|
|
|
|
|
August 1st, 2001, 02:20 PM
|
Private
|
|
Join Date: Jan 2001
Location: Philadelphia, PA
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
I'd love to try a 255 game with as many AIs as I can fit! Too bad my system can barely handle a medium game. Can anybody guess what the min specs would be for a huge (255) game with more than 15 AIs be? I'm guessing it would be somewhere close to top of the line (1.4Gz Athlon & 256 Mb RAM)
-Hota
|
August 1st, 2001, 04:03 PM
|
Private
|
|
Join Date: Jan 2001
Location: Philadelphia, PA
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
I just get frustrated having it take 4-5 min to process the turn. Your right though, when there's something decent on the tube it's ok, but when there's commercials on every other channel I just find myself staring at the screen wishing it would hurry up.
-hota
|
August 1st, 2001, 04:10 PM
|
Captain
|
|
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
|
|
Re: Turn Calc Time
One thing I found was that when I run SE4 without the CD in the drive, the ships moved very slowly on the screen. Now I just leave the CD and play music on the stereo, but it was weird.
|
August 1st, 2001, 05:40 PM
|
|
Re: Turn Calc Time
quote: Originally posted by Hota:
I'd love to try a 255 game with as many AIs as I can fit! Too bad my system can barely handle a medium game. Can anybody guess what the min specs would be for a huge (255) game with more than 15 AIs be? I'm guessing it would be somewhere close to top of the line (1.4Gz Athlon & 256 Mb RAM)
-Hota
Not at ALL, because Aaron is VERY miserly with his use of memory. See the turn 60 post in the archive from the game I was playing against 19 AI with no mods just 50 sphere worlds added using the map editor. I have an old 1998 machine with only 64 meg of memory and there was no problem at all except it took about ten minutes for the 19 AI to do their turn. What the heck is your machine that it has problems ? The speed has gone up by over a factor of 8 and the memory provided on a standard machine has gone up by a factor of 32 in the Last ten years! My suggestions to Aaron will require about a megabyte of memory, but there should be 8 times that of free memory on a 16 meg machine, which I had thought would be the smallest ANYBODY would be using in 2001......
|
August 1st, 2001, 05:52 PM
|
|
Re: Turn Calc Time
quote: Originally posted by capnq:
Quote:
I think when the hardcode was written he just assumed that no AI empire would EVER get that big I think the more likely assumption is that he thought no one in their right mind would mod the quadrant size limit above 100 systems. I've yet to finish a game in a "normal" large quad, and have trouble imagining that I'd want to bump that up to the 255 hard limit. Reading your reports of your Huge Game experiments almost frightens me sometimes.
|
Before I started saving my empire I had played a half dozen games in 255 quadrants with over 500 colonies planted by hand in each. I then colonized over 900 planets by hand in each of two 255 quadrant games to get my racial score up. This second test game of the AI planting about 1000 colonies has pumped the Clays race score above 600,000 points. I guess it depends on how much time you are prepared to put into a single game. An unmodded 255 quadrant fully colonized by hand ending about turn 150 takes me 100-150 hours depending on how much difficulty the AI causes me after I blitz at turn 120....
|
August 1st, 2001, 09:43 PM
|
Major
|
|
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
I have a PII / 350 Mhz w/ 192 Mb RAM (my 'funtime' computer) that I play SE4 on and I always play 255 max / large galaxies and as many AI's as the settings will give me (usually at least 10 AI's plus neutrals). In late games, it can take 4-5 min processing the turns, but I usually take at least 20 min myself for my own turn - not a big deal to me, but may be to others. Hey folks, its crunching a LOT of numbers....
As a side note, I can load the same game turns (same mods etc) on my kid's homework computer (a Dell P166 / 64 Mb) and it only slows down a little (about 6-7 min per turn in late games).
Personally, I think our standards are sometimes too high - anyone remeber PONG and how slow that ball seemed to move across the 'court' (even in the faster settings)????
|
August 1st, 2001, 11:08 PM
|
|
Major
|
|
Join Date: Aug 2000
Posts: 1,246
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
This is just a gripe in general, and it could be a source of the problem.
The Celeron processor doesnt have any L2 Cache, so it could be slowing things down. Im never buying any processor without one. But still, like I said it might not be causing a problem.
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
|
August 2nd, 2001, 05:22 AM
|
|
Sergeant
|
|
Join Date: Jul 2001
Location: South Carolina, USA
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
quote: Originally posted by rdouglass:
Personally, I think our standards are sometimes too high - anyone remeber PONG and how slow that ball seemed to move across the 'court' (even in the faster settings)????
Hear, hear! We're playing the game for the strategizing and the socializing, not for speed and reflexes. I'll sacrifice the responsiveness for a game with a sense of strategy. Take the extra time to think about your next move, or your next message to another empire, or a trip to the bathroom (hey, you gotta pee).
Which isn't to say I wouldn't love it to be quicker.
Quikngruvn
------------------
Stay alert. Trust no one. Keep your laser handy.
--from the RPG Paranoia, now my PBW mantra
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
|
August 2nd, 2001, 06:52 AM
|
|
Captain
|
|
Join Date: Jan 2001
Location: Chandler, AZ, USA
Posts: 921
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
quote: Originally posted by Quikngruvn:
Stay alert. Trust no one. Keep your laser handy.
Be careful or you may be used as reactor shielding!
__________________
My SEIV Code: L++++ GdY $ Fr+++ C-- S* T? Sf Tcp A%% M+++ MpT RV Pw+ Fq Nd- RP+ G++ Au+ Mm++(--)
Ursoids of the Galaxy, unite!
|
August 3rd, 2001, 10:33 PM
|
|
Major
|
|
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Turn Calc Time
The long AI turns may not be a processor problem; they may be OS related. I'm running Win 95 on a 233MHz Pentium w/ 64M RAM, and haven't had an AI (that's single AI) take more than a minute per turn. Of course, I usually play with 10-15 "major" AI players (and 3-5 neutrals), so that can lead to a 15 minute wait between each turn.
BTW - I've also run this on an NT 4.0 platform, unknown proc & 114 MB RAM (it's an older system that's using scavenged parts, hence the strange memory size). And, again, no single AI has taken more than a minute or two. Even after they've planted 100 colonies, etc. (I had a game where the lead AI players had scores around 3-5M; but a new patch came out, and I haven't been able to play a game that far since then).
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|