View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016440 | Stars Beyond Reach | Bug - Other | Apr 30, 2015 9:45 am | Apr 30, 2015 4:12 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.808 | ||||
Fixed in Version | 0.809-0.810 | ||||
Summary | 0016440: Time between turns is slow when disaster | ||||
Description | In the attached save I'm running enormously long turns. It is a .806 game loaded into .808. The problem is that crime occurs killing people, who then can't do their jobs and then we repeat. I also have a enormous unemployed people population, who might be considered to be the first casualties, instead of the hardworking employed types. The unburied corpses aren't helping, I know. But I want to the see the terrain riser work. | ||||
Tags | No tags attached. | ||||
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The first turn was taking me 6 seconds, which is definitely not what I want to see at 1.0, but what we're considering in the acceptable range for now in terms of edge(ish) cases where things are going badly. At least it's not at the top of our priority list. But then, holy cow, the second turn -- getting to 262 -- takes 18+ seconds. Wowza, it's definitely the crime there, and the attendant deaths. I'll have a look at it. |
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For me the experience was like the commercials showing the signs ticking up of number of customers served at McDonald's (but for people killed by crime). It was ticking over slowly enough that I could keep track of units of 10, for 5-12k people dying. |
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Yeah, I can definitely see it there. I never anticipated that many people dying in one turn, so the logic wasn't tuned to scale to that in an effective way. That will change! |
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Thanks! * Previously, the larger your cities got, the more of a toll crime and a few other factors would take on your inter-turn time. Specifically, ptarth had a case that was taking more than 18 seconds between turns even on a very nice computer. ** We've greatly optimized deaths from crime, wounds from crime, wounds from accidents, and body cremation so that it's nowhere remotely so CPU-intensive anymore. It takes a few tens of milliseconds instead of tens of seconds. |
Date Modified | Username | Field | Change |
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Apr 30, 2015 9:45 am | ptarth | New Issue | |
Apr 30, 2015 9:45 am | ptarth | File Added: toodamaged.save | |
Apr 30, 2015 2:01 pm | Chris_McElligottPark | Note Added: 0040352 | |
Apr 30, 2015 2:01 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 30, 2015 2:01 pm | Chris_McElligottPark | Status | new => assigned |
Apr 30, 2015 2:26 pm | ptarth | Note Added: 0040357 | |
Apr 30, 2015 2:26 pm | ptarth | Note Edited: 0040357 | |
Apr 30, 2015 3:38 pm | Chris_McElligottPark | Note Added: 0040359 | |
Apr 30, 2015 4:12 pm | Chris_McElligottPark | Note Added: 0040363 | |
Apr 30, 2015 4:12 pm | Chris_McElligottPark | Status | assigned => resolved |
Apr 30, 2015 4:12 pm | Chris_McElligottPark | Fixed in Version | => 0.809-0.810 |
Apr 30, 2015 4:12 pm | Chris_McElligottPark | Resolution | open => fixed |