Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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quote:
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.
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Steve Perfection is an elusive goal.
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