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Neutral Chronosphere causes huge lag #17546
Hey, i'm a long time fan of openra and I've been making some maps for the map site and discovered that a neutral Chronosphere causes huge lag in single player skirmishes. my pc is not great im using OpenRA-release-20191117-x64
I also have a few suggestions.
Amazing game, the C&C skirmish is the c&c game iv always wanted. Kill Bounties is awesome, the way the engineers work is really cool, and i love the Supreme Commander Style Map and the RA2 superpowers display. This mod really honors Westwood and shames EA's stupid business practices. I Hope you all get something out of your work.
After reading some of these path finding posts, i realize that every time i captured the neutral Chronosphere all of the computers moved to destroy it due to the map size and layout. Since i separated the starting positions with concrete walls which are also neutral the computers could not find a way to destroy it after i captured it.
It seems this type of thing happens a lot, perhaps a script to destroy whatever it is in the path of the computer, followed by a use of ranged ground units, air units or long rang navel units to clear the path to the intended target, like a nuke silo, iron curtain or chronosphere, as a player would.
I've noticed that the AI's would rather go around neutral concrete walls where as it will spend an excessive amount of time destroying Creep walls. i tested this in my map "Money" by removing the central chonosphere and adding a few creep walls into the neutral wall dividers, and it worked, but it took about 5 minutes for the computer to determine that the walls needed to be destroyed to get to the intended target.
Im really interested in the AI's in this mods, as iv made my own mods for TS and the AI's were a huge focus for me on there. In TS the AI's really rely a lot on credit and stat boats for difficulty and iv noticed that in OpenRA RA its pretty even ground, though i haven't went and tinkered with the code yet due to "s**t pc syndrome". TS focused alot on base building and the use of walls so perhaps the answer lies there.
Which files would i need to tinker with and which compiler should i use?
If you want to edit the source code it is probably a good idea to get an IDE like Visual Studio. That will also come with a compiler. See https://github.com/OpenRA/OpenRA/wiki/Compiling for further instructions.
You can find files related to the AI here: https://github.com/OpenRA/OpenRA/tree/bleed/OpenRA.Mods.Common/Traits/BotModules
Will do, i was checking out the ai scripts and noted that you guys used some code from the hack ai demo, specifically the 2 flamer apc. Where would i find the grouping of units the computer uses. In normal ra it was editable in the rules.ini. I would like to make the ais target supers with a +- tile/cost script which would go around unfriendly units and deffenceses with in a range to destroy priority targets.
Also costom art/music packs may be a way to get some funding. Iheard alot of great c&c music covers on you tube.
Also also i use notepad++ and normal notepad for everything without problems. I had a copy of my stepdads vs2012 but my cd wallet was stolen, amoung other things. Beware of the thives!