields displayed on city banners. I think it's refreshing that information more often than intended, which could be the source of the lag.
 
Thalassicus said:
[*]Save and exit your game5.
[*]Open this file: /Civup/Interface/Overrides/Cities/CityBannerManager.lua
[*]Find line 854: LuaEvents.CityYieldRatesDirty()
Yes, indeed, switching between units occurs without delay. But now there is no update information in the window of city, and all manipulations are delayed, although this can be tolerated.
 
If you encounter the problem in a game with the "cities" folder enabled, try the following:

  1. Save and exit your game5.
  2. Open this file: /Civup/Interface/Overrides/Cities/CityBannerManager.lua
  3. Find line 854: LuaEvents.CityYieldRatesDirty()
  4. Disable it by adding -- to the start:
    Code:
        [COLOR="DarkRed"]--[/COLOR]LuaEvents.CityYieldRatesDirty()
  5. Load your saved game.
  6. Post if that makes game more responsive, or if it has no change.

Well i had quite a bit lag, after i tried this it got much better; even if it is not totally gone now is much more playable.
 
I disabled the promotions flags and the lag seems to have gotten a lot better but is still there. around turn 100 it becomes evident. City view still lags considerably but slightly less with promotion flags off so I think this was part of the problem. I disabled the city banner mod but didn't notice a difference.
 
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