jokerman Posted December 1, 2006 Share Posted December 1, 2006 Hi all, Im new to this thread so indulge me. Has anyone else noticed slowdown on the larger campaigns?. This never used to happen at all on SC1. Is it normal {long waits while the A.I is thinking. Link to comment Share on other sites More sharing options...
Thrawn78 Posted December 1, 2006 Share Posted December 1, 2006 hello, you are right, on the larger campaigns the AI needs more time - I think it is cause the AI have to check more places/battlefields. Cause i.e. in my campaign there are just a few more scripts and the AI needs quiet 4-5 time as in original game to think - but I am sure, Hubert will improve that Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 2, 2006 Share Posted December 2, 2006 Thraw78, as mentioned in the MODS forum this is essentially a path finding issue... more units and more distances causes problems to speed. Something I will be looking into though. Link to comment Share on other sites More sharing options...
jokerman Posted December 2, 2006 Author Share Posted December 2, 2006 HI Guys, Thank you for you very prompt replies. Great website, Great games what more can i say. Just played Ardennes battle and kicked butt "I AM THE MASTER." Might try it on the next level up now {he he he.} Mark of a great game is time just flies. Loving it. Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 4, 2006 Share Posted December 4, 2006 Just an update on the path finding slow down, I recently improved two path finding algorithms, one of them I had always wanted to improve since SC1 since I noticed long distances and naval unit movement was always too slow, and when testing against Thrawn's campaign, the normal first Allied turn (on my computer) takes about 8 minutes to play out... where with this improved path finding algorithm as well as a new DEBUGANIMATION option that when enabled skips most AI animation, it shortens this down to about 3 minutes. Before the path finding algorithm improvement and with DEBUGANIMATION it was about 5 minutes for that particular turn. I'll have this available for the testers soon and will report back on how it holds up Hubert Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 4, 2006 Share Posted December 4, 2006 Jokerman, glad to hear you like the game Link to comment Share on other sites More sharing options...
n0kn0k Posted December 4, 2006 Share Posted December 4, 2006 That's great news, my poor pc at work will work so much nicer now Link to comment Share on other sites More sharing options...
ChrisND Posted December 5, 2006 Share Posted December 5, 2006 This is very good news, as some of my scenarios are crippled and almost unplayable because of the AI turn lengths. Link to comment Share on other sites More sharing options...
fantomas Posted December 5, 2006 Share Posted December 5, 2006 Hubert, hope you will include this new path in new patch Link to comment Share on other sites More sharing options...
Night Posted December 5, 2006 Share Posted December 5, 2006 Definatly needed Is it possible to use real military orginization to speed the planning of AI turns? I.E. If 2 corps, 1 army, and a tank group were/are all part of General Pattons Attack force, would it be possible for the A.I. to think of objectives for HIM insted of each unit itself? In other words assign tasks/objectives to groupings of units that have an overall goal insted of individual units sent to complete the same goal. Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 5, 2006 Share Posted December 5, 2006 Night, goal positions are already assigned to groups of units Link to comment Share on other sites More sharing options...
borsook Posted December 6, 2006 Share Posted December 6, 2006 This is really needed... Currently on my PC (2.2 GHZ) Thrawn's scenario is almost unplayble... it reminds of playing Conquest of the New World on Pentium 120... Link to comment Share on other sites More sharing options...
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