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Докладване на проблем с превода
no real fix for that, play multiplayer, smaller maps, try to atack earlier
Note that each unit is mapped individually, so a much bigger reason for the slowdown is unit cap. You may want to limit the unit cap rather than limit the map size.
http://forums.gaspowered.com/viewtopic.php?t=15556
It optimises the games threads to work better on more cores, thus improving overall simulation speed. For me it's a must have little gizmo.
If I remember correctly, some community released a patch that fixed this (since the devs weren't patching it anymore). I can't remember where to find this patch, though. Without the patch, your'e better of not fighting against AI at all.
tl;dr: slowdown is a fault in the game, not your hardware. some community patch that fixes this is on the internets somewhere
With the sorian mod and 2000 units limit imagine what your machine is handling if you have say 6 AI and 2 human players. That is somewhere in the region of 16000 units, a potential 500-1000 wrecks, 2 way network traffic of all that info, 16000 x 10000 opp codes and god knows how many projectiles and explosions. If you want the game to speed up above +1 in this scenario, its time to start killing off the AI as soon as possible. As with all large unit count rts games, each ai that dies frees up some processing power and speed will return, eventually. In fact its pretty amazing how stable this game actually remains under this kind of pressure. It may be slow but it rarely crashes.
One item that causes the main issue with AI speed in supcom and FA is bottlenecking of units. Open flat maps can help with this issues as there is less chance for units to get stuck, waiting for each other to get out of the way. Another cause is that the AI rarely builds in a 'pretty' base fashion like humans do. The AI follows a strict 'base building set of rules' pattern system and cares little for the actual terrain and how it suits a base 'design' or base asthetics. If you as a human see a nice mountain valley, you would tend to defend its high ground and build in the centre, so units move through the valley. AI will just 'best fit' its base pattern and if this means a factory sits on a hill with a tiny unit exit path route, then so be it. This then easily clogs up. Each unit that is blocked looks for an alternative route and adds to the total computations required for the pathfinder - operation codes. This continues for some 10000 (so I believe) operations before it trys again, so bear that in mind. The game was only designed to handle 500 units per player, so going to 2000 per player is asking a lot, so be patient. Tech has not moved on that fast really, its just got cheaper to run. (the last 5 years of tech dev have been about saving energy rather than any real speed increase)
Also bear in mind the 'terrain-build-footprint bug' too. If a section of map has over 75% tile area in which to build say a factory on a flat level, then it actually terraforms the map slightly to make the area more 100% level ready for building (try my 'pierpressure xtreme' map for a great example of this happening in action with AI on the slopes). This can actually turn a once passable slope into a then unpassable large step sequence which the Ai cannot handle and units can no longer traverse. Slap a few hundred units coming out the front door of said factory and it becomes a swarm of op codes eating your cpu that go nowhere and never get close to attacking you. The AI doesn't know that the way is shut, so it keeps doing what it does and pumps out the regular unit swathes into a dead end accoring to its LUA script. Time for a few tech 3 bomber swathes of your own to release those CPU cores!
To avoid things like this I like to use Sorian AiX adaptive. It switches between AI types like rush and air depending on what the map deals to it during play. However this can also have detrimental CPU usage if the map is complex or highly 'terraformable'. One AI I played against on my 'radiator' map switched to mass transporting of units when confronted with path blockages, which was nice and unexpected. This does happen from time to time so I have designed maps to encourage this AI thinking (google sykoste mappack for some maps which add different types of play than the standard maps) You will also notice that some of my maps have NO AI PATH routes - this is deliberate as on some complex multi-level maps like CorePrimeCanyonForts adding AI path nodes increases the slow down rate as the stuff I mentioned above occurs more with node to node navigation. The AI will always find you and will always make it's own route eventually which is sometimes more effecient than the map designers 'route of looking good' An example is AI that follows a road, versus AI that spills randomly over a cliff into your base. You decide which is more fun for you!