Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  CtP-General/Help/Strategy
  Do patches increase system requirements?

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Do patches increase system requirements? Format for Better Printing
Dalkeith
Settler
Joure, Friesland, The Netherlands
May 2000
posted May 14, 2000 16:25   Click Here to See the Profile for DalkeithClick Here to Email Dalkeith  send a private message to Dalkeith
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted May 15, 2000 21:55   Click Here to See the Profile for Big Dave   send a private message to Big DaveSend a Message to UIN: 1947967
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted May 15, 2000 22:25   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted May 16, 2000 02:16   Click Here to See the Profile for TheBirdManClick Here to Email TheBirdMan  send a private message to TheBirdManSend a Message to UIN: 92691093
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted May 16, 2000 17:23   Click Here to See the Profile for lago   send a private message to lagoSend a Message to UIN: 62602340
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted May 18, 2000 15:36   Click Here to See the Profile for DalkeithClick Here to Email Dalkeith  send a private message to Dalkeith
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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
posted May 18, 2000 16:37   Click Here to See the Profile for skorpion59Click Here to Email skorpion59  send a private message to skorpion59Send a Message to UIN: 92173697 Visit skorpion59's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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).]

Apolyton Civilization Site Forums
> > > CtP-General/Help/Strategy Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | Hodadian Award Central | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War