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  #11  
Old February 9th, 2007, 07:41 PM
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Default Re: AI Combat speedup test for the Balance Mod 1.0

The main issue would be the reduction in granularity of the combat. For stock weapons, which have quite slow reload times, not much of an issue.

The 330ms DUCs in GGmod would have issues with retargetting under the same scaling system.
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  #12  
Old February 9th, 2007, 07:54 PM

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Default Re: AI Combat speedup test for the Balance Mod 1.0

Possibly. Not sure what the interval between rechecking for targets is. That would actually be interesting to find out. It would still be possible to use a lower multiplier, though.
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  #13  
Old February 9th, 2007, 08:57 PM

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Default Re: AI Combat speedup test for the Balance Mod 1.0

Well, this is certainly great news for PBW or anyone playing independent PBEM games. Just make a 'special' set of files for the remote games.
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  #14  
Old February 9th, 2007, 09:22 PM
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Default Re: AI Combat speedup test for the Balance Mod 1.0

The latest beta patch apparently has some additions to really speed up turn processing...
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  #15  
Old February 10th, 2007, 10:27 AM

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Default Re: AI Combat speedup test for the Balance Mod 1.0

The 1.27 looks just awesome, and it even implements 32x time rate, so basically this thing will be not-needed.

Now we just have to wait for the patch...
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  #16  
Old February 10th, 2007, 12:49 PM

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Default Re: AI Combat speedup test for the Balance Mod 1.0

Yeah, but think how fast it would go with your changes AND at 32x.
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  #17  
Old February 10th, 2007, 02:22 PM

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Default Re: AI Combat speedup test for the Balance Mod 1.0

I'm not actually sure if it would go any faster at all. It shouldn't make any difference if the upcoming patch makes combats utilize 100% of the CPU.

I'm hoping the patch alone will make it playable.
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