Re: SEV: Taking me to the edge of sanity
Come to think of it, it appears to me (without testing) that longer paths have much higher processing time. It appears that if you break up a long path into multiple steps using multiple "move to" orders, you can achieve the same thing but now the pathing routine just calculates up to the next "move to" point instead of the destination. Thus this should cut down processing time for pathing. I have been doing this and it seems to improve turn processing time. The bad thing is that this method kinda makes waypoints useless. More testing required to confirm.
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Slick.
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