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do not for any reason unsubscribe from this mod, it is essential for you to play the fucking game at all
I am running 2.2.4b and the lag at 2260 is almost impossible to deal with.
8 seconds per day, 3 second pause before each day runs.
After installing this mod again, im down to 5-6 seconds a day, and 1-2 second pause.
Thats a 25% increase in performance.
*praises worm*
To answer your question. I am using this autoexplore mod.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1394094004
Thanks for your work on this mod. Guess I don't need it anymore with the recent fixes, but your mod allowed me to at least enjoy the game to a degree. Appreciated!
###################
# Performance
###################
* Performance improvement when computing pop factions
* Performance improvement on modifiers using a hybrid array
* Threaded some fleet calculations
* More pops threading for better performance
* Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates
* Optimization: Improved job counting
* Parallelized fleet looking for combat for slight performance increase
* Added more threading to planet handling
* Optimized population calculations some more, reduced unnecessary calculations
* Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists
* Adjusted amount of extra rendering for micro and daily ticks
That's not good. Did this occur just after the update? Also, by chance are you using a mod which grants the automatic exploration technology on start?
On another note the 2.2.4 beta is doing wonders for me in regard to performance.
Another person reported that bug as well a while back. It's likely a mod conflict (I no longer use Ultimate Technologies and have yet to encounter this). I'll just go ahead and remove support for Ultimate Technologies Ver.2.2 and create a separate patch for it later.
Yeah I get what you mean. Unfortunately, the removal of trade lag only eliminates the huge spikes you get on daily ticks. So while this mod massively reduces late-game lag, half of a billion is still 500 million if you get my drift. There's just so much lag in the late game in general that even cleaving out the trade range lag only does so much. Fortunately, the Paradox team did mention they were working on performance so I think it'll be a matter of time before it's all worked out. Having said that, performance optimizations are probably as much of a pain to work on as AI (if not more so), so I wouldn't put an ETA on it.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-were-back.1144790/
I'm not sure if that's how it works though. And now I'm terrified of reaching late game in my run since I have 100+ mods (and all "essential"!) until I find a solution for this.
Judging from what I'm reading on his mod description, both mods seem to do the same thing using completely different methods. Having said that, his method doesn't address protection range.
Frankly I don't see how his method could work since it jacks up collection range to an arbitrarily high number (this mod does the opposite and removes collection and protection range from modules entirely); however, if it works that's all that matters. If anything, I'm now more puzzled as to the actual cause of the lag if his mod works as well (unless what happens with a collection range as high as he sets causes an overflow and the collection range becomes 0 or something weird).
To answer your question in short, no. The mods are not compatible.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1617956114
Lmao glad it's working for you!
@eldiabs
Updated with built-in support for the mod; let me know if I missed anything.
@Elaine!
Unfortunately I'm actually in the same camp where my own mod doesn't help with my peformance anymore (having said that I haven't tested it just yet without Glavius's AI mod which apparently contributes very heavily to the lag).
@Cousin Avi
Trade Hubs Lite is now available here: https://sp.zhabite.com/sharedfiles/filedetails/?id=1626502868
https://sp.zhabite.com/sharedfiles/filedetails/?id=1613766846
Looks like the heavy modules add protection ranges...probably some other modules too.
It adds up to a 60% trade buff on tradeworlds and the bonus is insane currently. You can also collect any and every trade value in your border as we no longer have to worry about collection mechanics so the 5% bonus is compensating for a non-issue.
I don't like to be one of those guys demanding x and y from mod makers but it would be nice if the mod was not imbalanced too :)
Appreciate what he's trying to do, but I just couldn't deal with playing a game only to realize something he changed in the middle of the night broke something. Pretty sure I'm in the minority. Honestly, I think pdx is going to be the only ones that can fix their ai due to the massive changes this 2.2 update brought about. Not holding my breath, so I just use the difficulty mod and crank the ai's resources WAYYY up. That way whatever they can't figure out how to build doesn't matter and they are swimming in free resources regardless with an increasing percentage added every 4 years to keep things going. At least now I have large fleet battles, and am not surrounded by pathetic empires. ;]
Oh my god that's amazing thank you lol
@eldiabs
Huh.. I wonder if that's why my MP game became near unplayable .-. Quite a shame, since his mod really improves the game.
Related to what Force said (specifically about version numbers):
If you set the version number as 2.2.* (the asterisk at the end is key), it doesn't specify the last digit and it won't get flagged by the launcher as being out of date after every minor patch (only the first two digits seem to matter for most mods). Not only does this mean you won't have to hassle with updating this mod after every minor update, but you also won't hear the inevitable flood of questions and requests of "does this mod still work?" and "can you please update?". :)
I do the same with my mods and it is one hell of a time saver.
This mod, however works just fine. Zero issues.
If the author does not know this, did anyone try these 2 mods together?
Also, the description says it works with 2.2.X but the launcher says that it does not work with 2.2.3, I am confused now, does it work with the beta branch or not?
I only have one minor complaint and that is the station icons... My god... so many. I'm seeing station icons in my sleep now. Lol! Is there any possible way to still have this mod function without having station icons on every single star? I'm finding it much more difficult to pick out the reinforced srabases from the sea of icons. Is there any way to at least toggle them off maybe?
I think overall, there's just many pain points added by 2.2 that decreases performance.
TFW's Bunch of Ship Parts compatible version released here: https://sp.zhabite.com/sharedfiles/filedetails/?id=1618560543
It is standalone and should not be used with the main mod.
Defense platforms are buildable on outposts; equipping them with strike craft and building a few of them along trade routes removes the need for patrols. Strike craft were given piracy suppression to alleviate the burden due to the removal of trade protection range. Alternatively, ships designed as carriers are extremely effective patrol ships. Piracy suppression values are in the change log.
@Rosth
Deleting the "tprpf_starbase_levels.txt" file will prevent outposts icons from showing on the galaxy map. As the trade "map mode" is actually just a map filter, I don't think it's possible to have the outpost icons show only when it is enabled. As I will be back at my main computer tomorrow, I'll try to see if I can create an empire edict to toggle the icons at will.
@brucethemoose
That's odd, I'll do some testing with TFW's Bunch of Ship Parts. I may just have to release a separate version of the mod to accomodate that.
Relax, pal.
I had a 30 planet empire and it was slow. I used the console to switch to a smaller AI empire (around 10 planets) and the game sped up like crazy. The year was around 2560. So it has to be the UI. Just my two cents.
I only did it to the problematic systems, not all systems (seriously, that'd be tedius af). It fixed CTDs and freezes from invalid routes, which was the problem I had. It shouldn't have any impact on performance at all, nor does it cause a "massive calc". I'm not completely sure, but it seems like the AI simply routes everything straight to the capital anyway.
TL:DR (should have specified on the comment bellow I guess, sorry about that)
> This is to fix CTD's & freezes from invalid trade routes. NOT related to performance.