View Full Version : Large missions = slow AI
I've written a mission for a campaign, I like how it works, but the AI is taking a very long time to play it's turn.
It is a fairly large mission, but no bigger than some of the larger missions in infestation. Blip-rate 2 per turn, size 1-3.
It might be because there is a sealed room that splits the layout into two, with 4 marine-only doors. One part of the mission is on one side of the room, then the marines have to open the doors and enter the second section, probably closing the doors behind them. I think maybe it's taking the AI a long time to calculate it's moves because of this.
I could split the mission into two separate missions, but is plays really good tactically the way it is, and would rather not change it.
A copy of the map file, if you may?
I've tested really large missions with no problems for the AI in AA to calculate paths. Is the AI hub network correct and complete?
Strange, lol, I thought I'd edited that post, must have hit the wrong button!
I've decided to change the mission, split it into two, it was rather long, over 40 turns to complete.
But, I would be interested to know about the original layout and why the AI was taking so long. I still have a copy of that map.
As far as I can tell, the AI hubs are fine, link up well and completely.
The thing is, it is a mission for my multi-tile campaign, so I would need to send the tileset too, which is 7.96 Mb. I could upload it to megaupload or something and PM the link to you, Horseman, if you like.
Have some things to do today, so I might not read your reply for a while.
Might be a PC prob, mine is 2Ghz chip with 768 RAM, AA runs the chip to it's max, so could it be my PC slowing it up?
I'd like to see a copy of the troublesome original.
Also, doubt the problem has to do with your PC.
Cool, thanks, Horseman, sent you a PM with a link to download the file :)
I don't see anything wrong with the map. You've placed a few extraneous AI nodes, but that shouldn't be causing this sort of behavior. (In fact, removing them does not stop it from happening.)
I'd guess that the size of the map and the number of nodes has something to do with that, but can't be 100% sure. Mind if I give the map to Niklas so he can confirm or deny that?
If we make a new patch of the game I could look into it, if not a "walk around" is the only thing you can do and you've done that so today your plan B is the only plan. :rolleyes:
Cool, Horseman, thanks for having a look, and yeah, pass it on to Niklas if you want.
The extraneous AI nodes, I'm never sure exactly where and how many AI nodes are needed for the AI to calculate shortest distances to parts of the map, so I sometimes put some in just in case they're needed.
Niklas, cool, I'll go with plan B.
Thanks to you both for your help :)
You only have to place nodes in a room where the automatic system fails to complete the hub network. The AI will automatically find the shortest way not always walking along the lines between the hubs.
Thanks for that, Niklas.
Edit: had another question I posted here, but really is wrong section so I've started new thread in FAQ
vBulletin® v3.8.0, Copyright ©2000-2013, Jelsoft Enterprises Ltd.