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Old February 2nd, 2005, 05:32 AM
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Kamog Kamog is offline
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Default Re: SEIV , CPU Usage and SEV

That would be really good if that could be done. The shorter the wait between turns, the better it would be. A part of the reason I have only finished a couple of games ever is because the A.I. turns take so long that I get tired of waiting and so I start a new game.
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Old February 2nd, 2005, 11:04 AM
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Default Re: SEIV , CPU Usage and SEV

My experience is that the AI turn isn't the problem but the huge battles with hundreds of ships. If there are no battles the processing is quite quick.
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Old February 2nd, 2005, 11:23 AM
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Default Re: SEIV , CPU Usage and SEV

Quote:
Mephisto said:
My experience is that the AI turn isn't the problem but the huge battles with hundreds of ships. If there are no battles the processing is quite quick.
Another thing that I find causes problems a lot of times isn't even big battles, but lots and lots of little ones. A big battle with hundreds of ships might only take a couple minutes to process. But when you have an unarmed ship blockading an enemy planet sometimes it will run dozens of combats where nothing happens but the blockade ship running for the corner and hiding. Multiply that by several planets, multiply again if the blockade fleets have 6 ships instead of one hiding in the corner, pretty soon you have a turn with dozens of combats where nothing at all happens. If the game could do a little pre-combat analysis and decide that nothing is going to happen, it could save some time by not having to process all those combats.
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