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Re: how to speed up "only" enemy turns?[message #364637 is a reply to message #362971]
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Tue, 10 May 2022 19:29 
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Robsoie |
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Messages:5
Registered:April 2007 |
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Thank you for pointing this !
I tried by halving this ms_per_time_slice value (from 10 to 5)
It improve a lot the AI turns that were sometime atrociously slow (those battle in Alma were really annoyingly slow due to the AI turn taking forever) in some busy environment (especially with some AI deadlocking time).
I wish there was a "AI turn speed" setting instead that global ms_per_time_slice as the unfortunate side effect is that it speeds up even the real time movements that weren't bad by themselves. I hope that's some option that will appears at some point of development.
[Updated on: Tue, 10 May 2022 19:30] Report message to a moderator
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Re: how to speed up "only" enemy turns?[message #364649 is a reply to message #364647]
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Thu, 19 May 2022 01:20 
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Robsoie |
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Messages:5
Registered:April 2007 |
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Sadly while those settings works truly great they don't seem to help with stracciatella problems with AI deadlock as i see a -lot- of "aborting AI deadlock" and "breaking AI deadlock" entrance in the log during nearly every battles , it seems that as long as there's any kind of obstacle or a house, those AI deadlock will multiply (some of the battles i had in several of the towns were taking incredibly long due to that).
Wouldn't be that a problem if everytime such a deadlock happened it would not freeze the game for near a dozen of seconds. I wish there was a setting somewhere that would allow you to lower the amount of seconds (during which the pathfinding is failing) of those waiting time until stracciatella decide to break the AI deadlock so it would be shorter.
[Updated on: Thu, 19 May 2022 01:22] Report message to a moderator
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