[1.0.54] Solving performance + AI slowness issues with a simple cleanup FIX
Posted: Sat Jun 12, 2021 7:43 pm
Many AI packages are slow and sluggish in their activation. Why would that be?
Well, if you enter in one ai package that is commonly used, you will notice that the Leader AI Goals and the Squads AI Goals have three values.
If the value in the middle is 100, it still works as intented because it is not out of range, but it slows down the solving of the task by A LOT, producing even temporary stuckness in the npc tasks.
How to fix (tedious, but very simple and definitely worth it):
ALL the middle values (val2) that have "100" in the "Leader AI Goals" and the "Squad 1,2,3 (etc) Goals" need to be changed to "24" as per the description, which says that the actual functional range is 0-23 (24 hours, so we use 24 to actually fill the whole margin with little overflow, 100 would be crazy and it actually impacts negatively the task calculation speed while doing absolutely nothing priority-wise)
So Change every single middle value that has 100 to 24 (only the val2 is to be changed from 100 to 24, DO NOT touch any other non-24 middle values OR the weight value , as it's quite important to the order of the tasks).[Except maybe in the Shopkeeper Leader AI Goal [set its weight to 80-100]
There are even AI Packages that are in use with values at 0 0 0 (oversight) so those need to be tweaked to 0 24 0 too (I believe I only found 1 or two of those towards the end of the list.
The list is quite large, so it takes a few minutes to change every middle value to 24.
Also, I strongly suggest that the Shopkeeper value in any vendor has a val3 (weight) of at least 80 to 100, to insist in that important task and avoid their wandering around or strifing out of the area as much as possible (death happens).
Once those changes are done, you can start a new game in a crowded space and you will notice a cool boost in the smoothness of the tasks. They work even better than before and faster too. Lower end systems should also feel the CPU thanking the heavens.
Cheers.
Well, if you enter in one ai package that is commonly used, you will notice that the Leader AI Goals and the Squads AI Goals have three values.
If the value in the middle is 100, it still works as intented because it is not out of range, but it slows down the solving of the task by A LOT, producing even temporary stuckness in the npc tasks.
How to fix (tedious, but very simple and definitely worth it):
ALL the middle values (val2) that have "100" in the "Leader AI Goals" and the "Squad 1,2,3 (etc) Goals" need to be changed to "24" as per the description, which says that the actual functional range is 0-23 (24 hours, so we use 24 to actually fill the whole margin with little overflow, 100 would be crazy and it actually impacts negatively the task calculation speed while doing absolutely nothing priority-wise)
So Change every single middle value that has 100 to 24 (only the val2 is to be changed from 100 to 24, DO NOT touch any other non-24 middle values OR the weight value , as it's quite important to the order of the tasks).[Except maybe in the Shopkeeper Leader AI Goal [set its weight to 80-100]
There are even AI Packages that are in use with values at 0 0 0 (oversight) so those need to be tweaked to 0 24 0 too (I believe I only found 1 or two of those towards the end of the list.
The list is quite large, so it takes a few minutes to change every middle value to 24.
Also, I strongly suggest that the Shopkeeper value in any vendor has a val3 (weight) of at least 80 to 100, to insist in that important task and avoid their wandering around or strifing out of the area as much as possible (death happens).
Once those changes are done, you can start a new game in a crowded space and you will notice a cool boost in the smoothness of the tasks. They work even better than before and faster too. Lower end systems should also feel the CPU thanking the heavens.
Cheers.