Finishing up for the night. Quickly: It's the font system the overlay provides that's slowing it down for me and a few others. We're working on that tomorrow. The other thing that slows things down for some people is the way some video cards (nVidia) handle batching. We'll be working on that as well.
Frogboy
-- Update: We're pushing it to Monday. Sorry guys!
Ah, didn't know it required the cheat command. So it you'd run it like this /cheat
Just a head's up that we're delaying the beta drop until tomorrow. We made a lot of fixes to the movement, monster stuff, UI, and such and we want a little bit more time to test it before we unleash it on the unsuspecting public. ;) -- Update: We're going to push it until Monday. Originally we were going to wait util release to fix the various annoying animation and cosmetic stuff but it was decided that the public beta group should get to see that polish pri
Ok. I've figured it out. It's the overlay. Try this: go to your main game directory rename sdnxloverlay.dll to something else then try the game.
There's some progress on this front. If you have fraps or some other program that measure frame rate, try this: Load it up and then hit Ctrl-X which hides the UI. It appears that the systems affected are having a problem with the UI library.
I'm still up. I figure while I'm messing with this, I should take care of that annoying backwards walking thing.
There's boats in the campaign :) yea, I wanted to get the monster thing nailed down before the last public update. I'm still up.
Ok, the bloody monsters now move in their own phase of the turn. Good night! ;)
Ironically, if I could make the movement (actual in game movement, not the destination decision making) multithreaded it would be much easier. I'm a lot more comfortable dealing with threads than I am with gameloops.
Aarrrgh! So Much pain!
Simultaneous doesn't mean threaded. The AI is threaded and the underlying world engine is threaded. But the drawing is not in order to synchronize movement and animation together.
Unit movement isn't threaded btw.
[quote who="Alstein" reply="37" id="3247857"] The people complaining about tax hikes will be complaining no matter what- whether times are good or times are bad. [/quote] Naturally. But this wasn't a complaint letter. This was someone telling his employees that things are extremely tight due to the current economy and that he can't tighten the company's belt any further without having to reduce costs -- namely employees. Now,
[quote who="Sarudak" reply="36" id="3247808"] Hm.... That's an interesting point. I wonder if it would alleviate this problem if losses in one year could be counted against profits in another. Or if you could opt for a longer tax cycle...[/quote] You can carry one year's loss into the next year. Which doesn't do you a lot of good unless you have the cash reserves on hand to cover it. Over the years, I've had to borrow money in order to pay estimated
[quote who="Ihfacny" reply="22" id="3247777"] Quoting Frogboy, reply 19If it's normal or below I stop the monsters from doing very much. If it's above that, the dice start to roll and the monsters start to get less aggressive towards AI players -- that's a recent change. I understand less aggressiveness might be needed, but it doesn't feel fair. You need to make sure there isn't any of the Storm Dragon sleeping peacefully right next to AI
[quote who="taltamir" reply="31" id="3247735"] Quoting Frogboy, reply 30To put it in video game terms, think of taxation as a royalty. If my game is doing gangbusters, then I don't care as much if the royalty percent for the other party is high because I have enough. On the other hand, if things are tighter, then an increase in royalties can be problematic. And that's the issue we face here. Well... 1. Every business goes through ups
If it's normal or below I stop the monsters from doing very much. If it's above that, the dice start to roll and the monsters start to get less aggressive towards AI players -- that's a recent change. Originally, the monster AI didn't know who was who. But when I fixed the simultaneous turn thing it caused AI players to get massacred on higher world difficulties because the monsters get disproportionately placed around AI players.<
Monsters aren't uniformally distributed. The AI ends up with a lot more monsters near them than human players. So the behavior of monsters is a challenging thing. They are individually random in but generally predictable. I'm doing my best to find a behavior that will satisfy the most people. But a big problem is the plain erroneous analysis in the forums that gets a bit frustrating at times (monster killed me, no fair! must be cheating!11!). I've h
[quote who="seanw3" reply="27" id="3247712"]Hey Brad, one thing I have seriously been wondering is how about the competing lines of rhetoric about taxes strangling business growth and the wonder years of Clinton. What were your profits like in the years of the boom when taxes were much higher than they are now? Is it that we are in a systematic problem where revenue is down, so you now rely on less taxes to fund projects as opposed to the sales you had back then? Would and increase in sales f
Let's stay on target, this isn't about LGBT or religion or Republicans vs. Democrats. Having recently had my own emails taken out of context and used to smear me as some sort of monster, I'm already fairly skeptical about the "news" that comes from Gawker sites these days. And in this case, their coverage was ridiculously biased. Let's use Stardock and Fallen Enchantress as an example: Let's say Stardock was a normal game studio where its in
[quote who="Island Dog" reply="3" id="3247571"]This would be a great podcast, btw. [/quote] I'm still getting blow back from Kotaku's "sexual harassment" article (translated: EVIL EVIL CEO wrote a MEAN email to a FEMALE employee). I see some of these people tweet things 10X worse than anything I'm alleged to have said (or done).
@Mist, thanks for the kind words and your list. In fact, most of what you mentioned on your list is addressed in this Thursday's public beta update (the bugs are anyway).
Hi Rishkith, Sorry to hear about your memory issue. We're always looking to optimize memory. We had gotten your reports and are looking into them. Unfortunately, it's an exceedingly rare (based on the crash logs we get which are automated) issue. That said, because we want to introduce larger sized maps in future updates, we will be doing a lot more in the memory area. Regarding the monster AI, this is something I have been addressing. Bear in mind, there r
And concluded.