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binaries/data/mods/public/simulation/data/pathfinder.xml
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||||
<Pathfinder> | <Pathfinder> | ||||
<!-- Sets limit on the number of same turns moves we will process --> | <!-- Sets limit on the number of same turns moves we will process --> | ||||
<!-- Setting the value to 0 disable this functionality --> | <!-- Setting the value to 0 disable this functionality --> | ||||
<MaxSameTurnMoves>64</MaxSameTurnMoves> | <MaxSameTurnMoves>20</MaxSameTurnMoves> | ||||
lyv: Hmm, not sure about this. But then again, I don't know much about the pathfinder. | |||||
Done Inline ActionsThis is the change that changes the hash of known-good replays, BTW. If put to 64 replay hash should be entirely identical with SVN. wraitii: This is the change that changes the hash of known-good replays, BTW. If put to 64 replay hash… | |||||
Not Done Inline ActionsCan it be set back to 64 ? Stan: Can it be set back to 64 ? | |||||
Not Done Inline ActionsI think 64 is too much. Processing 64 requests takes some time, and will certainly appear as significant freeze in game. Processing only up to 6 (actually up to 12) requests won't produce any lags. Kuba386: I think 64 is too much. Processing 64 requests takes some time, and will certainly appear as… | |||||
Done Inline ActionsI think it should be set to infinity to be honest, it's better to compute player actions always than compute only N units, as that would result in some units moving and others not. wraitii: I think it should be set to infinity to be honest, it's better to compute player actions always… | |||||
wraitiiAuthorUnsubmitted Done Inline ActionsThis is 20 short paths + 20 long paths, which can be long, and already covers most cases. It didn't really matter before where time was spent since it was all synchronous, but now we ought be faster "same turn"-wise. wraitii: This is 20 short paths + 20 long paths, which can be long, and already covers most cases. It… | |||||
<!-- Multiplier for the distance at which units push each other. --> | <!-- Multiplier for the distance at which units push each other. --> | ||||
<!-- Setting the value to 0 disables unit pushing entirely. --> | <!-- Setting the value to 0 disables unit pushing entirely. --> | ||||
<!-- Note that values above 2-3 are likely to start behaving weirdly --> | <!-- Note that values above 2-3 are likely to start behaving weirdly --> | ||||
<!-- (in particular, formations offsets may need adjusting). --> | <!-- (in particular, formations offsets may need adjusting). --> | ||||
<PushingRadius>1.6</PushingRadius> | <PushingRadius>1.6</PushingRadius> | ||||
<PassabilityClasses> | <PassabilityClasses> | ||||
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Hmm, not sure about this. But then again, I don't know much about the pathfinder.