Should we bring up the AI fault that causes Seton'd Clutch to suffer slow down the longer a game goes on? As I recall, it was the only map that suffers this issue consistently (Develloper confirmed). (RomeoReject)
I think we've ALL noticed that one. However thats the first time I've heard its that map specifically thats the problem. I had always assumed the problem was just the map is fairly large and alot can be happening at once, not the AI. I doubt I'm the only one, more info can never hurt. Has anyone tested some of the AI mods on Seton's Clutch?
- Hey, sorry I'd forgot to sign my first post, that was me. There are some other maps that have minor slowdown, but Seton's Clutch was infamous for just how badly it would do it (It would bring top-of-the-line computers to their knees and turn the game in to a slideshow). It's not just the size (Though that is a part), it also only happens on water maps. And from what I understood, it had something to do with destroyed units retaining some AI scripts, meaning the loner a battle went on (And the more units that had died and been built) the worse of a problem it became. Meaning that 2000 units alive at the 10:00 mark probably wouldn't be as bad as 2000 units alive at the 30:00 mark, because there was likely to be many more corpses at that point. Now, as for AI fixes, there was one AI mod (I will look it up after this post) that helped but none that truly fix. Apparently it was too ingrained in to the core game that neither modders nor Gas Powered Games themselves could fix it under a reasonable timeframe. RomeoReject 03:24, June 24, 2012 (UTC)
It seems awfully limited, with little detail and, the turtling actually sounds like bad practice to me. Worth a re-write, perhaps? I'd suggest making the main section broader with recommendations and suggestions rather than a strict this-then-that, and perhaps the entire removal of the turtling section?
I Object 220.127.116.11 11:28, May 7, 2013 (UTC)