turn speed

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solipsismMatrix
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turn speed

Post by solipsismMatrix »

Having re-installed SC I'm running through the "1938 - Calm Before the Storm" campaign.

Turn processing takes forever; I don't see any CPU or other bottlenecks in Task Manager. Interested in any tips.

On a related note, one thing that takes a long time for little value is the intelligence reports - with high intelligence, I end up clicking on reports for quite a while. Is there any way to turn those reports off? Should there be? Because I can just glance at the high level map to see what's what.

I'm sure turn speed been done to death, but search did not reveal anything.
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Hubert Cater
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RE: turn speed

Post by Hubert Cater »

The only thing I would suggest is to make sure you have the latest version of SC installed as that would likely help a bit. Other than that I don't think there is much you can do as the campaign is rather large with a lot of distances between points and quite a few units. On my end when I design a campaign I can optimize things through various design decisions that help, but not everyone is aware of the tricks and likely this particular campaign did not go through the same optimization process.

No other options on the Intelligence reports either, unfortunately.
solipsismMatrix
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RE: turn speed

Post by solipsismMatrix »

Thanks Hubert, that scratches the itch. I do have the latest SC.

It's a big campaign as you say. So far quite enjoyable.
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Hubert Cater
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RE: turn speed

Post by Hubert Cater »

Good to hear [:)]
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welk
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RE: turn speed

Post by welk »

Hubert Cater wrote: Tue Apr 14, 2020 11:17 am On my end when I design a campaign I can optimize things through various design decisions that help, but not everyone is aware of the tricks and likely this particular campaign did not go through the same optimization process.
Hubert (or Bill), could you give a little list of these tricks ? Would be great. I love the SC tricks ;)
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Hubert Cater
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Re: turn speed

Post by Hubert Cater »

Bringing me back to an older post, but I would start with AI exclusion positions, this can be found under the AI Scripts area, and you'll see a button there for Exclusions.

You can set a bunch of positions for the AI to just ignore, and this helps with speeding up AI turns as it isn't trying to plan for every position.

Then sometimes you have to set AI Offensive scripts as needed for those that are ignored generally, e.g. for the few times you do want the AI to attack a position but only under the right circumstances.

Take a look at the default campaigns to get an idea of which positions have been set to be 'excluded' for an idea on how to use this option.
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welk
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Re: turn speed

Post by welk »

Ok, thanks for info (I do not use AI scripts for my battlefieldf mods, only events scripts, and I did not see this "advanced" button.

Some questions about that, please:

1/ I suppose that the exclusion does work opnly with AI scripts. In other terms, I suppose that if I select one hex for exclusion in "AI script"command, it will only concern AI scripts (and not event scripts). Is it right ?

I ask that because I did not see a "advanced" button in event scripts and I don't know if the "advanced buttons" does concern all scripts (AI scripts+ event scripts) or only AI scripts).

2/ If I select (for both sides) all hex for "exclusion", without using any AI script (only event scripts) : will this manipulation theorically run faster AI turns ? I did some tests with my current napoleonic mod in work (that does not use any AI script), and I did not notice great difference.

Are there other tricks ?

In general terms, I use few scripts for my battle mods (just the minimum that is necessary) and I noticed that without lot of scripts, AI turns are faster than with vanilla WW2 game.

I really think you should consider to create a "Tactic command" serie with the actual SC engine, after some minor modifications (formations, units orientation, etc) : this serie of tactical games (battles) would not need lot of scripts and no any supply rule, and it would give a fast and very good AI. I liked WW2 strategic game, but after my actual moding experimentations, I enjoy also a lot with the "tactical battle system". After my Napoleonic mod, I plane some little things in WW2 & modern war to show that the SC engine is also perfect for this scale (tactical & operationnal).

On the map, I place one major city on each hex and I connect all hex with rails, then I modify the files to erase major cities graphs and rails graphs (they become invisible for player) : it's work very fine, IA seems be highly excited by this strange situation and it become more agressive and efficient without any AI script (and some event scripts are just needed to equilibrate/regulate the battle) :P
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