I am glad to confirm that the AI diplomacy issues seem to be fixed in 597
-- I didn't notice any irregularities in this regard.
Congratulations and many thanks to our proud Source Code Team
.
So far I didn't notice any other bugs either and I have no crash to report
-- but I will continue crashtesting.
There is just one thing that is different from previous playtests (not all of them, but some): Turn processing lags (on my ultragig map, with a lot of SLIC, as you already know). These lags might be caused by some SLIC-processing or simply by mapsize and number of "game materials", but as they didn't occur with some of the previous builds I think it's worth reporting them -- maybe someone has an idea about what could possibly be done (or has been done and could possibly cause that difference). These lags start occuring about turn 80. They affect particular AI players for a couple of turns (2, 3, ... 5 turns), which *really* take a long time (it feels like the old "goody hut bug" where figuring out which advances/units are available could take several minutes). After that couple of turns that particular AI "recovers", and another AI eventually gets affected by this mental blockade. Usually this affects only one AI at a time, while all other AI's are running through their turns pretty quickly, although basically the same scripted actions need to be calculated at least for more than one AI and although all AI's are more or less equal in empire size and number of units.
Well, I guess if no one does ever notice this issue with the unmodded game, it must be due to my modifications
. But even in this case it would still be interesting to figure out what needs to be done or avoided in SLIC scripting or what could possibly be optimized in the SLIC engine or something in order to get rid of those lags / to enhance the performance of a heavily modified game
.

Congratulations and many thanks to our proud Source Code Team

So far I didn't notice any other bugs either and I have no crash to report



There is just one thing that is different from previous playtests (not all of them, but some): Turn processing lags (on my ultragig map, with a lot of SLIC, as you already know). These lags might be caused by some SLIC-processing or simply by mapsize and number of "game materials", but as they didn't occur with some of the previous builds I think it's worth reporting them -- maybe someone has an idea about what could possibly be done (or has been done and could possibly cause that difference). These lags start occuring about turn 80. They affect particular AI players for a couple of turns (2, 3, ... 5 turns), which *really* take a long time (it feels like the old "goody hut bug" where figuring out which advances/units are available could take several minutes). After that couple of turns that particular AI "recovers", and another AI eventually gets affected by this mental blockade. Usually this affects only one AI at a time, while all other AI's are running through their turns pretty quickly, although basically the same scripted actions need to be calculated at least for more than one AI and although all AI's are more or less equal in empire size and number of units.
Well, I guess if no one does ever notice this issue with the unmodded game, it must be due to my modifications


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