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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 08 2012 
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George Geczy wrote:
It's hard to really expand much on what Chris said... there will be another update, exact details are not yet set, and we don't know the timeline... We do want to work on some elements of the game engine that would help with the "lots of units and action = game slowdown" item that can bog down some longer running games, and the earliest that can start is early March, and depending on what we find that may take a bit of time to improve. Some other work is ongoing in the meantime. But it's hard to give any sort of date estimate that is going to be anything more than a guess at this point.

-- George.


Just so I'm clear here. the "Destack Bug" Is seperate from normal slow down caused by unit movements.. and actually slows the game down much more than normal unit movement.

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 08 2012 
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Fistalis wrote:
Just so I'm clear here. the "Destack Bug" Is seperate from normal slow down caused by unit movements.. and actually slows the game down much more than normal unit movement.


+10
EDIT: as Fistalis eloquently said in another thread: viewtopic.php?f=66&t=19575&start=60

the savegame in question: http://dl.dropbox.com/u/54294796/20march1968.zip

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 08 2012 
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+1 (A big one though!)

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 08 2012 
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The destack issue will be worked on as soon as we get our new performance testing/code inspection platform going in a couple of weeks, it is (as are most problems of this nature) not a straight-forward issue. There are also some slowdowns unrelated to the destack element that seem to affect a very small percentage of users, but those are also on the list to examine.

-- George.


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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 08 2012 
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Awesome! I would love for the game to run faster!

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 09 2012 
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This just proves that some news is better than no news, no matter how vague it is just hearing roughly how long and roughly what you are working on has lifted (at the very least my) spirits no end!

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 14 2012 
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Joined: May 19 2010
Posts: 116
Hello,

Okay this is something i thought was solved by patches : Cuba never turn red.

I'm in 1960, it's still Batista for head of state, Cuba is USA aligned, AND there is that event where USA declares full embargo on CUba, wtf??? (excuse the last sentance ^^)

Evenafter Cuba insurgent event in the mid 50's, Cuba is still under Batista rule. But by the 60s the game works as if Cuba was Red when it is not. And i thought they said it has been fixed and Castro would be correctly in power? I'm playing with 2.2.

Btw still lots of bugged units stats mentionned in the bug thread (since 2.0 and before) not fixed ;)


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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 14 2012 
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George Geczy wrote:
The destack issue will be worked on as soon as we get our new performance testing/code inspection platform going in a couple of weeks, it is (as are most problems of this nature) not a straight-forward issue. There are also some slowdowns unrelated to the destack element that seem to affect a very small percentage of users, but those are also on the list to examine.

-- George.


Very much so. Since the Destack issue is compounded by the number of allies present in a hex. It actually causes None(not noticeable anyway) if all the units are of the same country. When you add 1 other countries units.. it causes some slow down. Adding a third.. causes even more slow down. In a worse case situation.. such as NATO In Hong Kong.. its 4 or 5 nations.. causing HUGE slowdown. :wink:

Further more its highly connected to Ports. It can happen even on land with huge space to destack. Units try to embark and for whatever reason.. (destack code?) they go BACK to the land hex the were at.. eventually making it almost impossible for units to escape the "destack dance". One unit may escape while 3 or 4 who were trying to, are pulled back to the port. While 3 or 4 units Land at that port.. meaning 1 out 3 or 4 in.. its perpetual..

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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maybe improving proxy warfare could help to some extent with destack issue? HUH

original thread: viewtopic.php?f=61&t=19811

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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Just out of interest, why is it that destack is such an issue in Cold War but not in 2020... (Unless it was an issue and I just can't remember.... Although I highly, very much, incredibly doubt this!)

Surely if it can be narrowed to one or two things then that would help at least for the moment!

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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domcoppinger wrote:
Just out of interest, why is it that destack is such an issue in Cold War but not in 2020... (Unless it was an issue and I just can't remember.... Although I highly, very much, incredibly doubt this!)

Surely if it can be narrowed to one or two things then that would help at least for the moment!

Directly, it is the amount of assistance you get from your allies (there was virtualy no allied assistance so to speak in 2020). Indirectly, I believe it is the introduction of proxy warfare system, but I could be completly wrong :oops:

EDIT: can't believe I left merchant marine as a reason out :lol:

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Last edited by number47 on Feb 16 2012, edited 1 time in total.

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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One of the other elements that is new in SRCW and adds significantly to the complexity of units moving around is the use of the automatic merchant marine / sea transport.

This means that suddenly it is much easier to move individual units around the world, and there are some parts of the world (hong kong is an example) that can get a bit confusing because the AI has trouble determining what is attached to what. An easier solution would be to remove from the map ports and bases that cause this engine confusion, but first of all there is significant resistance to "gamifying" the world just to make the engine work better, but also players can end up building those problem locations anyways.

Changing situations (countries that lose parts of their territories, etc) can also end up creating new "confusion areas".

There has actually been a lot of work done in SRCW and the updates so far to address this, but it is also an area where one fix often ends up creating three new problems. Plus, this is only one element of the issue, though in most of the examples we've looked at this is one of the bigger contributors.


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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
AI needs a way to see a given area has enough units,and then act on such by stopping the flow of units to it....seems to me all you have to do is expand the theater rules to regions.

This way australia looks at the theater for china,sees it wants a lot of units there,and starts to send them.As they find themselves unable to actually reach china,but still want to maintain a large presence in the area,and as the units start to collect at say....hong kong...the region rule kicks in and says.. "send no more units to hong kong ,limit reached".At which point hong kong is removed from the list of possible destinations in that theater.

If all possible landing regions in a theater are "full" and hence removed from the landing site list,the theater setting for "we still need more units,send them" is ignored .Have a region check the landing list once every two weeks or so.And apply the above rules.

....Oh....
and make proxy war require a treaty with the appropriate political bells and whistles.Think of it as a "declare war light" treaty, with consequences applied much the same but to a lesser degree.

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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I like the proxy war treaty. Of course it will not stop vietnam mess. Has the south is a french controlled colony. And france is part of NATO. But I do like it.

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 Post subject: Re: Update 2.2 Available
PostPosted: Feb 15 2012 
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I certainly agree that there should be greater political repercussions from getting involved as a proxy in a war, both positive with the nation you support and negative with the nation you are "attacking", however I am very much opposed to the "proxy war treaty" concept. Mainly because it violates the very nature and advantages of a proxy war, and also because it would no doubt lead to a reduction in the number of players involved with proxy wars, which might be a little bit of a help with the destack issue but will surely degrade the game experience more than it is worth!

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