About lag - I made some test to localize the source of the problem: is it the mod structure, units, errors, whatever?
Here are the results from different mods I played during tests.
The
conclusion is that FPS (frame per seconds as reported by my FRAPS 3.5.9)
CAN be changed in mod.
It's just the matter of items lying on the table (star map). In standard scenario
Operation Shadow Hand it was 8 FPS max at start, but after removing a LOT of things (independent space forces, rebel and imperial starfighters) it raised to 29 FPS!
And now the game appeared to be playable
PS: I will try to test it again to remove only necessary things and post my results later.
FRAPS statistics
1. Thrawn's Revenge v2 - 91 planets 38 average FPS (week 1)
2. Absolute Corruption Mod 2.4 - 66 planets 93 average FPS (week 1)
3. Alliance 2.3X - 116 planets 58 average FPS (week 1) and 38 (week 7)
4. CLONE WARS mod v4 - 60 planets 36 average FPS (week 1)
5. FoC Realistic Galactic Civil War v1 - 55 planets 48 average FPS (week 1)
6. AotR 2.5 Beta - 92 planets average FPS 26 (week 115)
7. Republic at War - 70 planets 48 average FPS (week 1) and 38 (week 7)
8. Mod Strategic Improvement v0.95c - 196 planets 8-38 average FPS (week 1), 147 planets 14-28 FPS (week 1)
9. Phoenix Rising v1.1. 35 planets 60 average FPS (week 46 won campaign Shadow Hand, only remnants of oposition, and no lag)
10. Phoenix Rising v1.1. 37 planets 20 average FPS (week 54 won campaign Core Worlds, many independent worlds left intact)
11. Phoenix Rising
v1.1. 35 planets
42 average FPS (week 1 campaign Shadow Hand start)
12. Phoenix Rising
v1.2. 56 planets
4-8 average FPS (week 1 campaign Shadow Hand start)
13. Phoenix Rising v1.2. 65 planets 6-10 average FPS (week 1 campaign Thrawn's Offensive start)
14. Phoenix Rising
v1.2+. 56 planets
29 average FPS (week 1 campaign Shadow Hand start AFTER removing forces)
PS (07.10): unfortunately during next tests speed drops to 18 FPS and there were temporarily frozen moments (0-4 FPS).
Edited by Hanti, 07 October 2012 - 08:17 PM.