Sluggish AI
Posted: Fri Sep 13, 2019 3:11 pm
Hidee-ho --
I am working on a scenario with a lot of enemy on an 84x79 map. The map is way down the road so I can't resize without re-doing the scenario.
The scenario is very sluggish, meaning that the AI sometimes takes 5 minutes to get a turn processed and start movement/counterattacks.
So, I request that y'all post whatever you know about what to check for to ensure that one has done all one might to ensure alacrity in AI turn processing.
I don't have any "Any Event" Triggers. But I have several "Set AI Team" and "Set Unit AI Team" effects, the former for counterattacks and the latter for retreat and set up defense at another point. I use Static Defense as much as possible and activate the units with "Set AI Team" effect when allies approach a key point. At the start of the scenario there are 94 enemy units on the board, counting from AI Team assignments. 62 are static (awaiting triggers for counterattack or retreat) and 32 are local defense or move to hex. It sounds like a lot but the allies engage them sequentially, not at once. It is boggiest at the first 5 turns or so, then it starts moving ok.
I don't know what else to check so please provide hints, advice, abjurations, accusations, or whatever else you might have in your sock drawer to assist in this regard.
thanks,
conboy
I am working on a scenario with a lot of enemy on an 84x79 map. The map is way down the road so I can't resize without re-doing the scenario.
The scenario is very sluggish, meaning that the AI sometimes takes 5 minutes to get a turn processed and start movement/counterattacks.
So, I request that y'all post whatever you know about what to check for to ensure that one has done all one might to ensure alacrity in AI turn processing.
I don't have any "Any Event" Triggers. But I have several "Set AI Team" and "Set Unit AI Team" effects, the former for counterattacks and the latter for retreat and set up defense at another point. I use Static Defense as much as possible and activate the units with "Set AI Team" effect when allies approach a key point. At the start of the scenario there are 94 enemy units on the board, counting from AI Team assignments. 62 are static (awaiting triggers for counterattack or retreat) and 32 are local defense or move to hex. It sounds like a lot but the allies engage them sequentially, not at once. It is boggiest at the first 5 turns or so, then it starts moving ok.
I don't know what else to check so please provide hints, advice, abjurations, accusations, or whatever else you might have in your sock drawer to assist in this regard.
thanks,
conboy