![]() ![]() 4 seconds ), Eu3 takes under 2 seconds to process A MONTH (seriously, game is so fast I lack reflexes to pause on events on time!). HoI3 takes under 2 seconds to process a whole day (pre-war, later it will probably be like. Both games run like 5 times faster compared to my good old AM2. To let everyone know: I got my i5 and other stuff that comes with it (new mobo, new ram, new hard drive and so on) and tested Eu3 and Hoi3. Don't hassle devs! (at least not too much) ![]() ![]() Good posts in here (all except flaming ). This would seem to my poor EE oriented brain point even stronger towards "designed in" architecture requirement. A command processor taking care of the accumulated commands from scripts which get processed "at end of the turn". Command queue system should help with contention issues as you're not writing to the shared memory. With the Lua scripts its appears more tricky, as I said before. With the UI there's just the one operator, which is glacially moving meatbag that can hardly move in less than 100ms! In fact having reasonable command queue system would seem to me to be the prerequisite of any multi-threaded operation in any case. I'm sure there is graceful way to handle that, such as simply stopping an army from changing province as long as it's selected or maybe stopping you from issuing any commands if the army is due to change province next time segment. The worst that could happen to my mind would be that the army has moved from one province to another between mouse click and execution. And there's the command delay in any case so you can't just make an army stop and issue new orders just like that. If you're concerned, you are going to pause the game anyways. Considering this is not exactly a "twitch" game, it's hardly fatal having asynchronous command queue. ![]()
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