REVISION 41D NOW IN THE EXPERIMENTAL BUILD

Discussion in 'Clockwork Empires General' started by Nicholas, Jul 31, 2015.

  1. Alephred

    Alephred Royal Archivist for Queen And Empire

    I should mention that I splashed out on my new rig. It can run the latest Batman game adequately.

    Corollary: if your computer can run Batman: Arkham Knight, it will be able to open the Work Crew menu without experiencing lag.
     
  2. Bluebird

    Bluebird Member

    All the recent saves I sent have major lag in menu : i7-3970 with 16Gb RAM, GTX 970
     
  3. Nicholas

    Nicholas Technology Director Staff Member

    Alright, I'll take a look tomorrow morning and see what's going on.
     
    Bluebird likes this.
  4. Nicholas

    Nicholas Technology Director Staff Member

    Bluebird: checked your save, it runs fine on my home machine (yes, I have insomnia); my box here is, uh, an i7-4770k 16 GB of RAM and a GeForce GTX 770. So, I actually have a worse video card (but I guess a slightly better CPU.)

    So this is a mystery. I'm going to profile just the work crew menu to see if I can figure out what's going on because... huh, I dunno. I was wondering if it was AMD drivers, or something else, but our machines are VERY close.

    I don't suppose the problems go away if you reload the save game?
     
  5. Nicholas

    Nicholas Technology Director Staff Member

    Oh neat! Okay, I got it now. Gimme a few minutes.
     
    Retrospecialist and Bluebird like this.
  6. Wolg

    Wolg Member

    It might actually be worse than this.

    For the kitchen work crew, I enable hauling only. For all other work crews on workshops, I enable everything bar hunting.

    I believe I've just witnessed the crews change their job filters behind my back (i.e. not when assigned to a workshop). :(
     
  7. Bluebird

    Bluebird Member

    <grin> Lack of sleep causes hallucinations .....

    In answer to your question, the lag does go away for a very short time before returning. However, sounds like you might have seen the errant bugget. Nasty critters those that infect only customer code and never dev machines. We have them often!
     
  8. Bluebird

    Bluebird Member

    Yup - had this a fair few times, forgot to report it. You can enable options only for them to all be disabled a while alter - and often on a crew you have not touched in ages.
     
  9. I also have lagging when 25+ colonists. I do have a creaking i5/2700K (not overclocked) and a 560ti so don't expect much :)

    Lagging can be bad when ordering work crews and have to keep opening and closing often and making just a couple of orders each time or the lag gets is more of a slow crawl. All ok once window is closed.
     
  10. Tikigod

    Tikigod Member

    Great news, fingers crossed for the next experimental build then? :)
     
  11. Alephred

    Alephred Royal Archivist for Queen And Empire

    I concur - periodically, the Work Crew job filters will all reset to 'everything disallowed' for no obvious reason.
     
  12. Lochar

    Lochar Member

    so far for this build I have reported in steam:

    1. Reloads wipes out the work crew assignments/ buried bodies (reassigning will reattach the zoom to workspace icon, but be wary of do this with barracks it wipes their training back to militia)
    2, Chapel doesn't seem to work, they will do a 1vs1 confession but other than that no one shows up
    3. Colonists decide to take it on themselves to wander into a bandit camp for a return goods job that isn't in job list and have to forbid large area and pray you got the right camp.
    4. Milita trained overseers only seem to get to footsoldiers and cant use rally button.
    5. Not sure what build this started but they Workshops seems obessed with completed first task regardless if have the item. Only seems to be an issue when using the minimum amount icon. Ex: I have 10 min copper bars to smelt, ran out at 9 and they wont smelt iron until I remove from list and cancel the job. With kitchen this is deadly.
    6. I see he may have found slowdown issue so wont recap that but yeah I get it too, been just pausing game when I want to open work crew.
    7. Now sure if previous script errors are the cause but after awhile butching for the large horn cattle seems to stop,
    8. Still have NPC's that just loiter for ages. they are not frozen as some go back and forth but they wont leave either. Possibly to the unknown script erros I have accumalted.

    still trying to figure out the opimal farm plot, right now I have too many small plots and barely keeping up with 60+ colonists.
     
  13. unlimited Farm Plots with limited work crews would have some use if overseers could learn beyond 'not terrible'
     
  14. Bluebird

    Bluebird Member

    Farming seems to have issues - had more than a few fields go to ruin despite loads of workers allocated. Perhaps the crops failing message should trigger action by any workers with farming enabled. Even better if we could manually pick up a worker and drop them where we want things to be done :)
     
  15. Olek

    Olek Member

    I would really prefer it if we could allocate an overseer to a farm in the same fashion we allocate them to Workshops.
     
  16. Yes. Especially when you have a dedicated, staffed farming team with farming skill and you thoughtlessly assign them to a workshop, or a new overseer with farming enabled joins and starts farming your large space with terrible skill and no team.
     
  17. Lochar

    Lochar Member


    I thought about this as well but if you don't make a huge plot, it would be a waste of an overseer. Like Bluebird I have had plots go back and I even allocated about 4-5 overseers with max help to do nothing but farm and yet they go idle a lot and seems a field gets spoiled.

    Maybe farming needs to be treated differently than the other workshops. In that you can assign more than 1 overseer and they will do the farming of any plots, the toggles don't always seem to be cutting it but maybe they would if game was running perfectly.

    Also with the way they nerfed the production amounts the size has me still not sure how big of a plot is too big to maintain vs giving enough yeld to field my folks. seems only 1 overseer can work on 1 plot so even a 4 man team would take awhile to work too large a plot. Maybe any "space" that needs to be worked would grab an overseer rather than a plot itself. If that makes sense
     
  18. Samut

    Samut Member

    I love the bigger fields, and they would work fine if Gaslamp didn't also reduce the maximum crew size from nine to three. The smaller workcrews are going to make it impossible to emulate a large industrial colony unless they also add the ability for multiple workcrews to work the same jobs simultaneously, and I don't recall any mention of that even being a goal.
     
  19. Drumhead

    Drumhead Member

    Pretty sure it has to do with new overseer arrival events. That's all I have been able to deduce.
     
  20. Drumhead

    Drumhead Member

    Perhaps an "office" style job for farmers, much like the naturalist job. Have a tool shed/barn/mill/whatever, assign a work crew to it, that work crew gets "farming" jobs. Make it a small building so you can build a bunch without too much effort.