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Spaceempires.net :: Does .15xx have working AI, and why's it so slow? :: View topic
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Does .15xx have working AI, and why's it so slow?

 
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MKSheppard
Space Emperor


Joined: Dec 17, 2005

PostPosted: Mon Dec 19, 2005 11:11 am    Post subject: Does .15xx have working AI, and why's it so slow? Reply with quote

I've been playing a game against the AI, and finding it to be well, a bit dumb in not reacting to my fighter swarms.

Also, even at the beginning of the game, it's taking a long time for my computer to process AI turns, is this a side effect of so much work being done to the game, or is Deluxe edition that slow?


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Dec 19, 2005 1:49 pm    Post subject: Reply with quote

The AI in Adamant isn't developed very well yet as there as changes are always being made which makes it hard to keep it fully functional.

Not sure about the turn times - how many AIs are there?


Space Empires Depot | SE:V Balance Mod


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Dec 19, 2005 8:02 pm    Post subject: Reply with quote

What are the specs of your computer?

Smarter than your average Texrak.


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MKSheppard
Space Emperor


Joined: Dec 17, 2005

PostPosted: Tue Dec 20, 2005 3:15 am    Post subject: Reply with quote

Fyron wrote:
What are the specs of your computer?


Athlon 2600+ XP with 1 GB RAM, and a GeForce 6800.

I've done some tests; the stock SEIV runs fast between turns at the beginning of the game, while with mod directories, the bigger they get, it seems the slower the game does the turns.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Dec 20, 2005 8:25 am    Post subject: Reply with quote

Well that does make some sense, as there is more data for the AI to trawl through.

Most of my turn processing (for any mod) has been done by PBW, so I never really noticed this.


Smarter than your average Texrak.


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Pualeej
Space Emperor


Joined: Feb 10, 2008

PostPosted: Mon Feb 11, 2008 3:09 am    Post subject: Reply with quote

Sorry to dig up a (really) old thread, but I just pulled down this mod and noticed that it is very very slow to play. Its unbearable in single player (which I would prefer until I learn them mod).

The CB mod, which also feels big, plays as fast as stock. Both of these mods are fun, but single player just doesn't work in Adamant. Am I doomed to wait for more patches (I'm on 0.16.0.6)? Is there a newbie friendly game starting (one in which I can be tutored on PBW as I have not done it yet)?

Pualee


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Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Mon Feb 11, 2008 4:11 am    Post subject: Reply with quote

I'm pretty sure Fyron has basicly abandoned this. So no more patches.

Carrier Battles mod does not involve data that equals 5x the normal amount of data present in a stock game. Carrier Battles is roughly the same amount of data in stock. Adamant is basicly 5x stock, and 5x slower, if not more.

PBW may be your best bet, unless there aren't any real games going.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Feb 11, 2008 5:38 am    Post subject: Reply with quote

By "abandoned," do you mean I keep putting out patches as I come across issues in PBW game(s)?

...

Are you guys talking about AI processing time or pace of gameplay?

I'm not aware of any new PBW games starting just now, but I will post in this forum when I start the next one.


Smarter than your average Texrak.


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Mon Feb 11, 2008 5:48 am    Post subject: Reply with quote

A clarification, please:
When you say slow, do you mean "Go have dinner while the turn processes" slow, or "takes me 50 turns to get anything decent built on my colony" proportions-mod slow?


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Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Mon Feb 11, 2008 5:50 am    Post subject: Reply with quote

Well then its mostly done and so there are fewer patches.

It would be good to know if he's talking about AI processing/ pace of gameplay. I assumed he meant how fast the AI is.


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Mon Feb 11, 2008 5:57 am    Post subject: Reply with quote

Just a note as to mod size:
CBmod has 4x the stock components.

GritEcon has 100x the stock components (yes, 47 megs and 32000 components)

Turn processing times are a nonissue despite that, although you do get to stare blankly at the intro screen for an extra minute as it is read off the disk Wink


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Pualeej
Space Emperor


Joined: Feb 10, 2008

PostPosted: Mon Feb 11, 2008 11:16 am    Post subject: Reply with quote

I was referring to the time a turn processes for AI opponents. As far as how long it takes turn wise to do something, I have not been able to get past more than a few turns to find out. I guess its really only about a minute long, comparable to Civ III. I'm just spoiled by the time it takes the stock game.

Since I am assuming its the AI that is slow, what does the game use for scripting? I am currently learning python (want to learn Lua too) and have a background in C/C++, as well as a host of other non-game related skills.

I would be interested in taking a stab at something like this, although I am very limited on time. I guess I would also have to monitor/play some PBW games for a while to learn good builds and strategy to put into the game.

I don't want to step on anyones toes, so if I'm not wanted here, I'll move along until I can get into a multiplay game Smile

Pualee


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SuicideJunkie
Leaky Guru


Joined: May 28, 2005
Location: Canada!

PostPosted: Mon Feb 11, 2008 4:13 pm    Post subject: Reply with quote

The closest thing to a script may be the research list or the design patterns.
Everything you've got is in the adamant\AI or adamant\pictures\races\<insertracename> folders.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Feb 11, 2008 6:22 pm    Post subject: Reply with quote

There is no scripting to speak of; its all essentially big lists of data parsed by hard-coded AI routines. The only thing I could think of that is mod-specific causing slowdown might be the research file, which has the tech areas for all paradigms in it and is the same in every AI. That shouldn't cause noticeable slowdowns early in the game though; presumably the AI routine stops parsing once 100% spending is achieved.

Smarter than your average Texrak.


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Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Mon Feb 11, 2008 9:49 pm    Post subject: Reply with quote

It might just be first turn design creation. Is it slow after the first turn?

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Pualeej
Space Emperor


Joined: Feb 10, 2008

PostPosted: Mon Feb 11, 2008 11:51 pm    Post subject: Reply with quote

It seems to just be the default map. If I generate a random map prior to the game it runs much more smoothly. The map I created was much smaller in size.

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Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Tue Feb 12, 2008 12:16 am    Post subject: Reply with quote

There is no 'default' map. They're all random.

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Pualeej
Space Emperor


Joined: Feb 10, 2008

PostPosted: Tue Feb 12, 2008 2:35 am    Post subject: Reply with quote

Dunno whats going on then, I think default is 'medium' size whereas I went with 'small'. Anyway, after trying medium for a while, I also noticed that after the first few turns, it was slow, but when exiting, relaunching the game and resuming, it is much better! Perhaps something to do with the initial loading of the game? I did notice a difference in that I had to rejoin as 'host' (I am playing 3 races at once to learn differences between nomad, pirate and normal).

It seems 'host' has a better turn processing rate?


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