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 Pace of gameplay 
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Unread post Pace of gameplay
For those of you who have been running the game for the last few weeks, let's make a list of actions that you feel are running either too slow or too fast. It has been suggested that port buydowns are too fast. Also some CIM display is too slow. Let's try to get a definitive list going here and I'll tweak it a bit.

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Sat May 28, 2011 10:43 am
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Unread post Re: Pace of gameplay
Daily log reports take 20-30 seconds to display.

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Sat May 28, 2011 11:27 am
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Unread post Re: Pace of gameplay
Why dont you just message Cruncher directly... No one else is playing... Tough to help test something when you have nothing...lol


Sat May 28, 2011 1:14 pm
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Unread post Re: Pace of gameplay
-=orion=- wrote:
Why dont you just message Cruncher directly... No one else is playing... Tough to help test something when you have nothing...lol


Maybe the Classic game is more your style? Opens tonight at 7.

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Sat May 28, 2011 1:22 pm
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Unread post Re: Pace of gameplay
There are several people testing.

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Sat May 28, 2011 5:21 pm
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Unread post Re: Pace of gameplay
Cruncher wrote:
Daily log reports take 20-30 seconds to display.


I've noticed a long pause before the log starts to display. Basically, it loads up and skips over older entries and it's pacing per-line. I have an idea how I can improve that, get to the first entry as quickly as possible.

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Sat May 28, 2011 5:22 pm
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Unread post Re: Pace of gameplay
Ok, I optimized the daily logs. It'll go right to the date you specify rather than cycle through all of the log entries leading up to the specified date. I was getting about a 20 second pause on startup on game H before I made the change, and it's instantaneous after the change.

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Sat May 28, 2011 8:27 pm
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Unread post Re: Pace of gameplay
Oh, also, I realized that port reports in CIM have been running at half of the normal pace. Now they'll run twice as fast as they have been running on the beta.

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Sat May 28, 2011 8:29 pm
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Unread post Re: Pace of gameplay
Daily logs are instantaneous, very nice.

The Cim's however seem to be pulling much faster in game L than they are in game H.

I used the exact same scripts in both games, with the same results.

Game L I have 31% explored - Very fast & smooth display.
Game H I have 19% explored - this was slower and the display was choppie, or jerky.

I ran the cim report from the in game * menu. And the scripts I used were the CIM report from Swath, CIM report from Mombot and the Corp Info script from TWX.

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Sat May 28, 2011 8:50 pm
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Unread post Re: Pace of gameplay
Oh yah. that helped a bunch.


Sat May 28, 2011 8:58 pm
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Unread post Re: Pace of gameplay
Cruncher, did you run both after I posted the latest version that doubled the speed of CIM port reports? Or is it possible one was before and one after?

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Sat May 28, 2011 10:42 pm
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Unread post Re: Pace of gameplay
John Pritchett wrote:
Cruncher, did you run both after I posted the latest version that doubled the speed of CIM port reports? Or is it possible one was before and one after?


She told me she ran them at the same time and both were after the update. I'm only in game L so I can't really say.


Sat May 28, 2011 11:08 pm
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Unread post Re: Pace of gameplay
John Pritchett wrote:
Cruncher, did you run both after I posted the latest version that doubled the speed of CIM port reports? Or is it possible one was before and one after?


Both at the same time, side by side, after your update.

Do you have any pacing settings turned on in game H that you don't in game L?

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Sat May 28, 2011 11:19 pm
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Unread post Re: Pace of gameplay
Ok, I got it. Whenever you have a sparse port report, the pacing delay is only triggering when you actually display a port. But there's enough CPU overhead with testing for a port's visibility that the undisplayed sectors end up pulling a heavy CPU load as they run as fast as the CPU will allow. I added a small delay to the undisplayed lines so a sparse report will use less CPU.

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Sun May 29, 2011 12:43 am
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Unread post Re: Pace of gameplay
I figured out why game H was running CIM reports so slow compared to other games. There was a 10x pace multiplier left over from when the HHT game was created during an earlier beta release. I'm not using that multiplier anymore, so it's always set to 1x, but it was held over for this game. All actions have been running at 1/10th their intended speed. CIM reports will generate about 10x faster now.

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Sun May 29, 2011 10:38 pm
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