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RockDood edited this page Apr 20, 2024 · 11 revisions

Below are some tips for using HAL. Feel free to make suggestions for additional tips to add to this list.


  • Learn the mod with vanilla assets

Using asset packs such as Warhammer, Halo, or Starwars requires a bit more additional setup or disabling some settings for those mods. When not done correctly, grinds everything to a halt and becomes very difficult to know if something isn't configured correctly, something is incompatible, etc.

  • The mod is centered around the vanilla assets

The only asset packs that I'm aware of that have a preset configuration (that is likely out of date) for what units can do what is RHS and CUP. Even then, the RHQ lists for those assets are likely out of date.

  • Keep your usage of HAL Straight forward

HAL works best when it has just a few things to focus on. Technically, HAL could have enough objectives to cover a map, but the more objectives you have, the more groups you would need to have it feel "alive" which increases server strain and also greatly increases HAL's order cycle from around 3 minutes at 30 units per cycle to upwards of 10-11 minutes at 100 units per cycle. Just assume that every 10 units is timed to be about 1 minute to process for the next cycle of orders. Keep in mind that this timer does not start until the current cycle finished. A full round of orders to the next looking like Start issuing orders > Finish giving orders > Process data for decisions for next cycle (This is the delay that I speak of) > Repeat. This is almost accounted for with Fast Orders, but this could also lead to groups never receiving orders instead of just being delayed.

  • Trial and Error

If you set everything up and stuff just isn't working as intended, just scrap it and start over. Build it back bit by bit. See what was added that broke HAL's behavior. That is largely how any of the quirks of HAL have been identified and placed in the #bug-reports channel in the NR6 Discord and the Issues page of this Github Repository.

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