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Civ 3 to Civ 4 : optimization !!!!

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  • #16
    To me the speed is not so bad. I think the combat model is much worse than the speed problems, and am sure that stacked combat would make for a faster game (12 units grouped into a stack means 12 times less time used by the ai to give orders to them). The flashy graphics also don't help in terms of speed. More 3D = more need for hardware. If the ai could think between turns the way galciv does, it could help. It doesn't look like it does so right now, or processing the orders takes too much time.
    Still, civ III is not that slow for me, but requires too much micromanagement (workers and units) so it becomes slow not because of the computer but because the gameplay makes it slow.
    Clash of Civilization team member
    (a civ-like game whose goal is low micromanagement and good AI)
    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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    • #17
      Interesting point of view

      Interessant point de vue
      L'Arabe Dément
      l'Arabe Fou

      H.P. LOVECRAFT

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      • #18
        I think micromanagament is Ok, is part of the game.

        But surely the speed need to be improved.

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        • #19
          Micromanagement is part of the game, but I vastly prefer (modded) CtP2 over Civ3 because of public works and stacked combat. When micromanagement causes the game to go slow, I don't like it. I loved to micromanage my single city in OCC in civ2, I hate to micromanage a huge empire.
          Clash of Civilization team member
          (a civ-like game whose goal is low micromanagement and good AI)
          web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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          • #20
            Well, you are in the minority.

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            • #21
              Minority about CtP2 sure, but about stacked combat? I don't think so. Check the poll on the subject.
              And who in the civ3 community played CtP2? The game sucked mostly because of its ai, and some people hate the special units like lawyers. I'm not sure public works has a clearcut majority against it.
              The point is that micromanagement was bearable in civ2, but in civ3 it reaches such a level of tedium that the late game is, for me, unplayable.
              Clash of Civilization team member
              (a civ-like game whose goal is low micromanagement and good AI)
              web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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              • #22
                i think this is one of the most important things for civ 4. they really need to improve game speed. the lag within the civ 3 interface is the worst imo. i can stand a minute or two between turns but the constant seconds worth of lag in the interface is really what annoys me the most.
                Eschewing obfuscation and transcending conformity since 1982. Embrace the flux.

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                • #23
                  Actually, I think Firaxis should work on optimizing Poly first

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                  • #24
                    Yes!

                    First optimize Poly.
                    Second optimize Civ..
                    Third, you will have to go optimize Poly again because so many people buy the new improved Civ 4 that the membership list grows incredibly large and slows down the system









                    and there are more popup ads
                    Haven't been here for ages....

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                    • #25
                      It's not that hard. Just have the computer players "think" when the human player(s) is/are making their moves.
                      (\__/) 07/07/1937 - Never forget
                      (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                      (")_(") "Starting the fire from within."

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                      • #26
                        It's not that hard. Just have the computer players "think" when the human player(s) is/are making their moves.
                        Yes, except that the last move made by the human player may change the situation and since moves are not simultaneous, the ai must react to that. The order it wanted to give before the move may have to be reevaluated. This makes programming a bit more complex than straight multi threading.
                        Clash of Civilization team member
                        (a civ-like game whose goal is low micromanagement and good AI)
                        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                        • #27
                          Surely YES!!!.

                          With Conquest the main feature is tha possibility to play with 31 Civs... but it's toooooooooooooooooooooooo slow!!.

                          And taking the point that we expect for Civ4 more than 40 civs in a game, well...

                          Fortune and Glory, here I come!!!.
                          Indiana Jones
                          Spanish Empire Civ for Civilization 5 (in Spanish/en Español)

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                          • #28
                            YES!!!!!!!!!!

                            actually now I'm pretty much used to the fact that Civ3 is slow, but the first time I played it I was on shock! Civ4 must have a new engine that allow it to be faster even with more civs and other new features.


                            Hola Slayer, plaswaneando por aqui tambien?
                            >>> El cine se lee en dvdplay <<<

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                            • #29
                              ok so it is slow, especially if playing huge maps with lots of civs.

                              I have a simple philosophy on the long breaks in between game turns now...
                              I go visit people, or cook dinner, or have a sleep...

                              We are lucky that they do not have over 180 countries available like on our planet.
                              Turns would take soooo long we would forget the name of the game...
                              Gurka 17, People of the Valley
                              I am of the Horde.

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                              • #30
                                Originally posted by LDiCesare
                                Yes, except that the last move made by the human player may change the situation and since moves are not simultaneous, the ai must react to that. The order it wanted to give before the move may have to be reevaluated. This makes programming a bit more complex than straight multi threading.
                                True enough, though the last human move usually just change things tactically, not strategically.
                                (\__/) 07/07/1937 - Never forget
                                (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                                (")_(") "Starting the fire from within."

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