Quote:
Originally Posted by stl jason
just ran through a season of a promotion/relegation league I'm tinkering with to time how long an off-season takes (minus the time it takes me to manually move teams up/down); and it took about a second per day to run from Dec 6 (day after the 1st year player draft) up to the start of spring training (took about 15-20 seconds to go from Dec 31 to Jan 1 with year-end stuff). I'm 8 seasons into it, so not quite up to the 14 you have, but not that far behind all things considered.
There are times where I'll get a "(not responding)" for the program and it'll sit there for a few minutes, but eventually it continues on (not sure if that's with the program itself, or something on my machine, but the added time doesn't really bother me as long as it manages to get past it on its own).
(league setup is 5 leagues with 24 teams each; so 120 total teams; no minors, just reserve rosters. I'm also using reserve clause rules, so other than a handful of trades, there isn't a lot of player movement/free agents/etc, so I'm sure that helps as well).
|
Your computer is faster then mine. I'm getting roughly 3-5 seconds a in-season day and roughly 7-10 seconds each off-season day. Like I said it's not bad but if I'm going to be adding another 68 teams it's going to get slow.
I do 100% believe the game could use some optimization. Even with my limited XML and coding knowledge I've seen things that are erroneous and probably could be removed without issue. Not a knock on the game, BTW, it happens as game databases get older and coding gets more streamlined and line complex. If the game were created today you'd probably get the same game 75-80 of the code length.