Very Slow between AI Turns

helm91

Chieftain
Joined
Mar 12, 2013
Messages
1
i experience very slow turns when my computer go thought the AI turn this doesn't happen with G+K even at on a Hugh map with 22 AI players and 40 city states

my specs are
i7-3930K
16GB RAM
7950HD

i try setting the graphic settings all low,it a help a bit but that much

here is a save of my current game

http://www.uploadmb.com/dw.php?id=1363319610

and also when i build some of the wonders like hollywood i can't produce anything at the next turn
 
No question the latest beta lags more than some prior versions, though not all of them. Just one of those things I guess. It's not too bad for me though.
 
Hey man! I have the same cpu as you, 16gb corsair ram and a nvidia 670gtx - running updated civ g&k with unofficial patch+GEM on DX11, in fullhd and with all settings maxed out. I tried loading the save and it takes approximately 25-30 seconds for all AI's to complete their turn (including city-states and barbs).
 
I've tried using the above fix but either I am doing it wrong or it bugs for this mod. When I replaced the file in the Civ5 directory the turns were faster but I couldn't research anything: I would select a tech and it would just stay at 12 turns and not move :/
 
You might want to take a look at this: linked thread on LuaJIT

Just thought I'd point out that this is currently incompatible with GEM. It appears files in GEM were overlooked when converting the code to the current LUA version.

If I knew how to fix it I would. Thal is currently on a much-deserved sabbatical so it'd be up to one of us to fix it... Even though it caused so many strange bugs, I must say my turns were very speedy compared to what I'm used to!

Here's the thread to the bug report:

http://forums.civfanatics.com/showthread.php?t=493915
 
It could be a decent sized effort then, as it depends on what non-supported things he's doing. All are fixable, but finding and fixing them all is different. Thal knows the code a million times better than me. I'll help if asked or needed, but, I'm inclined to wait for Thal's return and direction first...

Right, that may be best. I was mainly posting so people wouldn't use the LuaJIT file, though it really does make a difference in turn speed. It screwed up my menus and took about 80 turns just to produce a scout and a monument. Eighty fast turns, that is. :lol:.
 
For those interested in using LuaJIT with CivUP and GEM, I have attached the modified files needed to do so. These edits should run with the current stable version, the beta 2 version, and the beta 3 version.

Thanks to whoward69 and DonQuiche for their informative posts.
 

Attachments

@stackpointer

Nice work. When I first heard about the LuaJIT I grabbed it straight away.:)
Only to have my topbar and tooltips (amongst other things) screwed up.:cry:

These changes work wonderfully.

Just curious. Are the changes in 'SaveUtils.lua' related to the LuaJIT or just general fixes to the code? Seems like removing a '\' could be better proof-reading on your part?


Either way thought I'd say thanks.
 
@stackpointer

Nice work. When I first heard about the LuaJIT I grabbed it straight away.:)
Only to have my topbar and tooltips (amongst other things) screwed up.:cry:

I know what you mean! An older computer means I'm always on the lookout for any performance tweaks.

Just curious. Are the changes in 'SaveUtils.lua' related to the LuaJIT or just general fixes to the code? Seems like removing a '\' could be better proof-reading on your part?

I'm not exactly sure what you mean by this. All I did in that file was replace the "\[" with "\" which was both a lua syntax error and something LuaJIT would get hung up on. The rest of the files just needed to have the depreciated arg manually defined. Honestly, I'm not familiar enough with lua syntax and programming to be going through the mountain of code that Thalassicus has written and modified for this mod. So you can be assured that the only modifications in the files were to make the files compatible with LuaJIT.

I got this information from DonQuiche's posts here http://forums.civfanatics.com/showthread.php?p=12407492#post12407492 and here http://forums.civfanatics.com/showthread.php?p=12407493#post12407493
 
@stackpointer

You answered it precisely!

I had read about the "arg define" thing and could see you have fixed those.

It was the "\[" with "\" that I wasn't sure about. I hadn't read those posts from @DonQuiche yet.
I wanted to know if it was just an error you noticed while looking through the files or it was something that LuaJIT would trip up on.

Thanks for the work. I started a game immediately and was amazed by the increase of speed.
 
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