Originally posted by Lou Wigman
OK. here's some more.
GAME SPEED
The game is VERY slow once you reach the middle ages. Even with the memory leaks and the hard disk whirring away in overdrive the original game was faster. Something has gone awry here. The original specs were 233Mhz. I am running 2.8Ghz. AI turns run at 2+minutes. Way, way too slow. Completely destroys any game continuity. Turning animations off etc. makes no difference. The AI seems to "hang" on certain civs. It is always the same civ that takes forever to complete its turn whilst the others are always pretty quick.
OK. here's some more.
GAME SPEED
The game is VERY slow once you reach the middle ages. Even with the memory leaks and the hard disk whirring away in overdrive the original game was faster. Something has gone awry here. The original specs were 233Mhz. I am running 2.8Ghz. AI turns run at 2+minutes. Way, way too slow. Completely destroys any game continuity. Turning animations off etc. makes no difference. The AI seems to "hang" on certain civs. It is always the same civ that takes forever to complete its turn whilst the others are always pretty quick.
NAVAL AI
This does nothing at all. It used to rip up your fishing nets. Not that I mind since now I can actually build some sea improvements. Still it isn't really very satisfactory.
This does nothing at all. It used to rip up your fishing nets. Not that I mind since now I can actually build some sea improvements. Still it isn't really very satisfactory.
BOMBARDING
Bombarding a city should destroy city improvements on a random basis.
Bombarding a city should destroy city improvements on a random basis.
FASCIST UNIT
Fascism is arrived at not long after gunpowder. This leads to the situation of having machine gun equipped infantry in Medieval times.
Fascism is arrived at not long after gunpowder. This leads to the situation of having machine gun equipped infantry in Medieval times.
SHOPPING MALL
Putting a shopping mall in the countryside is absurd. Something else is needed. For example "Market Garden", "Dairy Farm", "Cattle Ranch", "Lumber Mill".
Putting a shopping mall in the countryside is absurd. Something else is needed. For example "Market Garden", "Dairy Farm", "Cattle Ranch", "Lumber Mill".
ADDITIONAL TILE IMPROVEMENTS
At present there are slots for 12 tile improvements. How hard would it be to create some additional ones? Let me suppose that these improvements are in an array with tile[0] being farm. Let us now create a new tile imp in tile[12]. After a suitable trigger tile[12] appears in the slot that "farm" used to occupy. Farms can still exist but you can't build any new ones. Possible? Problem for the AI? Does that matter if we are careful about the extras?
At present there are slots for 12 tile improvements. How hard would it be to create some additional ones? Let me suppose that these improvements are in an array with tile[0] being farm. Let us now create a new tile imp in tile[12]. After a suitable trigger tile[12] appears in the slot that "farm" used to occupy. Farms can still exist but you can't build any new ones. Possible? Problem for the AI? Does that matter if we are careful about the extras?
Comment