Fragglez
New Member
- Reaction score
- 4
As stated, I have a problem with when monsters run around.
When there are too many (40+?) They start to stop in their tracks and resume shortly after. As the number of monsters increases (around 150+ - 300 max) they start backing up and continuously stop in their tracks just to get to the next destination.
Example:
Monsters running in a circle - There are multiple regions telling them to run around so that it seems they are running in a circle.
However, as players starts to leak units, they start building up. causing this problem.
The problem is, that if a certain amount (300) of monsters are running around at one time, the players lose , and this makes it nearly impossible to lose because they keep building up and halted in their tracks
This CANNOT be a unit collision problem, it happened with flying units also with ground units in play.
The trigger examples (this goes for all of the turns) :
Any ideas how to get them all moving again?
When there are too many (40+?) They start to stop in their tracks and resume shortly after. As the number of monsters increases (around 150+ - 300 max) they start backing up and continuously stop in their tracks just to get to the next destination.
Example:
Monsters running in a circle - There are multiple regions telling them to run around so that it seems they are running in a circle.
However, as players starts to leak units, they start building up. causing this problem.
The problem is, that if a certain amount (300) of monsters are running around at one time, the players lose , and this makes it nearly impossible to lose because they keep building up and halted in their tracks
This CANNOT be a unit collision problem, it happened with flying units also with ground units in play.
The trigger examples (this goes for all of the turns) :
Code:
Top Left
Events
Unit - A unit enters Upper Left <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To (Center of Inner Upper Left <gen>)
Any ideas how to get them all moving again?