Which Mod is best, performance wise?

Come in here if you want to sign up for Multi player games.

Moderator: thunderchero

Post Reply
User avatar
Firefly
Cadet 2nd Year
Cadet 2nd Year
Posts: 9
Joined: Mon Jan 15, 2018 1:11 pm

Which Mod is best, performance wise?

Post by Firefly » Sun Feb 04, 2018 10:38 am

When it comes to crahes or mainly to the increase in turn-process time, which mod is the best?

I guess mods with fewer numbers of ships are better then mods where ships are build more quickly.

From all the wonderfull mods availalbe which one can assure best turn processing in mid and late game?

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5922
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Which Mod is best, performance wise?

Post by thunderchero » Sun Feb 04, 2018 12:22 pm

Firefly wrote:
Sun Feb 04, 2018 10:38 am
From all the wonderfull mods availalbe which one can assure best turn processing in mid and late game?
Turn processing time is an issue in any mod, but here is a few examples on my tests.

map size 52 x 39 late in game with 500+ ships between all races turn time 1:30 (2028 sectors)

but same 500+ ships on a 25 x 18 map turn time 60 sec. (450 sectors)

and same 500+ ships on a 16 x 12 map turn time 25 sec. (192 sectors)

So I have concluded the AI vs map size (sectors) is main cause of turn processing slow down.

one other option since you posted this in MP game section is to eliminate the AI all together and play 1 vs 1
viewtopic.php?f=6&t=3543#p47725

User avatar
Firefly
Cadet 2nd Year
Cadet 2nd Year
Posts: 9
Joined: Mon Jan 15, 2018 1:11 pm

Re: Which Mod is best, performance wise?

Post by Firefly » Sun Feb 04, 2018 3:29 pm

thx.

Eliminating all but one AI should do the trick for my first games. :mrgreen:

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5922
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Which Mod is best, performance wise?

Post by thunderchero » Sun Feb 04, 2018 11:42 pm

please report back on how it goes

User avatar
Firefly
Cadet 2nd Year
Cadet 2nd Year
Posts: 9
Joined: Mon Jan 15, 2018 1:11 pm

Re: Which Mod is best, performance wise?

Post by Firefly » Tue Feb 06, 2018 12:33 pm

first test

1 human vs. 1 AI, no matter the map size or whether or not there are small races...

2 secounds turn process time around turn 100

Also birth is playable using teamview despite some graphical glitches

User avatar
Firefly
Cadet 2nd Year
Cadet 2nd Year
Posts: 9
Joined: Mon Jan 15, 2018 1:11 pm

Re: Which Mod is best, performance wise?

Post by Firefly » Tue Feb 06, 2018 1:48 pm

Turn 150. 5 secounds delay.

Used the BOP Mod

User avatar
Firefly
Cadet 2nd Year
Cadet 2nd Year
Posts: 9
Joined: Mon Jan 15, 2018 1:11 pm

Re: Which Mod is best, performance wise?

Post by Firefly » Wed Feb 07, 2018 11:27 am

new test.
I started a multiplayer game. There is an out-of-synch the moment the other empires die. So i found no way to play 1vs1 without AI.

Anyone an idea on how it works?

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5922
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Which Mod is best, performance wise?

Post by thunderchero » Wed Feb 07, 2018 11:58 am

I would be willing to test if you like. send me a PM with time and version options to test.

EDIT; I tested using MPR++ (this will allow hotseat MP game on single computer) and did not get any sync error on turn process when AI races died.

Did joining player have starting pop edited also?

also you might try saving game before turn processing and then exit and load saved game.

Post Reply

Return to “Multiplayer Games”

Who is online

Users browsing this forum: No registered users