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GalaxyForge map problem

By on March 24, 2012 5:55:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Icdan

Join Date 12/2011
+2

I added some resource asteroids to planet entities and started playing my on my own GalaxyForge-made map.

...aaaaaand the game started to lag. It doesn't run smoothly anymore.

Does anyone know what might be the problem? I haven't done anything different than usual.

It's only on my own map that I have this problem, not any pre-made maps.

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March 24, 2012 6:19:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

what are the general counts of the map?

ie number of stars, number of planets per star,average number of phase lanes per planet, number of planets with larger than standard militias number of players, number of prate bases.

I have noticed more lag on maps that have several larger than standard militias than on similar maps without the large militias.

hope these  hints help

harpo

 

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March 24, 2012 8:10:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

1 star. 85 planets. Average of 3 phase lanes per planet.

I have no idea howmany planets with a larger militia. I didn't even know you could edit that.

 

EDIT: I THINK it's the militia that does it, but why did it only start lagging from when I made that map? Also, how would I edit the militia then?

 

EDIT2: I have figured out how to edit the militia, however, is there a way to do it without editing 1 planet at a time?

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March 27, 2012 5:01:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

there is no practical method that I have found other than planet by planet, but as I usually play on a single star 118 planet 2 phase per planet and 16 pirate  2 player map I have not noticed the issue.

harpo

 

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March 27, 2012 11:25:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Then off to editing and hoping for the best...

Thanks for the help Harpo

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April 1, 2012 7:22:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I made a new map to purely test.

1 star, 14 planets. 14 phase lanes. Each planet in GalaxyForge edited to have LocalMilitiaVeryWeak.

Still get the problem. What could it be?

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April 1, 2012 11:15:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Icdan,
Still get the problem. What could it be?

How long are the phase lanes? 

This is just a guess, but I've noticed in many 'custom' maps, the phase lanes are ridiculously long.  So long that it takes forever for a ship to jump between planets (and even longer between stars)!

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April 1, 2012 5:06:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not long at all. In fact I think they're pretty short. Maybe even shorter than most of the standard-map ones. I can mail you the map if you want?

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April 4, 2012 8:30:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

EDIT: Okay, it has something to do with my own mod, but I don't know which exact file it could be.

Help?

 

Edit 2: Deleted files from my mod and fixed it, files that modded abilities and the defense guns. Anyone know why they would have caused lag?

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April 4, 2012 5:10:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

what changes did you make to the abilities (did they STILL have the finish conditions?)

harpo

 

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April 5, 2012 6:17:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I only edited the power of abilities, nothing else.

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April 5, 2012 6:09:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

by power do you mean the duration OR the DAMAGE?

if it was the duration, then that could be the cause of your lag.

harpo

 

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April 5, 2012 7:55:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, 1 of the things I did was to the Phase Missile Swarm ability from the Volkuras Desolater to the Missile Defense platform.

To gain the maximum effect of the ability I edited it thus that level 1 would have the same amount of damage as level 3. However, level 2 remained the same thus the power would decrease for the ship at level 2 and be at it's original amount again at level 3.

Sooo:

Level:0 600.000000
Level:1 400.000000
Level:2 600.000000

I did the same with the Energy Weapon Cooldown of the Advent and Missile Barrage from the TEC for their respective defense turrets.

Is that clear enough or am I still too unclear about the specifics?

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April 5, 2012 9:15:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ok,

you tried to use a capital ship ability on a planet module.

modules and frigates/cruisers can only have a SINGLE level ability as frigates/cruisers AND platforms do NOT level, and from what I remember about the missileswarm , it uses anti-matter so the platform would also NEED anti-matter or convert the ability to a passive ability, the convert would be the better choice.

hope this helps

harpo

 

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April 6, 2012 5:49:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I thought about that, and had added anti-matter to the planet modules (I didn't think about making it a passive). It works fine even though Phase Missile Swarm is a multiple level ability. Only when I buffed the power of the planet modules it started lagging. Once I took away that buff, so that the Phase Missile Swarm is essentially level 1 and only does 200 damage, it stopped lagging.

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April 6, 2012 9:06:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

glad that you found the cause (the leveled ability on a non-levelable entity)

harpo

 

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April 7, 2012 4:34:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It was a wild guess

Thank you, again, Harpo You're a great help to the forums

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