Campaign Map travel lag improvement

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Subitai

Knight at Arms
Ok so I've often read how E1200 is too big for Warband and how people are always looking for ways to reduce the LAG you get when your traveling on the Main Map of the game.

Backstory:
I did some digging around and found some information about reducing the numbers of Bandits in how they spawn. Of course from "TML". :smile:  Basically, that the travel LAG would be reduced if you had less bandits.

So tonite I tried a tweak to reduce the number of bandits in E1200.    I'm going to say that for SURE = there was an improvement.  There was still an occasional very tiny tick here or there but for the most part I could run (travel) long distances with NO lag.  Obviously when the game is thinking or about to announce a major event like "France declaring War on England"...then it might pause for a sec. 

But for sure, in my personal game Travel has been greatly improved! 

Other details
- I want to say that i've tried many of the troubleshooting tips provided in many different LAG FIX posts from all over the forums.  This is the only significant thing that really improved my staggering travel lag in E1200. 
- Of course, I think this is more for people like me who are further along in a campaign  and not really interested in fighting bandits that much anymore.   
- The unfortunate trade off is of course, LESS bandits to fight.  Suks if you're just starting out and you need to fight bandits.

Again my purpose in this was to REDUCE map travel Lag.
Heres the way to change the maximum number of Bandit types spawned

Open up scripts.txt and search for:  spawn_bandits -1

- Once there, the numbers to look at are 2147483678 2 1224979098644774917
That's a less than check, if the total parties on the map is less than (?) when the script is run, it spawns more.

-  There are 4 instances of this number series to look for and it's the numbers in Red right after them:
2147483678 2 1224979098644774917 4 = Marauders
2147483678 2 1224979098644774917 3 = Bandits
2147483678 2 1224979098644774917 2 = Brigands
2147483678 2 1224979098644774917 6 = Looters

If you want to see the actual E1200 lines:
spawn_bandits -1
48 2281 3 1224979098644774912 648518346341351483 648518346341351482 11 1 1224979098644774913 1609 2 1224979098644774914 1224979098644774913 4 0 1073741855 2 1224979098644774914 576460752303423501 1073741855 2 1224979098644774914 576460752303423500 1073741855 2 1224979098644774914 576460752303423499 31 2 1224979098644774914 576460752303423494 2281 3 1224979098644774915 648518346341351424 1224979098644774913 4 0 2147483678 2 1224979098644774912 1224979098644774915 1680 2 1224979098644774916 1224979098644774913 2147483678 2 1224979098644774916 1 1232 1 1224979098644774913 3 0 3 0 3 0 4 0 2310 2 1224979098644774917 576460752303423500 2147483678 2 1224979098644774917 4 1103 1 20 1100 2 648518346341351424 576460752303423500 3 0 4 0 2310 2 1224979098644774917 576460752303423499 2147483678 2 1224979098644774917 3 1103 1 20 1100 2 648518346341351424 576460752303423499 3 0 4 0 2310 2 1224979098644774917 576460752303423501 2147483678 2 1224979098644774917 2 1103 1 20 1100 2 648518346341351424 576460752303423501 3 0 4 0 2310 2 1224979098644774917 576460752303423494 2147483678 2 1224979098644774917 6 1103 1 20 1100 2 648518346341351424 576460752303423494 2133 2 1224979098644774918 72057594037927936 4 0 200 1 504403158265495623 1603 3 1224979098644774918 262144 1 5 0 1603 3 1224979098644774918 262144 0 3 0 3 0

Details:
- What I did was to lower each spawn check to 1.
- You could also put 0 for looters if you didn't want to see them anymore... or whatever you decide. 
- I turned on Cheat Ctrl + T to see how many bandits of ANY type where roaming around. 
- Then I hunted and killed as many of each type I could find.
- After a couple of days only...I noticed very few bandit types available that I could see and a big difference in my travel lag.  I could go LONG distances w/o stuttering. 

Lastly, I do have a decent PC system for running Warband with plenty of ram and a good video card.  But still, I needed this tweak to help me.

* There is also another tweak that could change the spawn time on the bandits...thus making it very rare.  Essentially that might be useful for people with weaker systems that just can't stand the stuttering.  I'll put up my info on that as well if anyone is interested.  I'm still kinda playing with it. :smile:
 
Oh, great, that's a really great idea! Didn't even know there's a tweak about that. And keep in mind, mind you, that Korinov has already decreased the bandit types and spawns quite substantially, compared to Native. But, what can I say - it's a big mod (on a not-so-optimized game), so it's very good if people have the option to reduce the bandits to a minimum, if they wish so. I wonder if it could even be made to be controlled from the camp settings menu...

Subitai said:
* There is also another tweak that could change the spawn time on the bandits...thus making it very rare.  Essentially that might be useful for people with weaker systems that just can't stand the stuttering.  I'll put up my info on that as well if anyone is interested.  I'm still kinda playing with it. :smile:
Aye, that would be a good, fitting addition!
 
Thanks to Taien for mentioning this.  I totally forgot about this. It's been so long since when I very 1st started E1200.  I remember at 1st trying to play with letting the game do the saving for you and thinking DANG this is slow.  So I immediately started a new game, changed that and never looked back.   

I decided to paste his text here so others searching can see it. 

Taien said:
Matiss_Veinbergs said:
Oh, i always gorgot to say that map is glitching up if you soom it out all the way. And theres VERY long transition times between world map, city interfence, dialouge and battle scenes. Is there anyway how to fix it?

My brother had the same problem. It was caused by him playing with "no quitting without saving" which autosaves when you enter towns, battle scenes etc. Try to start a game with quitting without saving enabled.

*** Just to be clear though, the Bandit Adjustment Tweak in my initial post is meant to reduce your overall travel map LAG when you're playing "With the ability to quit without saving".  In other words...the better (Less laggy) option because only the User can control when the game does the saves.
 
I tried this fix and now it crashes before the main menu because of "an unexpected end of file in scripts.txt" any idea what i did wrong?
 
GeneralBacon said:
I tried this fix and now it crashes before the main menu because of "an unexpected end of file in scripts.txt" any idea what i did wrong?

Ok I'll try to help.  1st and as always...as a general rule when using tweaks you always make a back up of your " .txt" file prior to changing stuff.  I hope you at least have that as a back up.  Otherwise I'll give you the text from that section separately or ultimately a new (clean default) .txt file if you really needed it.  :smile:

For reference:
Heres the way to change the maximum number of Bandit types spawned

Open up scripts.txt and search for:  spawn_bandits -1

- Once there, the numbers to look at are 2147483678 2 1224979098644774917
That's a less than check, if the total parties on the map is less than (?) when the script is run, it spawns more.

-  There are 4 instances of this number series to look for and it's the numbers in Red right after them:
2147483678 2 1224979098644774917 4 = Marauders
2147483678 2 1224979098644774917 3 = Bandits
2147483678 2 1224979098644774917 2 = Brigands
2147483678 2 1224979098644774917 6 = Looters

If you want to see the actual E1200 lines:
spawn_bandits -1
48 2281 3 1224979098644774912 648518346341351483 648518346341351482 11 1 1224979098644774913 1609 2 1224979098644774914 1224979098644774913 4 0 1073741855 2 1224979098644774914 576460752303423501 1073741855 2 1224979098644774914 576460752303423500 1073741855 2 1224979098644774914 576460752303423499 31 2 1224979098644774914 576460752303423494 2281 3 1224979098644774915 648518346341351424 1224979098644774913 4 0 2147483678 2 1224979098644774912 1224979098644774915 1680 2 1224979098644774916 1224979098644774913 2147483678 2 1224979098644774916 1 1232 1 1224979098644774913 3 0 3 0 3 0 4 0 2310 2 1224979098644774917 576460752303423500 2147483678 2 1224979098644774917 4 1103 1 20 1100 2 648518346341351424 576460752303423500 3 0 4 0 2310 2 1224979098644774917 576460752303423499 2147483678 2 1224979098644774917 3 1103 1 20 1100 2 648518346341351424 576460752303423499 3 0 4 0 2310 2 1224979098644774917 576460752303423501 2147483678 2 1224979098644774917 2 1103 1 20 1100 2 648518346341351424 576460752303423501 3 0 4 0 2310 2 1224979098644774917 576460752303423494 2147483678 2 1224979098644774917 6 1103 1 20 1100 2 648518346341351424 576460752303423494 2133 2 1224979098644774918 72057594037927936 4 0 200 1 504403158265495623 1603 3 1224979098644774918 262144 1 5 0 1603 3 1224979098644774918 262144 0 3 0 3 0

Details:
- What I did was to lower each spawn check to 1.
- You could also put 0 for looters if you didn't want to see them anymore... or whatever you decide. 
- I turned on Cheat Ctrl + T to see how many bandits of ANY type where roaming around. 
- Then I hunted and killed as many of each type I could find.
- After a couple of days only...I noticed very few bandit types available that I could see and a big difference in my travel lag.  I could go LONG distances w/o stuttering. 

Lastly, I do have a decent PC system for running Warband with plenty of ram and a good video card.  But still, I needed this tweak to help me.

1) I don't know what OS your using or program but i'm just using Win XP and opening the file with "NotePad". 

2)  What exactly did you change?  Easiest way to do the tweak is to open the file, hit Crtl+A (select all), hit Crtl+F (to find "spawn_bandits -1") and then you're at the correct section of lines to edit. 

All you needed to do was change the numbers in RED but make sure you didn't add any spaces.  Just Highlight the number with your cursor and then replace it with your new number.  All they do is dictate how many units will spawn.

Still, make sure you didn't accidentally add any strange characters or spaces. 

So for example, I personally only want 4 Brigands to appear so my file looks like this:
spawn_bandits -1
48 2281 3 1224979098644774912 648518346341351483 648518346341351482 11 1 1224979098644774913 1609 2 1224979098644774914 1224979098644774913 4 0 1073741855 2 1224979098644774914 576460752303423501 1073741855 2 1224979098644774914 576460752303423500 1073741855 2 1224979098644774914 576460752303423499 31 2 1224979098644774914 576460752303423494 2281 3 1224979098644774915 648518346341351424 1224979098644774913 4 0 2147483678 2 1224979098644774912 1224979098644774915 1680 2 1224979098644774916 1224979098644774913 2147483678 2 1224979098644774916 1 1232 1 1224979098644774913 3 0 3 0 3 0 4 0 2310 2 1224979098644774917 576460752303423500 2147483678 2 1224979098644774917 0 1103 1 20 1100 2 648518346341351424 576460752303423500 3 0 4 0 2310 2 1224979098644774917 576460752303423499 2147483678 2 1224979098644774917 0 1103 1 20 1100 2 648518346341351424 576460752303423499 3 0 4 0 2310 2 1224979098644774917 576460752303423501 2147483678 2 1224979098644774917 4 1103 1 20 1100 2 648518346341351424 576460752303423501 3 0 4 0 2310 2 1224979098644774917 576460752303423494 2147483678 2 1224979098644774917 0 1103 1 20 1100 2 648518346341351424 576460752303423494 2133 2 1224979098644774918 72057594037927936 4 0 200 1 504403158265495623 1603 3 1224979098644774918 262144 1 5 0 1603 3 1224979098644774918 262144 0 3 0 3 0
count_mission_casualties_from_agents -1

Again for clarity...I didn't edit anything else except those numbers in RED from their defaults to what I've shown in the spoiler directly above.  Everything works great and every spawn cycle I only get 4 parties of Brigands appear.  I hope this helps...let me know.
 
Sorry for the delay

I didn't make a backup, fool that i am but the only thing i changed was the numbers you specified in your fix. I then tried copy/pasting the script here and removing the highlights and it was the same error
 
AHA! The "2" highlighted in the section of script is the wrong "2"

in the line "2147483678 2 1224979098644774917 2", the first individual 2 is highlighted in red so that's the one i changed. I got it working by instead changing the last 2

Sorry for wasting your time, i'll use my common sense from now on.
 
GeneralBacon said:
AHA! The "2" highlighted in the section of script is the wrong "2"

in the line "2147483678 2 1224979098644774917 2", the first individual 2 is highlighted in red so that's the one i changed. I got it working by instead changing the last 2

Sorry for wasting your time, i'll use my common sense from now on.

HAHA...holy crap! I was just writing you an answer when you just posted this!  Dang I feel dumb, thanks a ton, i'll change that immediately. 

Glad to hear it's working, btw!    :cool:


EDIT ALL FIXED :smile:
 
So I was reading another Mod for clues to help E1200....as I usually do and I came across this:

Could use some tips on graphic settings please

GSanders from the Mod "Empire III" wrote:
so I need to look at simple triggers and move some tasks around, maybe instead of firing every 24 hours I can fire them at 23 hours
      in order to reduce the number of triggers firing at one time.  Some theory:

consider these timers:
[1 hour
  4 hours
  24 hours
  1 week]
there is a moment when all of them go off at the same instant, and demand service.

    If the day was 23 hours, or 25, it wouldn't be a problem.  23 might be a little easier to anticipate than 25
    If a 4 hour timer were instead 5 hours, it wouldn't overlap so nicely with 24 hour events
    if 1 week timers went off 1 week + 1 hour they wouldn't overlap with daily timers so often.
    this is probably the easiest no brainer fix for now...

It gave me an idea to look at the 2 files in E1200.  Simple Triggers.txt and Triggers.txt.

Interesting that I found:

13 instances of 24.000..hours      7 of 1.000..hr  5 or 72.000...hr  & and few instances of 12.000...hour  ect ect. 

Most of which are multiples of 12....so that means some of them may overlap. 

It's purely testing for me at this point, but in an effort to TEST Map Travel Lag.  I  changed 6 of the 24hr cycles to 25 and some of the 12's to 13.

>>>>In my new test game I started in Germany and ran from Magdeburg to Roskilde in Denmark with only one small hiccup.  I then ran to Poznan in Poland again pretty smoothly.    It's really amazing! 

Guys, IMO this is potentially huge!!!  I really, really think i'm onto something here.  "Gsanders" may not see my thanks but he may have just helped us big time.  Thanks to him.


NOTE:  I am also using one of the Tweaks: 
Way to change the maximum number of Bandit types spawned  (Ref # 67b)
** BONUS EFFECT...for me this tweak had the added bonus of improving my main map travel speed.

In my personal game I prefer Brigands, so I put zero for all the rest and just 4 for Brigands.  Meaning every bandit spawn there are only 4 parties of Brigands to fight.  Works great!
 
NikeBG said:
Hey, that's great! Do you also know which trigger does what?

NO, I do not know which triggers are doing what  :oops:

At this point i'm just testing some settings as i described. 

Here is some more interesting INFO:  Tidbit Tuesday: Stochastic Triggers

http://forums.taleworlds.com/index.php/topic,324044.msg7648010.html#msg7648010

Excerpt: 
For this inauguration, I present stochastic triggers, a probabilistic technique for reducing lag. It helps with larger mods, as many triggers require exponentially more processing power as material grows. For example, faction AI requires each faction to consider every other -- an unavoidable nested loop. In Native, with six factions, this meant under forty loops. This is run seventy times to randomize the start for new games, or about 2500 loops. In Brytenwalda, with thirty two factions, the same script looped about 72000 times. Hence the infamous "wait five minutes" message in early versions of that mod....
 
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