Kensai wrote:Unfortunately, I think it is an inherent limitation of the engine. At this point, I am not sure because it is coded in Delphi and not a "faster" language, but there is definitely an issue with large database games like PON. Other AGEOD titles are really fast to have their turns processed, but they are much much smaller in scope (possibly only battle). In fact, if you do one of the scenarios of PON that are not campaign, it is pretty fast.
PON on a faster engine would have been formidable. We could also debug it faster. That said, I think the most important aspect is memory. Do you have enough of it? 8+MB?
CapitanPiluso wrote:...PC (CoreDuo, 2.8GHZ, 2GBRAM, W7) needs 7 to 10 minutes from turn to turn...the game is very interesting but I gave up.
Egg Bub wrote:Something which puzzles me, although I understand the turn-processing lag, why do certain buttons on the interface seem to lag also?
Egg Bub wrote:Can one of the devs please clarify what is the limiting factor for turn-processing times? Would one of the new Intel Pentium dual-core CPUs running at (say) 4.2 GHz be quicker/faster than my current i5-2500 at 3.3GHz?
Tuoweit wrote:Here's something that I noticed helps with the between-turns processing time: Before ending your turn, move the map view to an "empty" part of the map (undiscovered Africa is best). I usually run with the debugging information turned on, which shows how much time is spent rendering, and on busier parts of the map the game appears to spend a significant fraction of each second (e.g. 20-25ms * 20 fps) on this rendering instead of (I assume) actually processing the turns.
CapitanPiluso wrote:Before giving it all up, I bought the 1880 Campaign hoping a decent turn result.
To my surprise, turn 0 only took....20 minutes....lol
Tried to upload here the host log but couldn `t due to the file size.
Reading the host log, the turn started at 12:06:06 and ended up by 12:27:57 so the next step is to forget PON at all.
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