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#1 |
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Emperor
Join Date: Jun 2007
Posts: 1,453
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While I can play with very big maps in vanilla, I should not do this with my mod. It's just way to slow in later eras.
Does anybody know what is causing longer round times in mods? Mod Comps in my mod: BUG Mod, Better BTS AI and tons of new unit classes, leaders, ... Last edited by Cybah; Jul 18, 2009 at 06:25 AM. |
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#2 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Better AI becomes more computer resource demanding in later eras, as there is more logic to run through for all the units. Also the poly counts of the models for your custom units start to make a huge difference, this is why I've limited the models to 2000 polys in LoR. Finally the BUG PLE (plot list enhancement) code is pretty unwieldy and can cause slowdown if there are large stacks present for the human player. So the best way to improve performance for your mod would be to sack all the high poly models you are using, and disable the PLE in the BUG options.
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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