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Bagman
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My and my wife just purchased Civ 3 gold and have been playing it on our home TCP/IP Lan, and whether we play "Turn Based" or "Simultaneous Move", each unit takes about 3 seconds before it responds to its command.
It's come to the point that the game has become unbeareable to play due to the excessive amount of time needed to simply move units around.
There is also a delay when selecting items such as cities.
When playing a regular single-player game, everything runs smoothly.
Both systems exceed the reccomendations.
Nothing is wrong with the LAN - works normally with every other game.
My guess is I would have to play around with some .INI file in the civ directory.
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kind
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I even did LAN performance tests and got 94.6 MBit between
both computers.
Did you try the special fast MP scenario which comes with 1.12?
I hoped improvement - but it doesn't work. I get a 'Out of synch message detected. Saving synch file ...' :-(
have a nice X-mas,
Jochen aka kind
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Bagman
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Tried some more tests, this time with 2 1.5gzh laptops, and lo and behold, the SAME THING - albeit the pause between the moves is less noticeable.
I can't believe it.
This is a game that uses nothing but tiled .PNG files and small .FLC animations. It's not DOOM 4.
It **SHOULD NOT BE THIS SLOW, PERIOD**
The screen scrolling SHOULD be as smooth as a baby's butt, instead it's about as chunky as a baby's diaper rash.
Anyhow, I still haven't heard from Atari despite sending them three e-mails.
In any case, I hereby nominate CIV3 for "most bloated code" in 2003.
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addiction
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just want to join the fray.
another victim of the bloated code.
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Cobbunist
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I also have the same problem with Civilization 3 Gold Edition.
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Cobbunist
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They'll probably want us to buy another expansion pack on top of PTW just so that we can have resonable multiplayer
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