slow server?

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Joseignacio
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Joined: Fri May 08, 2009 11:25 am
Location: Madrid, Spain

Re: slow server?

Post by Joseignacio »

rkr1958 wrote: Sun Jul 28, 2024 5:08 pm
Centuur wrote: Sun Jul 28, 2024 10:28 am
FonjoFarley wrote: Sat Jul 27, 2024 10:17 pm Just tried to play my Global War game with Furbet (late '43) after taking a break for a few months. Still encountering enormous delays moving land units. Saw a suggestion about loading patch 7.0.0 which we did and then tried removing the optional rule on isolated units which someone else mentioned. Hasn't help sadly.

We assume the problem relates to supply calculation and the large number of units at this stage of the war. Are any of you playing late '43 global war and enjoying trouble free land movement?

Any other tips re optional rules that should be avoided/disabled?
Last week there were no delays regarding the netplay server. However, in the past this did happen and it got solved after Matrix checked the server. So I suggest to make a ticket for this at Matrix, so they can look at it. It is not a problem with the game itself in the past.

The Isolation optional rule is always slowing things down a lot (not only on netplay games, but on solitair games too). So I would suggest not the use that one (or turn it on during the end of turn phases and off again before the placement of reïnforcements. MWIF unfortunately needs a lot of calculation power for that rule to be continually on during the game).
(1) I'm definitely experiencing a significant slowdown in my game that isn't due to the isolated reorg.
(2) I'm playing that optional but only enable at the end of the turn and then disable it after final reorg.
(3) I'm also having an issue with a regression bug (supply) on which I've posted a bug report in the beta section.
(4) The regression bug is that units are often showing as out of supply when they can trace a secondary supply route to a cooperation allied HQ that can trace back to a primary supply for that unit.
(5) That bug is not there in 3.2.0 but does appear as early as version 4.4.1.0.
(6) So I'm toggling between the latest beta and 3.2.0 as I described in my previous post.
(7) I do think I'm getting the best of both worlds included additional optional rules such as isolated reorg, V-weapons, atomic bombs, Kamikazes.
(8) With the latest version it often takes 30 seconds or more when I pick up a unit to be able to place it.
(9) That's unplayable!
(10) However; when I make rail and land moves with the same game file in 3.2.0 the pickup and placement feel instantaneous.
(11) I'm not sure what changed to cause the slowdown but it happen 2, 3 or maybe 4 turns ago.
Maybe you should try 7.xx I havent experienced those 30 secs, like I did do before.

And you can always switch to 3.2.0 if it keeps happening.

There are still some issues at 7.0. We have had game stopping bug when doing two Port Attacks, one to La Specia and another to a minor Libyan port, so we had to cancel one to be able to keep on going.

And there have been others, like some of those called "cosmetic", which I wouldnt call so at all. Like using AA and whereas the table result, once I went up one column with surprise should have changed to 1/6 and the game said "no effect", but later it rolled the 6 dice.

All in all, game is in a better shape than other recent versions, even though convoy routing keeps being a sh*t and isolate reorg keeps reaching only 10 hexes (and maybe some rare supply issue too).
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rkr1958
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Joined: Thu May 21, 2009 10:23 am

Re: slow server?

Post by rkr1958 »

Joseignacio wrote: Wed Aug 14, 2024 1:12 pm
rkr1958 wrote: Sun Jul 28, 2024 5:08 pm
Centuur wrote: Sun Jul 28, 2024 10:28 am

Last week there were no delays regarding the netplay server. However, in the past this did happen and it got solved after Matrix checked the server. So I suggest to make a ticket for this at Matrix, so they can look at it. It is not a problem with the game itself in the past.

The Isolation optional rule is always slowing things down a lot (not only on netplay games, but on solitair games too). So I would suggest not the use that one (or turn it on during the end of turn phases and off again before the placement of reïnforcements. MWIF unfortunately needs a lot of calculation power for that rule to be continually on during the game).
(1) I'm definitely experiencing a significant slowdown in my game that isn't due to the isolated reorg.
(2) I'm playing that optional but only enable at the end of the turn and then disable it after final reorg.
(3) I'm also having an issue with a regression bug (supply) on which I've posted a bug report in the beta section.
(4) The regression bug is that units are often showing as out of supply when they can trace a secondary supply route to a cooperation allied HQ that can trace back to a primary supply for that unit.
(5) That bug is not there in 3.2.0 but does appear as early as version 4.4.1.0.
(6) So I'm toggling between the latest beta and 3.2.0 as I described in my previous post.
(7) I do think I'm getting the best of both worlds included additional optional rules such as isolated reorg, V-weapons, atomic bombs, Kamikazes.
(8) With the latest version it often takes 30 seconds or more when I pick up a unit to be able to place it.
(9) That's unplayable!
(10) However; when I make rail and land moves with the same game file in 3.2.0 the pickup and placement feel instantaneous.
(11) I'm not sure what changed to cause the slowdown but it happen 2, 3 or maybe 4 turns ago.
Maybe you should try 7.xx I havent experienced those 30 secs, like I did do before.

And you can always switch to 3.2.0 if it keeps happening.

There are still some issues at 7.0. We have had game stopping bug when doing two Port Attacks, one to La Specia and another to a minor Libyan port, so we had to cancel one to be able to keep on going.

And there have been others, like some of those called "cosmetic", which I wouldnt call so at all. Like using AA and whereas the table result, once I went up one column with surprise should have changed to 1/6 and the game said "no effect", but later it rolled the 6 dice.

All in all, game is in a better shape than other recent versions, even though convoy routing keeps being a sh*t and isolate reorg keeps reaching only 10 hexes (and maybe some rare supply issue too).
Thanks. I was toggling between the latest (7.0.0.7 for the beta testers) and 3.2.0. The excruciating slowdown and regression secondary supply bug were both in that latest. By the way, I also "verify" that the isolated reorg at the end of each turn doesn't catch units that it should, which often it does. In that case, I'll go through and "manually" reorg those units.
Ronnie
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