Length of AI turns

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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concern
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Length of AI turns

Post by concern »

I am now mid to late game on a small world. Most FOW is revealed. AI turn processing has suddenly jumped excessively. There is one major regime whose land is visible during the turns who seems to be consuming the most time. There are periods when the turn progress bar for this regime does not move for over one minute.

Is this normal and how much will it be exacerbated by larger worlds?
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Sieppo
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RE: Length of AI turns

Post by Sieppo »

Oh boy, it will be exacerbated [:D]... I got a huge jump in the later game on a fairly large planet and I have a very decent six core system. The system is not too overly loaded so it must just be the game doing it's thing. I hope it gets fixed. The worst waiting I have just after all the AI movement just before I get the new turn start, I don't know what the game is doing. Also calculating the logistics preview is taking ages now.
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Twotribes
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RE: Length of AI turns

Post by Twotribes »

I am around turn 70 or so and takes about 5 minutes to do computer turn. Took all the cities ( with another majors help) from one Major. I have 12 or 13 cities.
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rwbrown
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RE: Length of AI turns

Post by rwbrown »

I’m playing on a small siwa and at turn 70 With spies in play on most majors, and only a few minors left, turn length is measured in minutes. Minutes! I had to restart on a planetoid to see if I can drive turn length down because this is insane. I have an excellent system so there should be no hardware limitations. This truly just feels unoptimized.
concern
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RE: Length of AI turns

Post by concern »

Can I assume hiding the AI turn does not affect processing time?
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Sieppo
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RE: Length of AI turns

Post by Sieppo »

I'm hiding everything I can and it still takes ages. The AI movement phase is not even bad, like I wrote earlier. It has something to with my large and still growing empire.
> What is the hardest thing in the universe?
> A diamond?
> No. 500 machine gun men on a mountain.
concern
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RE: Length of AI turns

Post by concern »

I know there is a huge pause just before returning control to you where, as you say, you have no idea what it is doing.
Smidlee
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RE: Length of AI turns

Post by Smidlee »

Probably handling logistics and supplying all your units.
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Sieppo
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RE: Length of AI turns

Post by Sieppo »

ORIGINAL: Smidlee

Probably handling logistics and supplying all your units.

That would be my guess as well.
> What is the hardest thing in the universe?
> A diamond?
> No. 500 machine gun men on a mountain.
Smidlee
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RE: Length of AI turns

Post by Smidlee »

You can make another copy of the game so while waiting for the AI finish on one game you can minimized the game and play your turn on the second game and visa versa.
zgrssd
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RE: Length of AI turns

Post by zgrssd »

The betas made some improovements in the area of turn times. If you do not have done so, you could get the beta12. Or wait till ~Monday, when the same version comes out oas 1.04.
ZiggyMaca
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RE: Length of AI turns

Post by ZiggyMaca »

The amount of calculations the AI has to make, combined with the fact that if you give it more time, it will make better decisions (mostly for unit moves) will always lead to some long turn calculation times; if you want complex games with smart AI. Optimization can only go so far, you will run into hardware limitations (processing speed). A good example of a realtime 3D simulation that can be hardware limited even for the best system, look at X4. I just would not assume it's all a matter of optimization.
eddieballgame
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RE: Length of AI turns

Post by eddieballgame »

I play on 'small' & 'normal' sizes.
Admittedly, the small size planet's AI turns over 100 can be a minute or two.
One option that could assist per this...issue is allowing the player to determine how many Majors & Minors are on the planet.
Maybe allowing for no Majors & or Minors at all could be an option, such as with a planet with a lot of hostile alien life forms per the Medusa Class.
Bivmarn85
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RE: Length of AI turns

Post by Bivmarn85 »

This is essentially my one major gripe with the game. The turn times become unbearable at normal or large planets. I feel that this problem could become somewhat remedied if one could have more control over planet generation for small planets. If you want to have a map with a relatively short turn time, then you must go for planets that are within the 0.15 to 0.35g range. The problem with this though is that planet choice essentially limits the biosphere, atmosphere and general setting for the game. If the user was allowed to have small maps that possessed the physical characteristics of larger maps, albeit with less hexes, then the game could be significantly improved.

Essentially what I am asking for is an option to disconnect the number of hexes from the actual size of the planet for computational time's sake.
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ASHBERY76
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RE: Length of AI turns

Post by ASHBERY76 »

This needs working on.Long turn times just kill the games pacing.
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Twotribes
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RE: Length of AI turns

Post by Twotribes »

You guys must not play large Advanced tactics games against the computer LOL with a really large map with 4 opponents turns can take 10 to 20 minutes. 5 Minutes is nothing.
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Sieppo
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RE: Length of AI turns

Post by Sieppo »

The last patch pretty much fixed it for me! Seems normal now vs earlier. Great work Vic!
> What is the hardest thing in the universe?
> A diamond?
> No. 500 machine gun men on a mountain.
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GodwinW
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RE: Length of AI turns

Post by GodwinW »

I'm still on the tail-end of a 1.03 beta 12 game and it's totally fine there as well.
concern
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Joined: Fri Apr 09, 2010 2:31 am

RE: Length of AI turns

Post by concern »

To close off this thread. I just processed a late game turn under 1.03 beta 9 which took about 10 minutes to complete (small world). Just upgraded to 1.04 and the next turn took less than a minute.
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