Work/school zergswarms and game performance

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Chukertuc:
I`ve used the toilet and now the game works great!  ;D

ramseyazad:
Congratulations?

twallan:
Quote from: Chukertuc on 2009 August 02, 22:49:27

I`ve used the toilet and now the game works great!  ;D


Oh yes, that could be taken so very wrong. :)

Glad to hear that a future edition of AwesomeMod will implement car monitoring.  One to rule them all!

Good Day. :)

JBoat:
Just a note that the work I've been doing regarding sim routing/pathing has taken a turn (not a u-turn).  :)  I'll be sending Pes all my findings so far, since he's doing work on his own to resolve sim pathing issues and rabbit holes.  Essentially I won't be producing a separate mod with XML tweaks unless I believe that the AM values can benefit from new ones.

DuchessOfKvetch:
One does wonder why these problems only happen to a fraction of the user base; it seems to be more mucking-up of existing games/towns, though. I went ahead and started up an entirely new game post-patch, with the new Indie Stone and core Awesome mod - and no issues - YET.

I wonder how much actual testing EA does with saved towns with an actual "history". Are these slowdown/clusterfuck conditions also happening mainly to those who've accumulated a number of "active" households over time, and/or with multiple sacred households? Or are the non-modded Sims players getting farked games too?

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