Author Topic: Prerelease 3.091 (Golem buffs, efficiency improvements, square formation move)  (Read 7203 times)

Offline keith.lamothe

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as in hard-lock and no recover?
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Offline triggerman602

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yup game pretty much slowed to nothing.

EDIT: it is still responsive although so slow that nothing can be done except pause it, which restores the game. takes awhile though
« Last Edit: April 08, 2010, 10:03:43 pm by triggerman602 »

Offline keith.lamothe

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ah, ok.

I tried it on my computer and got roughly 400ms/cycle during the move to the wormhole and 3000-5000ms/cycle while ships were going through.  Pausing in the debugger shows that most of the time is in removing ships from the current planet's rollups and adding them to the destination's rollups.  Not much to be done about that ;)
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Offline triggerman602

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after about 10 minutes of waiting they all made it through a wormhole.  they also all piled up into a very compressed train.

Offline keith.lamothe

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I think I'll have to increase the value of AIExtraPairsOfUnderwear for 3.092.
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Offline x4000

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Good lord... those have been entertaining photos, to say the least.
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Offline Blahness

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It's all CPU lag, no graphics lag.  50-55% CPU usage even with idle troops, which jumps to... 50-55% usage when issued a wormhole move command?

AI war isn't multi-core compatible? D=
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Offline keith.lamothe

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In case you weren't joking about the multi-core thing (there've been a number of wall-of-text-wars on that one), no, there's no general multi-coring due to the nature of lock-step-sync RTS games like this one.  The AI runs in a separate thread (on the host only, as clients don't have any AI processing), and there are a variety of helper threads for audio and stuff, but only one main sim thread.

Edit: and yes, the per-cycle sim time for 53,000 non-cold-storage units is a significant ms-budget-buster.  It's got to check a certain number of things every cycle, and at that magnitude it adds up.  There is still some render lag depending on the circumstances.
« Last Edit: April 08, 2010, 11:20:15 pm by keith.lamothe »
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Offline Blahness

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The fact that zooming in increases fps means that rendering does affect it at least slightly.  I don't notice the zoom speedup.

And the lack of multi-core makes sense.  It seems like no process, not even aux, are quad-core compatible though.
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Offline triggerman602

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Full blown assault on the avenger. wish my game didn't melt so i could see the outcome.

Offline Blahness

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A fleet that big, with maxed mkX bombers and every other ship present, might've actually downed it in less than a few seconds.

I'd laugh if all 50k ships got popped by lightning turrets.  I would not be surprised at all.
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Offline RCIX

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You obviously have waaaay to much time on your hands... ;)
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Offline triggerman602

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retried with 10000 units at a time. took about 20 minutes to take it down but i got it. 1400 causalities before the nuke.
« Last Edit: April 09, 2010, 03:44:12 am by triggerman602 »

Offline keith.lamothe

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Impressive assault on the avenger; I especially like the donut formations ;)

And yea, it's powerful but 10k ships can cause anyone trouble.  The original avenger config could have taken a much bigger chunk out, though (well, unless you paralyzed it) ;)
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Offline I-KP

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As an aside: Is that a Superfortress sprite shown rotating?  Looks a bit odd.  It was drawn to slide around without rotating like the regular fortresses do. 

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