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Old December 1st, 2006, 12:44 PM
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Default Re: SEV: Taking me to the edge of sanity

Quote:
Arralen said:
But there's an easy solution to this:
Atm, the AI programming is still following the concepts of the '80 .. but instead of giving the AI only some seconds to "think" between the player hitting the "end turn" button and him eagerly awaiting the results of his orders, the AI(s) should do its(their) turn(s) while the player does his.

I'm not sure really this would make as much of a difference as you would think. I can't say for sure with SE5, but I know with SEIV and simultaneous turn processing games on PBW large games can take a lot of time to process even when there are no AI involved. I think that at least with SEIV the amount of time it takes for the AI to make up it's mind what to do is small compared to the time it takes for the game mechanics to carry out those orders. And a lot of decisions, like combat, can't be made until the game is actually processing because what the AI does is dependant on what the players around it do.
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Old December 1st, 2006, 01:23 PM
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Default 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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Old December 1st, 2006, 01:50 PM
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Default Re: SEV: Taking me to the edge of sanity

It speeds things up for the player since only 1 movement order a time is taken - but the individual AIs wouldn't be doing this and that's a bigger source of slowness.
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