Aurora 4x

New Players => The Academy => Topic started by: Ekaton on January 06, 2016, 06:18:22 PM

Title: Turn resolving
Post by: Ekaton on January 06, 2016, 06:18:22 PM
Hi, I'm new to the game and it's absolutely amazing, but I've noticed a weird thing - turns that are resolving 5 days take actually longer time to process by the computer than those that are 30 days and there is not that much of a difference in time between 1 day and 30 days (both of which, on average, take about 3 minutes to process).  I am about 40 years into the game and set the starting population of Earth to 7 billion, perhaps this can be causing it somehow? Setting construction time to twice the default one seemed to help a bit initially with the performance in comparison to my previous games but not much. 

After patching the game to the most recent one yesterday I've started noticing overflow bugs in Production and minerals after about 30 years into the game. 

And finally my question is - is this working as intended? Should 5 day turn take longer to resolve than 30 day one?

PS.  Using this forum is very difficult, I'm getting Internal Server Errors all the time.  Is it like that all the time?
Title: Re: Turn resolving
Post by: MarcAFK on January 06, 2016, 06:35:31 PM
The forum host appears to be running the forum on an apple IIe or similar :(
But seriously there's something wrong with the software that's caused minor problems untill recently when Auroras popularity spiked, I've no idea when it'll get fixed.
Turn processing always takes longer as a game continued, civilian shipping and NPRs in particular cause the most slowdown.  I'm not sure why 5 day ticks are taking longer though, that's pretty unusual, perhaps a bug?
The overflow errors I'm interested in though, could you post the exact error message to help narrow it down? There's a few values that can cause overflow if they get too big, most games don't last long enough to cause any though. See this topic for details:
http://aurora2.pentarch.org/index.php?topic=6739.0
I'm wondering if maybe it's just a display error, is your operating system set to use comma as digit grouping symbol and full stop for decimal place ? If not there's an error caused by any number over 999
Title: Re: Turn resolving
Post by: Erik L on January 06, 2016, 06:47:35 PM
I opened a ticket with the host. We shall see what comes of that.
Title: Re: Turn resolving
Post by: Ekaton on January 06, 2016, 07:47:15 PM
Is 3 minutes per turn within acceptable limits? It seems to be very long compared to the playthroughs I've seen on YouTube.   I've tried it on two computers - one with Intel i5 and other Intel i7 processors and the difference after 30-40 years if gameplay is not great.   I've yet to inspect this more thoroughly but due to monitor problems, the i7 is currently being repaired.   Also, on both computers 5 day turns taking about the same time as 30 day ones.   

About the overflow bug, when assigning new ship to be constructed I'm getting Error in PopulateShipyardTasks, error number 6, overflow.   The same one appeared before with errors in minerals and in production but have not happened again.   After clicking "ok" several times the error disappears and the ships are being built. 

Also, my system is set to use , as grouping symbol and .  for decimal symbol.  Never experience any error before.
Title: Re: Turn resolving
Post by: MarcAFK on January 06, 2016, 08:05:15 PM
Is a task group assigned at the shipyard for new ships to be built to? Ensure the shipyard task group isn't flying around the system.
I've noticed quills youtube turns are damn fast, but I'm using a pretty old of now and remember my old i7 was pretty fast before I broke it.
3 minutes is actually significantly faster than I remember turns taking on my old game which had around 10 NPRs. Try changing the sensor update setting on the launch window to either automatic or none.
Automatic will probably slow the game down a bit as NPRs who share systems obliterate each other, but in the long run it'll be faster, and none will be very speedy untill you enter a system which an NPR is in.
Title: Re: Turn resolving
Post by: Ekaton on January 07, 2016, 03:04:04 AM
Turned out that several ships under construction were assigned to a fleet that was already deployed but there was never such error when it happened before when I was learning how to play the game.  I have played several more turns and errors persist even after all the ships under construction were assigned to Shipyard TG which is on the same planet as the shipyard.
Title: Re: Turn resolving
Post by: Mor on January 07, 2016, 05:27:06 AM
Hi, I'm new to the game and it's absolutely amazing, but I've noticed a weird thing - turns that are resolving 5 days take actually longer time to process by the computer than those that are 30 days and there is not that much of a difference in time between 1 day and 30 days (both of which, on average, take about 3 minutes to process).

The 5 days increments is generally take longer due to the 5-day Increment (http://aurorawiki.pentarch.org/index.php?title=Time,_Turns_and_Interrupts) cycle.  iirc the 5-day Increment doesn't play out if there is an interrupt, so depending on how the first step of the increment is calculated, it might be possible for the 30 days increment to appear shorter if there is a perceived threat that would become relevant only after 5 days.
Title: Re: Turn resolving
Post by: Ekaton on January 08, 2016, 09:28:42 PM
I've noticed something odd again - I was resolving a battle against another civ and managed to destroy their ships without a scratch, but the game has slowed down to 5 sec increments due to imminent attack.  I've resolved several hundred turns over time using the auto-turn (perhaps closing to 1. 000), but this still persists.  Is this working as intended?

Also, there were no lifepods from destroyed ships, is this normal? There were three of them, each of about 8. 500 tons.
Title: Re: Turn resolving
Post by: MarcAFK on January 09, 2016, 12:32:13 AM
Sometimes when 5 second auto turns don't seem to end I find that stopping turns and trying a longer increment suddenly works.
Title: Re: Turn resolving
Post by: Mor on January 09, 2016, 03:00:17 AM
@Ekaton, check http://aurorawiki.pentarch.org/index.php?title=Game_Slowdown, it might come in handy.
Title: Re: Turn resolving
Post by: Ekaton on January 09, 2016, 11:55:14 AM
Quote from: MarcAFK link=topic=8198. msg84829#msg84829 date=1452321133
Sometimes when 5 second auto turns don't seem to end I find that stopping turns and trying a longer increment suddenly works.

Tried that, didn't help.

@Mor - thanks, I already know what might cause this but with about a 1000 turns that I passed in auto-turn while watching movies seems very excessive and game-breaking.  Is this really working as intended when it is this long?
Title: Re: Turn resolving
Post by: Mor on January 09, 2016, 01:33:58 PM
Pretty much any grand strategy game that  I played (especially those modded for detail) tend to crawl into a halt the longer you play it. The reason I linked that page, is that it suggest several method to "troubleshoot" the issue (btw any updates are welcome) and the SM gives you freedom to cut down some aspects of the game.. otherwise patience my friend, is the only way to go ..
Title: Re: Turn resolving
Post by: GreatTuna on January 09, 2016, 01:37:54 PM
Sometimes it is, sometimes it isn't. Depends on the situation.
You can check the log files (use Text File button from Event Updates window while in SM mode). They usually contain information regarding interrupts.
Title: Re: Turn resolving
Post by: AL on January 09, 2016, 04:02:30 PM
No lifepods from destroyed ships usually indicates you're dealing with spoilers of some sort.
Title: Re: Turn resolving
Post by: MarcAFK on January 09, 2016, 04:16:24 PM
No lifepods from destroyed ships usually indicates you're dealing with spoilers of some sort.
Space wizards? 
No seriously though some guys just don't bother saving survivors.
Title: Re: Turn resolving
Post by: Ekaton on January 10, 2016, 03:22:17 AM
I'll just be patient then.  Thank you for your help, this forum is amazing!
Title: Re: Turn resolving
Post by: MarcAFK on January 10, 2016, 08:29:00 AM
There is an option to disable sensors in a system, it's on the main system map, the option is cutoff on small monitors though.
This setting is handy if you know which system is causing the problem.
Alternatively have you tried different sensor options from the launch window?
Title: Re: Turn resolving
Post by: Ekaton on January 14, 2016, 01:41:53 AM
I've managed to create a space bubble through the SM option and the game time passed extremely quickly, but after resolving about 10. 000 increments, it is still as slow as it was before and there was no sign of any imminent action. 

I have sensors set to automatic without player presence but it seems that there is not much difference between this setting and others. 
Title: Re: Turn resolving
Post by: Mor on January 14, 2016, 01:10:34 PM
Plying in space bubble is not advisable except in combat situation (there are better ways of playing one system games) and if it still grinds down then you have some other issues that you need to identify.


Also in general, it has been my experience that it pays off to RP an extremely xenophobic and genocidal  race! This way those green bastards can't slow you down (or kill your women and rape your children)

(http://img.ffffound.com/static-data/assets/6/3a4c79d61b0dafc1b76c8f179896a102ca2ce7f9_m.jpg)
Title: Re: Turn resolving
Post by: Ekaton on January 14, 2016, 01:35:34 PM
Well, I do believe that theimminent action mentioned in the log is a combat situation between me and the aliens whose 3 ships I have just blown up and besides, it is the only way to make the game moving.  This way I was able to pass about 20. 000 5 sec increments by now as game does not allow me to go any faster.  Thousands of turns that I passed without this feature took many hours to calculate.  None of these made the game drop its 5 sec increment due to imminent action and I've tried setting every possible pulse and sub-pulse length.

Is there any way to see other alien moves to check if it is others fighting that causes this trouble? Or possibly to manually override the 5 sec slowdown?
Title: Re: Turn resolving
Post by: Bryan Swartz on January 15, 2016, 02:26:28 AM
Quote from: Ekaton
Is there any way to see other alien moves to check if it is others fighting that causes this trouble?

I'm pretty sure this is not possible.  But it is very likely to be the cause of the issue, it can often be the case that a big war between aliens somewhere completely different in the galaxy can cause this for some time.  How likely this is to happen depends greatly on how the game is setup, how many NPRs, chance of them generating, and so on. 

Quote from: Ekaton
Or possibly to manually override the 5 sec slowdown?

This isn't possible.  Steve has mentioned in the past that the reason for this is because the only way to do it would be to make the game not work the way it's supposed to.  I.e, the detailed combat and options surrounding it mean that if there is a big combat somewhere, the game has to slow down to handle it.  It's sort of one of those things where, to have one you have to accept the other.  Opinions may vary of course on the wisdom of having all of that complexity in the game, but it is what it is. 
Title: Re: Turn resolving
Post by: Mor on January 15, 2016, 10:59:12 AM
Indeed, it is not. Since he is still in combat, there is nothing todo except exercising patience.