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RE: unplayable lag time
Posted: Sat Jun 28, 2014 9:33 am
by michaelbaldur
ORIGINAL: carpenkm
Is the unplayable lag time still a live issue? I have been experiencing this for a while, mainly around land movement and production, got really bad after Russia in the war. Just updated to latest patch and at first glance it doesnt seem any better. I know my laptop isnt the fastest, so could it be memory or processor?
yes it is still a issue. and it is not your computer.
RE: unplayable lag time
Posted: Sun Jun 29, 2014 5:03 pm
by carpenkm
So if its as bad as I'm suffering has anyone actually finished a game? I will be retired by the time I get to 1945.[&:]
RE: unplayable lag time
Posted: Mon Jun 30, 2014 3:02 pm
by Viktor_Kormel_slith
Yes, that is correct. We suffered it in our first game. It became a nightmare after 1943.In our current we have detected too and the troubles arrive when Russia is at war. I think it must be a hightest priority issue but I´m afraid it´s difficult to fix.[:(]
RE: unplayable lag time
Posted: Mon Jun 30, 2014 3:40 pm
by Centuur
The problem occurs due to the supply calculations. There has been effort made to reduce the calculation time, but everytime this was tried, regression bugs regarding supply happened and the rules weren't enforced correctly anymore.
Personally, I think we need to live with it...
RE: unplayable lag time
Posted: Mon Jun 30, 2014 4:21 pm
by carpenkm
I can understand the complication of calculating supply, but for me the lag makes the game virtually unplayable. Sitting watching an egg timer is no fun! What I dont understand is that even simple moves can hang for example moving a unit in its home country one hex outside a city? Someone in another thread suggested i try the latest beta - will see if this helps.
Viktor - I'm only in mid '42, but all major countries are in the war and active so it's proabably as bad as it is going to get. If not I will need to shave in between impulses!!!
RE: unplayable lag time
Posted: Mon Jun 30, 2014 4:39 pm
by Viktor_Kormel_slith
When I play solitaire I read a book while pc is computing[:(] Centuur if this can´t work better will be a disaster to the game, I hope Steve thinks something there must be a way

RE: unplayable lag time
Posted: Mon Jun 30, 2014 4:43 pm
by michaelbaldur
ORIGINAL: Centuur
The problem occurs due to the supply calculations. There has been effort made to reduce the calculation time, but everytime this was tried, regression bugs regarding supply happened and the rules weren't enforced correctly anymore.
Personally, I think we need to live with it...
live with it ..
so customers should live with a unplayable game ..
I hope they give refunds then
RE: unplayable lag time
Posted: Mon Jun 30, 2014 5:52 pm
by dhucul2011
I'm getting a 30-40 second lag in bringing up the production planning screen for each nation. It just started all of as sudden in the last impulse.
Has this been reported?
RE: unplayable lag time
Posted: Mon Jun 30, 2014 5:55 pm
by carpenkm
I agree Michael. Some players may have time to spend and other may have lots of books to read [:D] personally I would rather be delivering Stalin a killer blow before I die of old age.
RE: unplayable lag time
Posted: Tue Jul 01, 2014 12:51 am
by Courtenay
ORIGINAL: dhucul
I'm getting a 30-40 second lag in bringing up the production planning screen for each nation. It just started all of as sudden in the last impulse.
Has this been reported?
Using 1.2.0.3, my production planning screen is coming up almost instantly, within less than second. This is much faster than it has come up in the past. There is something local to either your game or your computer. Try rebooting; if it still happens, post your game, and let others see if they have the same problem.
(My program says 1.2.0.3, but I am not (yet) a beta tester, and the beta testing functions do not seem to be enabled. I think this is just a glitch in the version number, and I am really running 1.2.0.2.)
RE: unplayable lag time
Posted: Tue Jul 01, 2014 3:00 am
by AxelNL
ORIGINAL: dhucul
I'm getting a 30-40 second lag in bringing up the production planning screen for each nation. It just started all of as sudden in the last impulse.
Has this been reported?
I had this as well in a recent GW campaign. The turn after it was OK again. My conclusion was that the particular convoy situation of that turn made the resource transportation calculations go skyhigh.
RE: unplayable lag time
Posted: Tue Jul 01, 2014 3:25 am
by WarHunter
Just so its clear not everyone plays MWiF as if it was candy canes and lollipops. Here is an example of preliminary production with a 45 sec wait time between nations.
45sec x 9 = 405 sec to complete the Prelim. add another 405sec for final production. It may or may not be faster or slower depending on your computer.
Go ahead download. i double dare ya,
I've had production phases go as high as 1min and 20sec per nation.
As i've posted before. it does not happen all the time.
It does have something to do with the bug ridden convoy code.
This game is currently being played as a 2 player game in solo mode. 1.1.9.2 version
RE: unplayable lag time
Posted: Tue Jul 01, 2014 9:20 am
by Viktor_Kormel_slith
I can live with production delays but I can´t with unplayable lag time when I move each unit in the board! [:-]
RE: unplayable lag time
Posted: Tue Jul 01, 2014 9:56 am
by warspite1
ORIGINAL: WarHunter
Just so its clear not everyone plays MWiF as if it was candy canes and lollipops. Here is an example of preliminary production with a 45 sec wait time between nations.
45sec x 9 = 405 sec to complete the Prelim. add another 405sec for final production. It may or may not be faster or slower depending on your computer.
Go ahead download. i double dare ya,
I've had production phases go as high as 1min and 20sec per nation.
As i've posted before. it does not happen all the time.
It does have something to do with the bug ridden convoy code.
This game is currently being played as a 2 player game in solo mode. 1.1.9.2 version
warspite1
What does this mean please? I googled it but nothing came up....
RE: unplayable lag time
Posted: Tue Jul 01, 2014 10:22 am
by Centuur
ORIGINAL: WarHunter
Just so its clear not everyone plays MWiF as if it was candy canes and lollipops. Here is an example of preliminary production with a 45 sec wait time between nations.
45sec x 9 = 405 sec to complete the Prelim. add another 405sec for final production. It may or may not be faster or slower depending on your computer.
Go ahead download. i double dare ya,
I've had production phases go as high as 1min and 20sec per nation.
As i've posted before. it does not happen all the time.
It does have something to do with the bug ridden convoy code.
This game is currently being played as a 2 player game in solo mode. 1.1.9.2 version
This one is very long indeed. Never seen it this long. I'm going to report this as a bug. You can live with a small delay of a couple of seconds (even 20-30 is OK, since it is only a couple of times at turns end), but it took me over 3 minutes to get from one major power to the next. That's too much, I believe.
RE: unplayable lag time
Posted: Tue Jul 01, 2014 1:25 pm
by Courtenay
On my machine, it took well over a minute, more like a minute and a half.
The British have a trade agreement to send a resource to Russia, and there is no possible way to do so. I wonder if the program is spending time trying to figure out a way to get a resource to Russia?
Also, there are not enough convoys adjacent to Britain to run all the CW factories, so that the program may be trying to figure out a way to get all of the factories running, and does not realize that you can't get 15 resources through 14 convoys.
Aside from that, the convoy network is dead simple, far simpler than in my game, where the change from one country to the next takes less than a second. In my game, though, all resources are able to get to where they want to go, with no frustration.
RE: unplayable lag time
Posted: Thu Jul 03, 2014 8:09 pm
by WarHunter
ORIGINAL: warspite1
ORIGINAL: WarHunter
Just so its clear not everyone plays MWiF as if it was candy canes and lollipops. Here is an example of preliminary production with a 45 sec wait time between nations.
45sec x 9 = 405 sec to complete the Prelim. add another 405sec for final production. It may or may not be faster or slower depending on your computer.
Go ahead download. i double dare ya,
I've had production phases go as high as 1min and 20sec per nation.
As i've posted before. it does not happen all the time.
It does have something to do with the bug ridden convoy code.
This game is currently being played as a 2 player game in solo mode. 1.1.9.2 version
warspite1
What does this mean please? I googled it but nothing came up....
Its just my own made up Festus-isms [:'(]
http://www.eviltwin.velvetsofa.com/Curtis/guide.html
RE: unplayable lag time
Posted: Sat Jul 05, 2014 5:05 pm
by Shannon V. OKeets
ORIGINAL: carpenkm
Is the unplayable lag time still a live issue? I have been experiencing this for a while, mainly around land movement and production, got really bad after Russia in the war. Just updated to latest patch and at first glance it doesnt seem any better. I know my laptop isnt the fastest, so could it be memory or processor?
I would like to have any saved games where Land Movement is causing long delays. I'll see what I can do about reducing the recalculation time for supply.
---
The rules state that supply should be recalculated at the end of each unit's move. When you move a land unit into a hex controlled by the enemy, it now becomes controlled by your side. That means supply needs to be recalculated for all the units (and secondary supply sources: SS) on your side that were OOS before the unit moved. In addition all the units (and secondary supply sources) on the other side that were in supply need to have their supply status recalculated.
The program is quite efficient at determining if an in-supply unit/SS is still in supply. It has stored the path that was previously used by the unit/SS and checks to see it hasn't been damaged in some way. If the old path isn't good any more, then it will need to do a new search. New searches may take some time, but they rarely need to be done. Taking out a primary supply source for the enemy might cause a lot of recalculation, especially if there were several SS tracing supply to that primary. But again, that is quite rare.
The delays are mostly in trying to find supply for OOS SS when you have taken a new hex. The program doesn't know that the hex in the middle of the USSR has no bearing on the OOS status of a minor country capital in Africa. So it tries to find a path to a primary for that OOS SS. Those are rail paths. If no overland path is found, then the program tries to find an overseas path. Given a half dozen OOS SS in Africa (or in South America), the time to recalculate supply can take far too long.
One of the changes I made recently was to note when there is more than one SS on a rail network. If one of the SS is in supply, then all the others are too. The same is true if they are OOS. But things quickly get out of hand with that logic. A SS might be able to trace to a minor country capital that is a primary source for some units. For instance, a Korean unit in China which is controlled by Japan might not be able to trace a path directly to a city in Korea, but be able to trace a path to a Japanese HQ that traces to a Korean city. That search needs to be done if the Japanese HQ is OOS (unable to trace to a Japanese home city). Weird? Yeah, but that came up in a game.
RE: unplayable lag time
Posted: Sat Jul 05, 2014 5:09 pm
by Shannon V. OKeets
And let me add that moving land units that have ZOCs around on the map means that hexes which previously were valid/invalid as part of a supply path may now be invalid/valid. That increases the number of instances where recalculation has to be performed.
RE: unplayable lag time
Posted: Sun Jul 06, 2014 6:11 pm
by carpenkm
Hi Steve
Thanks for the response. I can certainly understand the complexity of supply having got it wrong in many and varied ways when playing the board game years ago.
I've tried to zip and upload the saved game (fingers crossed). The lag time seems a little random. In the attached it is Italy's land move. Moves in France generally ok (instant). For me the following moves took around a minute from placing to being able to continue:
Italian Celere 4-5 in hex 70,76 to hex 70,75 (one hex west)
MTN 4-4 from Karachi 2 hexes east (89,94 to 89,96)
Try moving to the German land move and Moving Manstein from 71,76 to 70,75 also similar. Many of the Russina Fromt moves are similar.
The lag also ssesm to either instant or ages (minute or more) with nothing in between. I havebeen playing this game for a while (dont get a much time as I woud llike to play) so it has gone through various upgrades over the months!
Also don't see why Italian 3-3 in 55,23 appears to be in supply whilst adjacent German units are OOS.
I would be really grateful for any help. Is it taking as long on your computer? If this is an ongoing issue, is there anyway to get the programme to behave a little more like a human and not worry too much about checking everything every move and perhaps only checking supply when it's relevant/needed. Could there then be a drop down menu for a player to request a supply check if in doubt? Just a thought - I'm not a programmer!
Regards
Keith