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Old August 26th, 2010, 11:21 AM
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Default Re: serious slowdowns on some maps

Quote:
Originally Posted by francoisD View Post
so to conclude, trees eat memory?

because so far i never noticed any problem...
PATHFINDING will eat memory as the AI decides which way to go. The more difficult terrain on the map, the larger the map, and the more enemy units to pathfind with - the more time it will take, naturally.

A map consisting largely of clear & open terrain - will not require much pathfinding.

So - you have a large AI force, on a large map stuffed with bad terrain - naturally more CPU will be required to process the AI force.

And your computer will make a difference in number crunching - a test game on my new (5 year old) Dell with single core P300 and 1 GB of RAM, takes a minute. On the 12 year old W98 box with a P120 and 256MB, it will take 10-15 or so minutes to process an AI turn of the same sort of size (map and force). My little netbook with a weedy Atom processor but a gigabyte of RAM takes 3 or 4. RAM is likely to be the main need since each unit is making a path list of its own. An AI helicopter unit will not require much CPU (all moves the same cost) - but will require more bytes to store its paths (and will test more potential target movement hexes = more bytes).

Also - AI formations a long way from contact will generate a formation march path to handle larger movements. each HQ may well need a lot of pathing of a large chunk of the map to find a way round a load of mud, trees, a river cross the map etc. So larger maps will generate much more AI pathfinding calculations - the more nasty terrain, the more it will need.

Andy
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