I have no expertise in these matters so could any reply as far as possible be in layman terms.
My understanding so far about Empires is that besides your common garden bugs CA did not utilise 64-bit safe coding when programming the game engine. This means as far as I can tell that if your program language is C++ and you are porting this over for 64-bit operating systems you could have issues.
That the rigorous testing of your code during development may not pick up on problems that could arise in a 64-bit environment, 64-bit safe coding has a regime in place that could prevent this.
For example I came across this …...
Low-quality code often contains magic numbers, the mere presence of whose is dangerous. During the migration of the code on the 64-bit platform these magic numbers may make the code inefficient if they participate in calculation of address, objects size or bit operations.
Now a little knowledge is a dangerous thing and I don't know if CA should have anticipated this or if this is just part of a general transition from 32-bit to 64-bit operating systems that we must all go through.
Anyhow is there anyone out there that can perhaps shed a little light on such problems.
My system is a 64-bit and the feeling I have when playing Empires is not one of random game bugs but that the game is struggling to even work on my system full stop.
When you mouse click on the campaign map you may get a slight delay, normally I would simply consider this to be a bug and dismiss it, but I am now wondering is it more related to the game code itself trying to figure out what this mouse click means on a 64-bit operating system.





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