Game speed - resolution of melee
Posted: Sun Jan 20, 2019 9:14 am
Hello,
In my game I'm using an increased game speed (the one that multiplies animation speed) and it in general works fine and cuts down on waiting time by a lot.
I have the reports and combat log turned off (though I use detailed tooltips).
Now, the issue is that most of the time melee resolution takes quite long, it seems like there is a pause done by game on purpose, before the casualties numbers are shown. This does not happen always. Sometimes when the melees are resolved one after another, there is a pause for a few, then the next few are done almost immediately (with the speed multiplied according to my settings), then again it pauses for the next few.
I don't have much to support this thesis, but I have a feeling it is not caused by the game waiting for some calculations to be finished, it really seem like a pause on purpose. I can't imagine that even complex mathematical calculations would cause any trouble for modern CPU to calculate them pretty much immediately.
Could that be looked into and possibly removed? In the very big battles the turn resolutions take really a lot of time and I would like to cut it as much as possible. I don't have any trouble following what's happening even when it's happening fast. Thank you.
In my game I'm using an increased game speed (the one that multiplies animation speed) and it in general works fine and cuts down on waiting time by a lot.
I have the reports and combat log turned off (though I use detailed tooltips).
Now, the issue is that most of the time melee resolution takes quite long, it seems like there is a pause done by game on purpose, before the casualties numbers are shown. This does not happen always. Sometimes when the melees are resolved one after another, there is a pause for a few, then the next few are done almost immediately (with the speed multiplied according to my settings), then again it pauses for the next few.
I don't have much to support this thesis, but I have a feeling it is not caused by the game waiting for some calculations to be finished, it really seem like a pause on purpose. I can't imagine that even complex mathematical calculations would cause any trouble for modern CPU to calculate them pretty much immediately.
Could that be looked into and possibly removed? In the very big battles the turn resolutions take really a lot of time and I would like to cut it as much as possible. I don't have any trouble following what's happening even when it's happening fast. Thank you.