Re: London Blitz v238
Posted: Sun May 15, 2016 10:16 pm
I don't think the crashing is due to placed objects like roads and whatnot on your map. I went ahead and added a bunch of roads and railroads and bridges in, and saw no difference in how it played vs your original map, so I don't think it's that.
as to measuring cpu usage, you can do that with the windows task manager.
alt-tab out of the game, then hit ctl+alt+delete to pull up the list of windows functions that will have "Start task manager" at the bottom of it; click on that.
in task manager, click on the button on the bottom that says "resource monitor". This will show you how each thing running on your computer is currently utilizing resources, including your cpu. It's typically sorted by whatever is using the most resources at the top, and the least at the bottom. you can click on the "cpu" button, and then scroll down to find the game listed there, and how much cpu% it is currently using.
when the game gets stuck in an endless AI turn, the cpu usage actually DROPS from its usual high level, down to basically nothing. this tells me the game is not actually doing any processing at that point, and really IS "hung".
I don't see how there is anything actually in the editor you can do to control for this effect; it seems inherent in how the AI was designed by the devs themselves. I do not know what is the best way to avoid this specifically. Reducing the number of total units on the field obviously will avoid pathing issues, but I don't really know if that is the problem, I only suspect it.
Since you have actually done some good work here, I really think the devs should listen to your concerns, and try and help figure out workarounds or at least make better suggestions for remedy than I can.
Have you tried writing to them directly? They seem to be open to conversing about mods and whatnot, so that would be my first choice. They will have the best idea of what the limitations and foibles of the Unity engine they are using and what they built on top of it to make this game.
good luck!!
as to measuring cpu usage, you can do that with the windows task manager.
alt-tab out of the game, then hit ctl+alt+delete to pull up the list of windows functions that will have "Start task manager" at the bottom of it; click on that.
in task manager, click on the button on the bottom that says "resource monitor". This will show you how each thing running on your computer is currently utilizing resources, including your cpu. It's typically sorted by whatever is using the most resources at the top, and the least at the bottom. you can click on the "cpu" button, and then scroll down to find the game listed there, and how much cpu% it is currently using.
when the game gets stuck in an endless AI turn, the cpu usage actually DROPS from its usual high level, down to basically nothing. this tells me the game is not actually doing any processing at that point, and really IS "hung".
I don't see how there is anything actually in the editor you can do to control for this effect; it seems inherent in how the AI was designed by the devs themselves. I do not know what is the best way to avoid this specifically. Reducing the number of total units on the field obviously will avoid pathing issues, but I don't really know if that is the problem, I only suspect it.
Since you have actually done some good work here, I really think the devs should listen to your concerns, and try and help figure out workarounds or at least make better suggestions for remedy than I can.
Have you tried writing to them directly? They seem to be open to conversing about mods and whatnot, so that would be my first choice. They will have the best idea of what the limitations and foibles of the Unity engine they are using and what they built on top of it to make this game.
good luck!!