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报告翻译问题
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1891758612
They changed a lot of stuff with the goal that the amount of calculations needed for the pops is reduced to a minimum. Next to minimizing the numbers of pops and ships, of course. I don't know the interal specifis of that mod, but you could easily play until the late game without any lagging. They unfortunately stopped developing after 2.6 ...
@tmaekler Ahh ok, I'll see what I can do but thanks and have a good day :)
In addition to that, AI Pop Fix does not compatible well with trade value in several ways.
- Trade value become valueless: less POP means also less trade value, and POP resource production bonus does not have an effect on trade value. In the latter of the game, when AI Pop Fix become its peak, the share of trade value in the entire economy inevitably decreases. An explicit boost of trade value to compensate for this may be necessary.
- The valueless trade value still cause lag: because it mainly affected by how many trade routes with trade value >0, not overall trade value or it's worth. Although the 2.8.1 patch mitigate this problem by dividing the calculation requirement by 7, Infini7ϵ (the original author of !! 00 Performance Plus) believes that it still cause lag equal to 10,000 (10K) POPs
"Update trade routes every 7 days instead of every day." - https://forum.paradoxplaza.com/forum/threads/dev-team-2-8-1-patch-released-checksum-dfce.1443323/
"And as I tested before, I found trade route cause calculation pressure as much as 10000 pops, although PDX has changed it to once a week." - Infini7ϵ [작성자] 7 FEB 2021, 4:47 p.m. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1990646390 -
To resolve such problems, replacing the trading system entirely like ! Infinite Late Game Booster ! https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2411756240 is needed.
Maybe it better to ask permission to adopt some of Infinite Late Game Booster's system to this MOD, or start collaborating with 陰魂不散の鼬子* with these kind of matters.
*陰魂不散の鼬子: The successor of Infini7ϵ in matter of Stellaris modding, after the unfortunate hacking issue of his MODs.
@Droiyan7 (Yi, JoonHo) Thanks for the info, nicely detailed and all :D. Trade routes is definitely a factor I seem to have over looked in relation to pops. I will fix that up and add appreciate buffs to resolve this issue. Collaborating might be an option but it seems that she has already used a lot of the stuff that is in this mod; plus I'm out of further ideas at the moment. The trade routes issue is interesting though, didn't know there was still an issue. I'll look into it to see what can be done maybe without replacing it (will see).
Maybe if possible, reduce job assigning calculations to once per month?
Also, too many Hyper Relays slows down game because of added complexity to path finding.
@denizudk I can definitely do something about the hyper relays but reducing job assignment is impossible I think but I'll see if I can do something similar. Thanks for your observations!
@RegiZero Thanks for the answers. While I have some mods with PDX games, they are pretty basic. I also don't know what is hardcoded or not.
Also After further tests, I correct myself and say that the reason my game slows down is Hyper Relays. PDX really screwed it's path finding calculations.
It should be really similar to normal hyperlane path finding.
While in beginning, with too few hyper relays around there must be an additional calculation, It can be really reduced if you changed calculations to normal path finding if they exist in every system between current and target destination.
I had to spend hours to test the current system and if you control all the systems in galaxy, it still slows down the game, despite the fact that once every system has it, the path finding system must use same computer power as same as normal hyperlanes.
@denizudk Cool, thanks for sharing the test results. I can't do anything about path fining so the best bet here would be just disabling hyper relays I think. I'll of course make that optional but that seems like the best solution unless I'm missing something XD. Thanks!
@WeepingDiscord Hmm, I can probably do some kind of conversion so there is less fleets but the AI being still as powerful. I'll see what I can do in the next update :)