Teg_Navanis
King
- Joined
- Jan 21, 2006
- Messages
- 737
Yay, I fixed the high scores!
It now runs smoothly in most cases. If you lose a unit that has all (or most) high scores and you have hundreds of units (which is an unlikely combination), it may take a few seconds to calculate the best remaining units. In all other cases, the performance is not slowed down by having many units (well, having more units will of course always be slower, but not because of Unit Statistics
)
I removed the transport high scores though. they took too much system resources when moving and are not that interesting after all...
It now runs smoothly in most cases. If you lose a unit that has all (or most) high scores and you have hundreds of units (which is an unlikely combination), it may take a few seconds to calculate the best remaining units. In all other cases, the performance is not slowed down by having many units (well, having more units will of course always be slower, but not because of Unit Statistics

I removed the transport high scores though. they took too much system resources when moving and are not that interesting after all...