joshuamnave
Posts: 967
Joined: 1/8/2014 Status: offline
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quote:
ORIGINAL: Shannon V. OKeets Okay, I have fixed the response time when moving units on the map. Without going into the details, moving an HQ now typically takes less than a second (to recalculate supply). Moving other land units takes less than 10 milliseconds. There will be exceptions in some circumstances when control of hexes changes: new supply paths may be available for the moving side and/or old supply paths invalid for the non-phasing side. Indeed, there are even situations where the reverse may be true. I haven't had the time to run a lot of tests on these modifications so I am going to wait another 24 hours before making a hot patch available. That will give both myself and the beta testers some time for additional testing. I did run tests using the saved games from Zartacla and the numbers I quoted above apply to his saved game post-creation of Vichy France. It wasn't the creation of Vichy - it was the collapse of Vichy. I had assumed that was the poison pill that caused all of my moves to take so much longer both because of the timing and because the first time I tried to collapse Vichy, the game spit out a supply related error message then crashed. It was not reproducible - reverting to a save and collapsing Vichy again triggered the long calc time, but without the crash. The following impulse, I DOW'd Russia, and when I started moving units, the lag time was unbearable. When I went back and chose not to collapse Vichy, the end of turn roll was different. The turn ended immediately, before I could DOW Russia. The next several turns were winter turns, with no break in the weather, so Russia was not attacked. Movement was fine, but I was still connecting that to the fact that I had not collapsed Vichy. When spring rolled around and I DOW'd Russia, the lag kicked back in. So it would seem that the problem was Russia all along, and Vichy was a red herring.
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