a_beorning Posted May 27, 2014 Share Posted May 27, 2014 (edited) About 2-3 minutes per move, even when only last alien remaining. It wasn't so with undamaged cruisers and bases (compatible number of aliens). UPDATE: Long moves on farm map with adrons/haridans. On industrial map with caesans/wraiths it's normal 25-30 seconds, including civilian animation. Edited May 27, 2014 by a_beorning (Update) Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 27, 2014 Share Posted May 27, 2014 Noooo I was so hoping this was resolved by now Quote Link to comment Share on other sites More sharing options...
dpelectric Posted May 27, 2014 Share Posted May 27, 2014 Really? That's almost beyond belief. It was completely fixed. Was this a clean install of 22.9, not a continued save game? Quote Link to comment Share on other sites More sharing options...
a_beorning Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) It was not continued game: my 22.8 savegames were damaged during 22.8-experimental-fix, so I waited for 22.9 and started anew. As I updated, bug (or just some unoptimized branch in AI algorythm) shows itself not on every carrier map. Edited May 27, 2014 by a_beorning Quote Link to comment Share on other sites More sharing options...
Chris Posted May 27, 2014 Share Posted May 27, 2014 Can you do something for me? Go into /assets/aiprops.xml and do a search for DisableMoveAnimations = "0". Change the "0" to a "1", and see if the turns speed up. Quote Link to comment Share on other sites More sharing options...
a_beorning Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) Chris, as soon as I will get a "slow map" again, I will do it. I did not make different save for it, and other played carrier maps (industrial-caesian and adron-arctic) worked fine. Edited May 27, 2014 by a_beorning Quote Link to comment Share on other sites More sharing options...
kabill Posted May 27, 2014 Share Posted May 27, 2014 Did a little bit of testing. Removing the animations definitely made a difference. On one test, I had a Cruiser alien turn over in six seconds (completely took me by surprise!). On what was the same map (although a different save, since I didn't think aiprops changes would carry through if GC was already saved), it took about 20ish seconds instead. (This was a Middle East map). On another test, with animations on a turn took ~45 seconds, while with them off (again, same map but different save) it took about half that (25ish). These were industrial maps. What I did notice - and I've noticed this before on other large UFO maps - is a massive lag spike during the alien turn. I didn't have the GC editor on for the first test, but on the second the game went almost entirely down to 0 fps at one point. This was true regardless of whether the animations were turned off. Indeed, aside from a couple of animations that played because I could see what was going on, on the animations off version this lag period pretty much accounts for most of the alien turn. As I say, I've seen this lag issue before when testing other things where turns were taking up to 1.5-2 minutes. No idea what's causing it, but I'm wondering whether this is related to the slowdown issue. Quote Link to comment Share on other sites More sharing options...
a_beorning Posted May 27, 2014 Author Share Posted May 27, 2014 On not-so-slow map (carrier, farm, caesian), first turn was: DisableMoveAnimations = "0" - about 40 seconds. DisableMoveAnimations = "1" - about 15 seconds. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 27, 2014 Share Posted May 27, 2014 Is there any way to do that in 21 Stable? *fingers and toes triple crossed* Quote Link to comment Share on other sites More sharing options...
kabill Posted May 27, 2014 Share Posted May 27, 2014 Possibly. If you search for the variable Chris indicated in his post above in aiprops, you'll be able to find it if its there (it's near the top, before you get to any of the alien entries). Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 27, 2014 Share Posted May 27, 2014 I'm not that newbie to ask before trying it myself, mate. It isn't there. Should I break down in tears now? Just got through my second carrier on Veteran. Took more than 90 minutes. Quote Link to comment Share on other sites More sharing options...
kabill Posted May 27, 2014 Share Posted May 27, 2014 Sorry, wasn't clear from your post. I guess not, then. (Wow, that's a long time). Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 27, 2014 Share Posted May 27, 2014 I am still hopeful there might be some string of code I could copy/paste and make it work but if it was coded in later versions as a failsafe I'm major screwed Quote Link to comment Share on other sites More sharing options...
dpelectric Posted May 28, 2014 Share Posted May 28, 2014 GJ's previous explanation: The AI turn times were improved by several fixed/enhancements: - Tiles which are considered unreachable are no longer taken into account during the value calculation. This solved turn times for maps which have a lot of "black areas"; bases defense, final mission. - During path calculation; the AI is now a lot more selective in which locations it may target for pathing. - A small caching layer was written around the pathing algo to ensure that if the state of the game doesn't change, it just returns the same path for a given source & target. - Some animations are skipped when we are sure the player cannot observe them. Which had previously fixed the problem. It sounded like the primary issue was pathing calculations, not animations. I can't imagine GH purposefully messed with this solution, which, again, had cured the lag issue. I'm just....at a loss as to the reappearance of a major problem that was successfully addressed Quote Link to comment Share on other sites More sharing options...
a_beorning Posted May 28, 2014 Author Share Posted May 28, 2014 GJ's previous explanation [...] Which had previously fixed the problem. There is an old programmer's proverb: "Every time you find a bug in your code, it is at the best case a penultimate bug" Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted May 28, 2014 Share Posted May 28, 2014 The primary slowdown during the AI turn is displaying / running through animations. It takes up 50% to 90% of the total turn time. For missions with layouts which are hard to calculate for the pathing algorithm (large UFOs), this is around the 50% mark. Quote Link to comment Share on other sites More sharing options...
KevinHann Posted May 28, 2014 Share Posted May 28, 2014 Is there a way to disable them in 21 Stable to boost performance, GJ? Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted May 28, 2014 Share Posted May 28, 2014 Is there a way to disable them in 21 Stable to boost performance, GJ? If the value isn't in aiprops.xml then probably not, sorry. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.