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August 1st, 2001, 11:08 PM
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Major
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Join Date: Aug 2000
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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.
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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.
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August 2nd, 2001, 05:22 AM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
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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
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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]
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August 2nd, 2001, 06:52 AM
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Captain
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Join Date: Jan 2001
Location: Chandler, AZ, USA
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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!
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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!
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August 3rd, 2001, 10:33 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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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).
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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August 4th, 2001, 12:05 AM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
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Re: Turn Calc Time
quote: Originally posted by Alpha Kodiak:
Be careful or you may be used as reactor shielding!
In one game, I practically am! Hence the new mantra.
Quikngruvn
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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]
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