Vicotnic wrote:You mean that they run in sim or the removing of sim would be a slow down? There is quite a lot of discussion of it in the topic named 'Freeze time' in Game discussion.
zorro wrote:Vicotnic wrote:You mean that they run in sim or the removing of sim would be a slow down? There is quite a lot of discussion of it in the topic named 'Freeze time' in Game discussion.
No, I mean, making games faster by starting simultaneous and then having freeze times makes no sense to me. Just dont do both then.
Chazar wrote:+1 from me! Remove the stupid freeze time for standard games, as it actually slows game starts.
An alternative suggestion:
Before a new turn starts, check whether any unit can reach an enemy city/tower/site within the new turn. If no, then another simultaneous turn without freeze time begins. If yes, then the first normal turn begins (this could be normal turns or simultaneous turns with freeze time, depending on the chosen game mode). Note that the condition is never again checked, once it has failed.
Advantages:
- No freeze time whatsoever necessary
- Speed up for all game modes during the initial turns
- Automatically: Large speedup for large maps, small speedup for small maps
- Easy to implement, given the existing code base
Disadvantages:
- One more boolean flag per game must be stored
- Leaks some minor information about expansion/scouting of other players (if it kills boring victories by early crows, all the better)
- Expensive computation Ω(n²), but only for initial turns, where n is still small (n=buildings+units);
and that computation happens between turns and is still faster than the current freeze times!
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