View Full Version : True Max on Number of Systems?
ion stream
September 12th, 2003, 09:17 PM
Forgive me if I missed this in the FAQ's.
1- Are 100 systems the "imposed" true max allowed by the game engine? Or can the engine work with more?
2- If there is an imposed max by the engine, what is it?
3- Does the map editor impose a max?
(Yes, I realize already that the more systems there are, the slower the game will run. )
[ September 12, 2003, 20:20: Message edited by: ion stream ]
narf poit chez BOOM
September 12th, 2003, 09:50 PM
hello, welcome to the forums. do you like cheese?
the max number of systems is 255, imposed by the game engine. go into data, settings.txt. one of the first lines will be max number of systems. you can then change it, but no higher than 255.
i don't know if the map editer could work with more.
[ September 12, 2003, 20:50: Message edited by: narf poit chez BOOM ]
Fyron
September 12th, 2003, 10:26 PM
I suggest you always generate random maps in-game and save them, then open them in the editor, rather than generating them in the map editor. This is because the map editor is weird and has problems making maps that are different from the default files (especially larger sized maps).
ion stream
September 12th, 2003, 11:49 PM
Err, do you work in a cheese factory? http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks to you both for the info.
I found the 255 limit in the settings file right before coming back here.
One thing that could help off-set the slow down caused by extra large quadrants would be to reduce the average number of "objects" per system, right?
Has anyone tried a quadrant with say, 200 systems? Would the slow down for a 200 system quadrant be too ucomfortable using a P3 1 Ghz machine, and using the same average number of per system objects that the game normally generates?
Ragnarok
September 13th, 2003, 12:35 AM
Originally posted by ion stream:
Err, do you work in a cheese factory? http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks to you both for the info.
I found the 255 limit in the settings file right before coming back here.
One thing that could help off-set the slow down caused by extra large quadrants would be to reduce the average number of "objects" per system, right?
Has anyone tried a quadrant with say, 200 systems? Would the slow down for a 200 system quadrant be too ucomfortable using a P3 1 Ghz machine, and using the same average number of per system objects that the game normally generates?<font size="2" face="Verdana, Helvetica, sans-serif">If you got a P3 1 Ghz machine you are just fine. I run 255 systems in a map once with alot more then normal objects in a system and it runs smoothly. And I use a P3 866 Mhz machine. So that shouldn't be a factor.
narf poit chez BOOM
September 13th, 2003, 12:43 AM
i'm a large cartoon mouse, what do you expect me to eat? http://forum.shrapnelgames.com/images/icons/icon12.gif
Daynarr
September 13th, 2003, 12:59 AM
Originally posted by narf poit chez BOOM:
i'm a large cartoon mouse, what do you expect me to eat? http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">Large cartoon cheese?
narf poit chez BOOM
September 13th, 2003, 01:03 AM
*gives Daynarr a medal*
Jake Monroe
September 13th, 2003, 01:13 AM
Originally posted by narf poit chez BOOM:
i'm a large cartoon mouse, what do you expect me to eat? http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">Of course you would eat cheese, but what would I eat?
narf poit chez BOOM
September 13th, 2003, 01:21 AM
vegetarian. i'm eight feet tall and have three very good hammer's.
plus, of course, everyone know's that cartoon mice are more dangerous than cats.
Q
September 13th, 2003, 07:21 AM
Originally posted by ion stream:
Err, do you work in a cheese factory? http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks to you both for the info.
I found the 255 limit in the settings file right before coming back here.
One thing that could help off-set the slow down caused by extra large quadrants would be to reduce the average number of "objects" per system, right?
Has anyone tried a quadrant with say, 200 systems? Would the slow down for a 200 system quadrant be too ucomfortable using a P3 1 Ghz machine, and using the same average number of per system objects that the game normally generates?<font size="2" face="Verdana, Helvetica, sans-serif">I play games all the time with 200-255 systems on a PII 233MHz computer without problems. What slows down the game much more than a lot of systems are large numbers of ships and big combats in my experience.
Atrocities
September 14th, 2003, 12:04 AM
Have you tried the Fyron Quadrant Mods yet? They are, IMHO, a must have mod for SE IV.
E3
September 14th, 2003, 12:34 AM
My system is a p2, 200mhz with 64 megs of ram.
I run 255 systems - FQM Deluxe (so very crowded and cluttered system), with 19 AI's.
The game early on is fine for me... 2, 3 min to process a turn.
But as the AI's start to expand, as their ship numbers go up, the game slows down.
My record wait to process a turn, was 50 minutes.
deccan
September 14th, 2003, 01:02 AM
Originally posted by Q:
I play games all the time with 200-255 systems on a PII 233MHz computer without problems. What slows down the game much more than a lot of systems are large numbers of ships and big combats in my experience.<font size="2" face="Verdana, Helvetica, sans-serif">Lots of AIs definitely slow down turn processing. Lots of big combats between AIs too.
Cyrien
September 14th, 2003, 03:48 AM
Heh. I have an AMD K6-3 350Mhz and 128 MB RAM.
I always work with 255 systems and FQM deluxe with TDM or Devnull with 20 AI. Late game can have very long wait times. I don't time them. I just have a good book with me. http://forum.shrapnelgames.com/images/icons/icon12.gif
E3
September 14th, 2003, 06:23 AM
For me... I spend the wait working on some D&D maps I have to prepare for a game I'm about to run.
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