View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002767 | AI War 1 / Classic | Gameplay Issue | Feb 8, 2011 12:26 am | Mar 23, 2011 11:23 am | |
Reporter | vinco | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.000 | ||||
Fixed in Version | 5.007 | ||||
Summary | 0002767: Massive late-game slowdown due to Zombie patrols? | ||||
Description | In the attached game, I'm beginning to run into significant performance issues on my gaming rig (q9450 @3.2GHz, 8GB DDR2 RAM, OC'ed GTX260.) I suspect that Zombie hordes are contributing. I currently hold 43 planets on the 100-planet map, and have an average of ~ 150 zombies patrolling each world (the joys of finding an early botnet golem.) The game is also getting dangerously close to 2GB working RAM. Given my playstyle, I'd be very happy to just scrap all zombies and get a resource boost for my next fortress world. However, as I cannot select zombies to scrap them, I can't remove the performance penalty. There are likely a few ways to address this. 1) Hard caps on zombie numbers 2) Forced zombie aggression on AI worlds. 3) Allow scrapping of zombies. Perhaps a structure can be built which will scrap all zombies of a given mark which come to that world? 4) Rewrite the game code to take advantage of more than 2 cores (Yes. This is a joke suggestion.) Anyone else have a better idea? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0002719 | resolved | Chris_McElligottPark | Allow zombies, Dyson gattlings, human resistance ships, and other patrolling ships to aid attacks |
related to | 0002764 | closed | Chris_McElligottPark | Dyson gatling spam |
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An option in the settings screen, allowing you to set how many zombies are allowed to be alive, any excess will kill themself by visiting AI planets? |
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Perhaps a limited-duration "pied piper" starship? Attracts all zombies (or all of a given mark level) to itself. Dies in 5 minutes? Perhaps even cloaked? |
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* Previously, allied minor faction and zombie ships would just patrol around player planets endlessly, which was helpful for defense, but problematic for two reasons: first, that it could cause massive amounts of slowdown after many hours of them stacking up, and second, that it could cause massive buildups of AI stalkers, who never dare to attack the planets with so many defenders, which leads to something akin to stalemate situations. ** Thus the allied minor faction and zombie logic has been adjusted as follows: *** Neutral planets are now considered the same as allied planets, and the ships will patrol to them like any others. *** If there are more than about 100 of AI threat ships on an adjacent planet, the ships will also patrol to that planet to clean them off. *** If the human-allied team has more than a token military force (more than about 10 ships) on a planet, then these ships will patrol to there, to help aid in that attack. **** This allows for small raids to still happen with raid starships or whatever without assistance from these minor factions, but it enlists their help for larger-scale engagements. |
Date Modified | Username | Field | Change |
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Feb 8, 2011 12:26 am | vinco | New Issue | |
Feb 8, 2011 12:26 am | vinco | File Added: v3-232.sav | |
Feb 8, 2011 12:28 am | vinco | Relationship added | related to 0002719 |
Feb 8, 2011 12:29 am | vinco | Description Updated | |
Feb 8, 2011 12:30 am | vinco | Description Updated | |
Feb 8, 2011 12:30 am | vinco | Description Updated | |
Feb 8, 2011 12:30 am | vinco | Description Updated | |
Feb 9, 2011 3:09 pm | Red Spot | Note Added: 0010203 | |
Feb 9, 2011 6:01 pm | vinco | Note Added: 0010208 | |
Mar 23, 2011 11:12 am | Chris_McElligottPark | Relationship added | related to 0002764 |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Note Added: 0011334 | |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Status | new => resolved |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Fixed in Version | => 5.007 |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Resolution | open => fixed |
Mar 23, 2011 11:23 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |