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A Lie Revealed: Slowdown Bug

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  • #46
    Originally posted by player1
    I have no problem with playing standard maps with 8 civs.

    I have 333Mhz Celeron, 64MB (pretty close to min. config)

    Only long load times.
    And music MUST be off (or else, game is unplayable).

    Still huge and large maps are a little bit unplayable.

    I guess extra 64MB would solve music problem and extra swapping.
    But games will still be slow on huge & large maps.

    P.S.
    Using Windows 98.
    I'm surprised a Celeron works well for you. Celerons are below system requirements I believe, since you would need a P2 or higher, because of a cache memory sizes (exclude AMDs). The extra 64MB will not solve the music problem. Momery has little to do with the music since it's in mp3 format, which means it spends most of it's time in the CPU getting decoded. I have a P3 550Mhz w/ 256MB of RAM, and the music slows my computer to a crawl even on standard maps.
    I drink to one other, and may that other be he, to drink to another, and may that other be me!

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    • #47
      and here i sit, thinking that the slowdown was because of poor, slopy coding, like brian reynolds said it was in the beginning...
      "Mal nommer les choses, c'est accroître le malheur du monde" - Camus (thanks Davout)

      "I thought you must be dead ..." he said simply. "So did I for a while," said Ford, "and then I decided I was a lemon for a couple of weeks. A kept myself amused all that time jumping in and out of a gin and tonic."

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      • #48
        Originally posted by jimmytrick
        You can have borders without culture, what do you need culture for?
        Well sorry you don't like the game, but it seems to me that you're in the minority when it comes to culture. Aside from a couple of malcontents, who would probably complain just for the hell of it anyway, I haven't read anyone mention that they didn't like the concept. So if you don't like it, please leave quietly so you don''t disturb the vast majority of us who don't have any problems with it.

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        • #49
          Originally posted by Kaak
          and here i sit, thinking that the slowdown was because of poor, slopy coding, like brian reynolds said it was in the beginning...
          Well, it may still be. When I saw the code for AvP:GE, I had a heart attack looking at all the #define commands and countless structs. Granted it worked, but very hard to read. I wouldn't mind taking a look under the hood of Civ3. I do hope within a couple of years, firaxis would release it, that would make for some awsome modding.
          I drink to one other, and may that other be he, to drink to another, and may that other be me!

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          • #50
            I've never experienced slowdowns. When I raze a city it pauses but big deal, its busy creating lots of new slaves ..uh.. workers for me and calculating border effects. Its not like that happens ten times every turn.

            Additional slowness has to come from running too large a map for your computer specs. I suppose its quite possible that the home PC computer hasn't been marketed yet that is powerful enough to seamlessly run the large/populous maps. Mine is significantly below the current standard and runs normal maps acceptably well. I don't think we should ask for more. Having a map/player number that can't yet be run perfectly could just be seen as building in features that will be more useful 18 months post release. I just wish they had made more effort to get the screens to be able to display them all properly instead of this 8 of 16 fudge.
            To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
            H.Poincaré

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