TheRealWarpstorm

TheRealWarpstorm

Joined Member # 618720
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You can't change the cell size after you start (this is because the terrain data for the editor is stored as "painted" cells and there is no easy way to recreate that). If it is dying when you bump up build quality, it is most likely related to running out of memory (which is also related to cell size). In general, we use level 4 quality for our shipping maps, but that requires at least 32 GB of RAM and a good video card to process the larger size maps. The difference

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Talk about overreaction. I never said this doesn't work. Just that the AI won't use it for a while (it doesn't use any orbital abilities yet) and the pathfinder is less efficient than I'd like in this case (the time hit currently is less than a millisecond, but I can make it faster for the case of islands). Obviously, when we do water maps, we will need to revisit these systems as they will need islands. Since the plan doesn't hav

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Pathfinders (in general) try to find a path (exhaustively if need be) between points on the graph. If there is no path, the only way to be sure, is to try every place you can possibly reach. If you still don't find a path, there isn't one. This is how they work in nearly all games (if you are really curious read up on A* and all its variants). In our game, we do not do this until units have an order then we figure out the paths they are going to take (this is a

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The AI won't use that ability for a while, so it will only be viable for MP only. In addition, I have serious performance concerns with unreachable areas that you have to capture. This will be very expensive for the pathfinder, as it will be exhaustively searching for routes that do not exist.

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As in scripted events? If that's what you mean, just having one with the correct name (as in exactly matching the map name) in the MapScripts directory is all you need. It should load automatically. That is currently only used for the benchmark AFAIK. The dev build has debug options to load in other ways, but I don't think your version has those.

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If they are missing, then you ran into an issue (usually running out of memory - large maps with high detail levels require at least 32 GBs of RAM to build the terrain) while generating the map. The debug version will usually tell us what went wrong, but you don't have that version.

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