.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #21  
Old November 1st, 2006, 12:46 PM
Combat Wombat's Avatar

Combat Wombat Combat Wombat is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Location: Minnesota/South Dakota
Posts: 1,439
Thanks: 3
Thanked 3 Times in 3 Posts
Combat Wombat is on a distinguished road
Default Re: Has anything really changed?

Actually its not a 255 system limit in SEV, it may say that in the data file but I know people have made SEV maps that are easily over 255 systems. Since SEV is just an enhanced Starfury engine this makes sense because Starfury you could have like 300-400 systems. The random map generator in SEV however might not like a number higher than 255 so you might have to add new systems by hand.
__________________
You can give a man fire and he will be warm for a day but set him on fire and he will be warm for the rest of his life.

A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
Get the newest Version of Invasion! here: http://www.secenter.org/

Reply With Quote
  #22  
Old November 1st, 2006, 05:48 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Has anything really changed?

I was one of those who was disappointed, that the maximum system number was not higher than 255.
But as I see how the game performs on my Athlon 64 3400+ computer, I think my hardware is much more the limitation. The turn processing time of a game with 255 systems at stardate 2430.0 might be just too long. It reminds of of SE IV on my old P II 233MHz computer.
Reply With Quote
  #23  
Old November 1st, 2006, 05:58 PM

RonGianti RonGianti is offline
Corporal
 
Join Date: Apr 2006
Posts: 120
Thanks: 0
Thanked 0 Times in 0 Posts
RonGianti is on a distinguished road
Default Re: Has anything really changed?

I modded in a game of 250 systems. I had to keep maximizing the system view to see the different systems since everything was so compact the systems kind of squished together.

But with that many systems, the End of Turn Processing bug inevitably came up.

I was hoping for more than 255 systems too, but after playing about 100 turns in a 250 system game, I'm pretty sure now that say, a 500 system game would be... unwieldy. I think you'd have to give over large portions of your empire to ministers and give up a lot of micromanagment.

I'd be happy if I could get 250 systems in a game. That would be pretty epic...
Reply With Quote
  #24  
Old November 1st, 2006, 06:08 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Has anything really changed?

I have a turn based test game with 203 systems run on minister control till 2402.5 without problems. When did your End of Turn Processing bug show up?
Reply With Quote
  #25  
Old November 1st, 2006, 06:24 PM

shinigami shinigami is offline
Corporal
 
Join Date: Mar 2006
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
shinigami is on a distinguished road
Default Re: Has anything really changed?

I can say for sure that the 255 limit does not exist. I changed the settings.txt to max out at 300 and used 300 for both ends of the range on a large quad. Not sure what the real upper limit for max systems is.



Takes the game forever and a day to generate the map and do player placement, though.

I think 300 systems would turn into a micro-managment nightmare!
Reply With Quote
  #26  
Old November 1st, 2006, 06:51 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Has anything really changed?

Hmm. The comment in settings.txt must be a leftover from SE4, then.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #27  
Old November 1st, 2006, 06:53 PM

RonGianti RonGianti is offline
Corporal
 
Join Date: Apr 2006
Posts: 120
Thanks: 0
Thanked 0 Times in 0 Posts
RonGianti is on a distinguished road
Default Re: Has anything really changed?

Quote:
Q said:
I have a turn based test game with 203 systems run on minister control till 2402.5 without problems. When did your End of Turn Processing bug show up?
Well, out of 4 modded games I played where I only changed the max systems, 3 of them hung around turn 50 with End of Turn Processing.

The more I think about it though, and this is just a wild guess, I think that troops and ground combat cause this issue. I'm not using troops any more (I just glass the planet and recolonize ) and I dont' get the End of Turn processing bug.

Maybe I'll reuse my mod and try a big game again and try and narrow down the issue...
Reply With Quote
  #28  
Old November 1st, 2006, 10:19 PM

Desdinova Desdinova is offline
Sergeant
 
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
Desdinova is on a distinguished road
Default Re: Has anything really changed?

i do not use ground forces and my games still hangup on the end of turn processing. i have not played on a small map so did not realize the size may be part of the delay. i have had games start having problems as early as 2401.0 and 2 last until around 2420.0 b4 having problems.
__________________
The vastness of space and time, and I end up here?
Reply With Quote
  #29  
Old November 2nd, 2006, 02:45 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Has anything really changed?

Never had this hangup on the end of turn processing so far.
So if you use the last savegame and go through it again, will it happen constantly or is it a random hangup?
Reply With Quote
  #30  
Old November 2nd, 2006, 02:50 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Has anything really changed?

It can be both - but in the majority of cases even repeatable crashes can be averted by switching the AIs over to human control for a turn. Anyway, in theory most of this has been dealth with in 1.09-1.11...
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:41 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.