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New path finder algs = slow ??

Posted: Mon Mar 05, 2007 12:05 am
by Szilard
On a couple of AI vs AI run throughs, the new path find seems a lot better - but but also a *lot* slower. Is anybody else noticing this? I've only tried one scenario so far.

RE: New path finder algs = slow ??

Posted: Mon Mar 05, 2007 2:26 am
by ralphtricky
ORIGINAL: Szilard
On a couple of AI vs AI run throughs, the new path find seems a lot better - but but also a *lot* slower. Is anybody else noticing this? I've only tried one scenario so far.
I'm seeing that on some scenarios now. I'm not sure exactly why yet.

Change the following flags in Opart 3.ini. It's in the Matrix Games/The Operational Art of War direcotry. They should speed things up while I look to the cause.

;Do this first
experimentalAIP2=N
experimentalAIP1=N
;Do this if still too slow
oldpathfinding=Y

Thanks,
Ralph

RE: New path finder algs = slow ??

Posted: Mon Mar 05, 2007 4:34 am
by Szilard
ORIGINAL: ralphtrick
ORIGINAL: Szilard
On a couple of AI vs AI run throughs, the new path find seems a lot better - but but also a *lot* slower. Is anybody else noticing this? I've only tried one scenario so far.
I'm seeing that on some scenarios now. I'm not sure exactly why yet.

Change the following flags in Opart 3.ini. It's in the Matrix Games/The Operational Art of War direcotry. They should speed things up while I look to the cause.

;Do this first
experimentalAIP2=N
experimentalAIP1=N
;Do this if still too slow
oldpathfinding=Y

Thanks,
Ralph

Thanks, Ralph. I tried changing the experimental flags previously, and it didn't seem to make any difference. I'll check out the oldpathfinding flag.

RE: New path finder algs = slow ??

Posted: Mon Mar 05, 2007 12:22 pm
by Szilard
Setting oldpathfinding turns off the new path finder but the AI is still a lot slower than before the patch (even with the eperimental flags unset).

RE: New path finder algs = slow ??

Posted: Tue Mar 06, 2007 8:37 am
by Silvanski
I'm sure this is being looked into cuz it's really a bummer
 
It's as if Elmer moves a few units, decides to go make himself a sandwich, comes back to move two other units, then goes to the bathroom etc etc
 
Wake up Elmer!!!

RE: New path finder algs = slow ??

Posted: Tue Mar 06, 2007 10:30 pm
by morleron1225
I thought that we were all looking for a "more human" PO. [;)]

Ducks and runs,
Ron

RE: New path finder algs = slow ??

Posted: Tue Mar 06, 2007 10:51 pm
by Telumar
ORIGINAL: Silvanski

I'm sure this is being looked into cuz it's really a bummer

It's as if Elmer moves a few units, decides to go make himself a sandwich, comes back to move two other units, then goes to the bathroom etc etc

Wake up Elmer!!!

Yeah, my Elmer just behaves the same; could we have him to make also a sandwich for the human player with the next patch? Or for the guests.. Ralph? [:D]

RE: New path finder algs = slow ??

Posted: Wed Mar 07, 2007 4:45 am
by ralphtricky
Sorry guys, he should be faster with the next patch. I had a bug in the pathfinding late in the process that I fixed. I ran a number of smaller scenarios to test it, but none of the big ones.

Ralph

RE: New path finder algs = slow ??

Posted: Wed Mar 07, 2007 4:56 am
by Silvanski
It'll get fixed... great!!!