fantomas Posted December 2, 2006 Share Posted December 2, 2006 By working on my mod Falklands War, I noticed that the slowness of AI was proportional among naval units which it has to administer. The more naval units AI has to be administered, the more it plays slowly (and this situation becomes fast boring : waiting More than 5 minutes his turn is too long...). Less AI has naval units, and more fast AI plays his turn. I suppose that is due to the calculation of the field of vision of units and to the calculation of the movement. Hubert, do you think it would be possible to find a solution of this "naval problem " ? Due to this problem, I have to abolish argentin naval units of my mods : AI took more than 6/7 minutes to play his turn ! :eek: I think that a "Pacific Campaign 1941-1945 would have exactly the same problem, due to the fact it would need a great quantity of naval units... 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted December 2, 2006 Share Posted December 2, 2006 Essentially a path finding issue... more units and more distances causes problems to speed. Something I will be looking into though. 0 Quote Link to comment Share on other sites More sharing options...
fantomas Posted December 3, 2006 Author Share Posted December 3, 2006 Thanks For Argentin air-naval attacks, I founded a little tip. To reconquer Falklands will not be a "pleasure week-end" for British expeditionnary forces... 0 Quote Link to comment Share on other sites More sharing options...
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