lolMathieu said:… the only drawback is that now your composer needs to make the intro part of your game’s theme song much shorter.
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lolMathieu said:… the only drawback is that now your composer needs to make the intro part of your game’s theme song much shorter.
While your point about the game running slowly is valid, this isn't the entire update, and I seriously doubt they would optimise threading solely for loading times. Not to mention, they specifically mentioned they were going to be working on other areas of performance.Fine, based on the video, Stellaris will start roughly half a real-time-minute faster. Maybe even a whole real-time-minute in some cases ?
I promise that I will be more impressed if the game itself would run faster during its actual play-time so that I wouldn't waste a zillion of real-time-HOURS due to ingame-performance-issues.
As for this point... No. They've been on their summer holidays. They probably really needed it after putting up with us for the past three quarters of a year since their previous one. The past three months they've been relaxing and getting over the trauma of dealing with the fanatical purifiers (us lot of xenocidal monsters) banging on the office doors all year.Have I missed something, but ( altough 3 whole months have already passed again ) this is all for now, right ? So, let me guess that the 3 whole months were actually used for something else ... like new content ... for a new DLC and its update ?
I have the strange feeling, that we will see something Stellaris related on gamescom. The ONL host is called Jeff after all ... o.oJeff will still be there for you!
Hello, I have just read both the forum post and your blog entry and am quite intrigued by the performance enhancement that you have managed to achieve in Stellaris. You have stated that EU4's load up times were negligibly affected, but I have to ask if it is possible to you to run the modified PhysFS program with the MEIOU and Taxes mod, or possibly make the tools public so that we ourselves can test it! The main burden that the mod adds is CPU load, so I am hoping that it may have a similar effect to your work on Stellaris.Hello everyone, this is The French Paradox speaking!
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I'm sorry to be the bearer of bad news, the performance problem won't be solved with incremental improvements, you either attack the problem at it's core and solve it or go around it by changing the design of the game. So it looks like that from what you're writiing here, the performance thread will reach 140 pages or more in the next 5 years (now sits at 71 pages). Thanks but no thanks, can't be bothered...You need to observe a specific AI nation for the skull tooltips to show.
AI (and performance for that matter) are always things we keep in mind. The next patch will contain some tweaks on that topic, as the ones after that too. It's a recurring topic that we work on over time, it's unlikely that there will be the _one_ patch that solves everything at once.
We still have nothing and it's a major problem. Certain of these are not to crazy to fix ... But we don't even have a "WIP" on this or that. No short term vision on the game or the balance. This is a pity.
- Pop growth, (automatic) migration, resettlement simulator lategame, pop micromanagement hell and gene modding problems, having to use an edict to fix pop micromanagement which is locked behind Galactic community and 3 resolutions.
- AI being as stupid as ever while Starnet AI, being developed by 1 modder with less tools than Paradox, made an AI fully capable of managing its economy with 0 economy cheats.
- Automation as in planet and habitat auto-build. Its completely broken and just as stupid as the AI. This feature will kill your economy instead of making lategame bearable. There are no working tools to have the AI reasonably automate the tedious micromanagement for you.
- Crisis AI is broken since 2.2 since the Crisis is too stupid to actually conquer the galaxy. Even worse, the 2.6 patch did focus on Crisis, but Paradox didn't care about fixing whats wrong. Instead they just changed how Crisis targets a player. No one asked for this - instead players asked Paradox to fix the Crisis AI. But Paradox didn't care.
- The game was never designed with colonizing 50, 75, 100+ planet and Habitats. Paradox had to add a x25 Crisis multiplier because of this. (Of course it doesn't help at all because Crisis is broken, see 4.) Quest rewards and science from station was never adjusted for 2.2 science costs and science from station and rewards are quite close to useless in most instances.
- Balance is completely absent. As a quick example: Spiritualists are no match for Materialists, since 2.2. The very recent update was a huge slap in the face for Spiritualists and made them much worse since most Edicts are now permanent -rendering edict cost and edict duration bonuses from Spiritualist Ethic useless. (Makes you facepalm immediately if you think about it, but apparently Paradox did it anyway)
The complaints about loading times aren't as dire as the game performance ones, but i've definitely seem them, they often crop up in the tech support forum.As it stands, I never saw any of your customers complaining about loading times and even if the game took double the amount of time to load right now, without the beta patch I wouldn't care at all. What most of your players care about is how slow it plays near mid game/end game - and forum admins had to even isolate all those posts to a megathread, cause it was all over the place.
I feel like transport handling is probably the weakest bit of the fleet AI today. I have a few beta changes that improve objective selection (avoiding sending fleets on long trips) but it's a bit too early to present and it may not address entirely address that exact issue. That's the trick with AI, while reasonably feasible to make it behave better in one given test case, you always run the risk of making it worse in all the others.OK, so my main fleet is running towards the other end of my space to merge with the single transporter there. OK, that is still dumb but it's not randomly dumb. I abandoned this game months ago and finally have an answer.
I'm afraid that's not how it works. If I could make a script that magically transforms some game logic into something thread friendly, I could probably put a bunch of programmers out of a jobi was wondering if you could make an auto threading script that applies to mods
After playing with both EU4 and Stellaris loading benchmarks, I can give you one right now: try avoiding have lots of small files (like EU4 does with one text file per province). Windows is just terrible at loading those efficiently. My first idea was to "compile" the game text files into one big archive after the first load to speed up subsequent startups, but it would have taken some time to implement safely and wouldn't have benefited Stellaris as much as the other changes I made.it would be cool to see higher interaction between the devteam and modders giving them access to performance metrics. some dos and donts
But that're basically the results of this dd. Anything else is speculation. An improvement of -15, -30 or even -45 seconds ( of loading-times ) would be nice and dandy if the game has to deal with several situations like that ( like in Total-War-games when such a game switches between the campaign-map and battles ), but in Stellaris it's nearly useless once you're in your session.While your point about the game running slowly is valid, this isn't the entire update, and I seriously doubt they would optimise threading solely for loading times.
Sorry, but unlike results, intentions don't impress me anymore.Not to mention, they specifically mentioned they were going to be working on other areas of performance.
Nice.first we developers restart the game a _lot_ during development (think something like 20+ times a day) so that's a huge productivity improvement for us.