When multiple messages are generated on a single tick, you are presented with
the first one and the next is put on a back log list which will be picked from
on the next tick. To give an example, if on the exact same tick you had 10
people die, it will require the game to run for at least 10 ticks before you
finally see the last death message. I say at least, because other messages
could also have been piling up before the people died to begin with. When you
have such a monstrous population, there is going to be a huge back log of
messages since there are so many people doing things. One solution is to
disable as many message types as you can do without, and the other solution is
to pause the game often and press the guave/tilde (~) key to pull the next back
logged message out to be read.
> I'm trying a different strategy this time when I'm playing
> Mission Three of Castaways. I have more than a hundred
> people and I suspect this is the cause of my problem.
> Often times, a persons status-mother or worker or ailing
> verses healthy-is different than recent messages would
> indicate. I also don't get messages other players send
> to me for a long time.
> Is there a way to fix this or to go to the end of all of my
> I have the game speed set to Blazing and that doesn't fix
> the problem. Thanks for any help.
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