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Topic: Do patches increase system requirements? |  |
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Dalkeith Settler Joure, Friesland, The Netherlands May 2000
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posted May 14, 2000 16:25
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Please answer my question because my computer isn't that fast so I'd like to know! I always play with 2 opponents and on a small world, because I've got a 200 mHz system and 32 mb ram. |
Big Dave Prince Texas, USA Apr 99
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posted May 15, 2000 21:55
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FWIW they didn't slow down my k6-2 w/ 64 megs of RAM when I installed them. |
WesW King Huntsville, Al., USA b.02-15-99
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posted May 15, 2000 22:25
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When Locutus was making out the slic triggers, he talked about them using resources, but I haven't had anyone write in saying that they have noticed a difference in their computer's performance. Some people have said that it takes longer to load the scenarios than it does the standard game, but once you get doing I haven't heard of any difference. I had hoped that one of the programmers here would have chimed in by now, as I would like to know the answer to this myself. |
TheBirdMan Prince Denmark Sep 1999
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posted May 16, 2000 02:16
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The only settings that take ressources are:- the number of civs - the map size. later on, the number of units can make the game a bit slower, but that cannot be compared to the two other factors. It really dosn't count. |
lago King High Flush Nov 1999
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posted May 16, 2000 17:23
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About the map, do you mean how big is the map or how much of it is displayed (ie, not black)? The early turns are very quick, and it seems to me that the GlobeSat wonder slows things noticeably. |
Dalkeith Settler Joure, Friesland, The Netherlands May 2000
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posted May 18, 2000 15:36
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Lago:I meant the new features of eg. scenarios because I hadn't played them yet. Thanks anyway |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted May 18, 2000 16:37
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A mod will take longer to load simply because of how CtP double loads it, not because of anything in the mod.SLIC triggers put more info in memory but don't increase resources per say. They can slow everything down simply because of what they are doing. Take Wes' Upgrade Trigger for example. This trigger checks EVERY unit in a Civ when a specific advance is discovered by that Civ. Lets say 3 Civs discover this advance. In the early part of a game, this means cycling through 5-10 units. No problem. In the later stages of a game, this means cycling through 250 units. When it finds the unit it is looking for, it saves the location and deletes it. Then, if it is in a city, it creates a new one and fortifies it. This is why it can slow the game down. Some triggers check every unit, every turn. Again, 5-10 units, no big deal. But later on, it is going to be cycling through 750 units every turn. It can't help but slow eveything down.
[This message has been edited by skorpion59 (edited May 18, 2000).] |