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 Post subject: Species versus lag
PostPosted: Tue Sep 27, 2016 4:38 pm 
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Joined: Fri Jun 28, 2013 11:45 pm
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OK, we've recently refactored the species scripts and massively reduced late game lag as a result, Geoff suspects that more can be done here in various ways—that's not the topic though.

What I want to know is will adding more species, especially more playable species affect performance noticeable, if so by how much?

Because I'd quite like to expand the playable range of species, we haven't added a new one for at least three years and there are obvious gaps in metabolism/environment preferences. But I don't want to slow the game down substantially.

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Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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 Post subject: Re: Species versus lag
PostPosted: Tue Sep 27, 2016 5:03 pm 
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MatGB wrote:
What I want to know is will adding more species, especially more playable species affect performance noticeable, if so by how much?
Shouldn't make a difference. Having more planets and (especially) more ships will matter, regardless of the species. Playable vs. native-only doesn't matter. If a particular species does something weird in effects, it might matter, but no more so than if the effects were added to a comparable existing species definition.


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 Post subject: Re: Species versus lag
PostPosted: Wed Sep 28, 2016 6:04 am 
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Dyson Forest
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I just wanted to say thanks to all the Devs for your work. Whatever you guys did, it seriously improved late game lag. No more ten minute turns. Woo Hoo! Keep up the good work.

Off topic;
I can't prove it, but it does seem to slow down the game when there is something in your build queue that can Never be built. Deleting it 'seems' to restore things to normal. Could be just a coincidence tho....


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