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Star Trek Fan Games - View topic - Supremacy Pre-Release Download
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 Supremacy Pre-Release Download 
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Crewman
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Joined: 26 Oct 2007, 01:00
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hi, iam from germany sorry for my bad english .i wait very long for the second part of this game and what are you make is very cool.i have load the version SupremacyTest_20071125b and i ask me, why are the turns so long the game when i quit the turn??


25 Nov 2007, 23:52
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Your English is much better than my German so do not worry about that. I have also noted that is takes a long time to process a turn. It worries me about what will happen with a multiplayer game, large fleets and developed empires. Do we need to simplify the game or is there something else that can or should be done?


26 Nov 2007, 04:33
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The only thing I can think of is to reference certain codes more or something like that in order to decrease the overall needed amount of code (No, I really don't know too much about this so I imagine I got my guess wrong). I have a friend that is a computer science major (yes I asked if he wanted to help and no he doesn't) and he always talks about how his programs do the same job as other peoples while being a lot shorter. Essentially, his programming motto is to work smarter not harder.

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26 Nov 2007, 04:39
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Crewman
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With the new UPdate when making a new game the Selections do not come infront of the Menu...
Example:

I click to choose a smaller size Galaxy the OPtions are Behind the Menu box and are not visable... although if i click in the general area if should be at the selection is made.. this applies to all the "new game" menu selections.


26 Nov 2007, 04:49
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@Thunderchild-akira: How long does the turn processing take, and what size galaxy are you playing on? I recommend using a small or tiny galaxy for now. Turn processing on a small galaxy takes about 3 seconds for me.

@FoxURA: My code is generally rather concise and reusable. The turn processing logic executes almost instantaneously, but there's a bottleneck somewhere and I haven't tracked it down yet. Things get a lot more complicated when you're doing a lot of multithreading and client/server operations.

@carlr: I've seen that bug myself on very rare occations, but I think it's a rare glitch with the Microsoft libraries and not Supremacy. You should be fine if you restart the game. Worst case scenario, you can use the keyboard to make your selections.

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26 Nov 2007, 09:02
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I'm in uni at the mo and was away from the computer last night (I went to see Bill Bailey at the Cardiff International Arena :mrgreen:) so I haven't had a chance to download the latest update, but I certainly will when I get home. I've got some building and image updates for you as well, Mike. :wink:

I've noticed that Supremacy seems to slow down quite a bit (And the glitches increase in number) if i'm also running MSN at the same time. I try to avoid doing that, but if i'm running tests for Mike then I need to do it. The glitches that I've noticed in these circumstances usually involve not being able to click buttons - but as Mike said, reload the game and it works fine.

For these reasons though, I'd recommend that everyone else turn off MSN when they run Supremacy - in fact turn off all background programs if you can. Less programs mean more power, meaning faster turn processing. :)

Still, I constantly run a modelling program called in the background, yet Supremacy runs with absolutely no slowdowns or problems. A turn takes an average of 3-5 seconds a turn on an early tiny map - as Mike said. The game does start to slow down as you play more and more turns, but I don't think it is an excessive slowdown and I don't often run the game long enough to notice. Still, if people think it is, keep posting about it and let us know what systems you are running the game on, any error messages, program clashes, etc. This will help Mike to trace the problems.


26 Nov 2007, 11:28
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I will time the turn next time I have a chance to get at my home system. It is the newest download, running tiny galaxy and on an Athelon 64 generation system. It is a lot more than 1 to 3 seconds. There is nothing running in the background.


26 Nov 2007, 14:35
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Jig of the Puff
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takes nearly 5mins to process turn 1 on a small galaxy over here, somethings gone wrong somewere mate.


26 Nov 2007, 17:39
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Our relative motion is so great that it is warping space-time. Three seconds turns into five mmmiiiinnnuuuttteeesss.


26 Nov 2007, 18:11
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26 Nov 2007, 18:20
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When I get the time I will try an uninstall reinstall for 3.5 and Supremacy as well.


26 Nov 2007, 18:45
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I doubt that would make a difference, Kenneth. I never saw any performance differences between .NET v3.5 Beta 2 and RTM.

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26 Nov 2007, 19:04
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Single core Athlon64 3000+

Huge Galaxy

1st Turn, 2min 45 seconds, 1min of which was Diplomacy and another minute of which was downloading game state

Medium Galaxy

1st Turn, 15-17 seconds

Tiny Galaxy

1st Turn 1-2 Seconds

Regards Wolfe


26 Nov 2007, 19:25
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Crewman
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The 25 november release gives EDITOR me error The type initializer for supremacy.resourceManager threw an exception.
Fresh install vista x64 and net 3.5 rtm the game itself work fine no slow turn times the small galaxy size ~2 sec take turn cpu dualcore E6600 @ 3,3Ghz and folding@home running background at 100% cpu usage.

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26 Nov 2007, 19:52
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Crewman
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hi, i have a dual core petium and windows xp so when i make my turns on a tiny galaxy,then the time between the turns are ca. 50 sec. but here is nothing running in the background.Why?


26 Nov 2007, 21:08
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Wow I can't believe the times are so bad for people! :(

For what it's worth, this is what I get:

Pentium 4 540 Processor @3.21Ghz, 2x Radeon 9250 Graphics, 1Gb RAM.
Tiny Galaxy, Dense Systems, Dense Planets, Many Minors
Game Creation: 35 seconds.
Turn 1: 4 seconds.
Turn 10: 4 seconds.
Turn 20: 5 seconds.
Turn 30: 5 seconds.

I'm definitely not encountering any problems... :?

Mike, I noticed that your latest update still contains a resource cost problem for the Fed Construction Ship. I've updated the necessary file, and zipped it with my building and image updates, Sut sharepoint is down at the mo and even Mediafire is painfully slow at the moment. I'll try uploading again tomorrow.


27 Nov 2007, 01:48
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At tiny and small the turn time is not noticeably long, at max 3 seconds, and this is up to turn 30.

But once we go medium, it's about 5 seconds+ for each turn.

I loaded up an old version, SupremacyTest_20070931, and tried Huge, it took under 2 seconds to process turn 1. Hmm ... :?

This is vista on Raid0 w/ c2d e6600, 2gb ram & ati1900xt 256mb.


27 Nov 2007, 02:17
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Well, looks like I'll be doing some serious profiling this week... d'oh.

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27 Nov 2007, 04:54
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27 Nov 2007, 13:59
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d'oh... whatever caused that error occurred during an asynchronous operation, so I don't really get anything useful in the stack trace :-/. I should probably add some additional logging.

On the upside, I did some profiling last night, and I managed to find a few hotspots that can be made more efficient. It's funny how it's always the simple little things that end up causing you the most grief :-/. I made some preliminary changes and saw a significant drop in turn processing time on a huge galaxy, and I'm just getting started ;). I ought to be able to speed things up a lot more, particuarly at the start of the game (the galaxy generation process).

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27 Nov 2007, 17:33
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28 Nov 2007, 09:44
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28 Nov 2007, 10:57
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Lol, information overload for Mike today.

On Matress' points, I can add that:

Desalination plant I built didn't have an effect for me either.
Saving game does indeed not store orders, but interestingly stores waypoints. :o


28 Nov 2007, 11:49
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We should abandon those planet utilities it is repetitive and boring micromenagent for every star system. Advanced Irrigation Network in 24th century?
Purification Works? We are going to have Congo, Cameroon or Chad as minors? :roll: :lol:

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28 Nov 2007, 12:06
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I wouldn't call them boring, they're quite creative inventions of Matress'. It is only repetitive if it forces the player to do something every turn, which these buildings do not. Building them is an option, and a valuable one for inhospitable planets. They do make systems with lots of hostile planets and very low growth rates a bit more "usable", instead of just ignoring them and moving on. However, hostile systems often have low population caps too, maybe these structures can raise the cap slightly too? I think having 5% growth wont help much if the population cap is just 20.

But yeah, you're right about the the Advanced Irrigation Network, it doesn't sound sci fi enough :lol:


28 Nov 2007, 12:11
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Huge galaxy in Supremacy has at minimum 2300 star systems :wink:

Can we have one building for all utilities , some kind of "Sustainable Design Center"- responsible for designing physical objects and the built environment to comply with the principles of economic, social, and ecological sustainability. It ranges from the microcosm of designing small objects for everyday use, through to the macrocosm of designing buildings, cities, and the planets's physical surface. It is a growing trend within the fields of landscape architecture and engineering... onee note more, hmm we need graphics for each building, more buildings more graphics :(

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28 Nov 2007, 12:24
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That doesn't sound very trekky either. But you're right some systems can be ignored, you shouldn't find every system inhabited.

I just realised, after thinking about having those structures raise the population cap too, that they are basically the terraforming options, slightly modified and in disguise! Hey MOE you sneaky romulan :twisted: :P

But at least you can queue up your terraforms now ;) I think I prefer it if they stayed in the game.


28 Nov 2007, 12:30
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Yes, sneaky Matress, bad Matress :lol: .

They can stay in game but in other form or way, six same buildings is to much for each new system I' d prefer one buildnig like Terraforming Control Center, you know what i mean building name for now is irrelevant.

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28 Nov 2007, 12:40
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Err as far as i was aware terreforming is still in but just not implemented yet?

Is that correct MStrobel?

Regards Wolfe


28 Nov 2007, 13:23
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28 Nov 2007, 13:55
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