[ian-reeds-games] Re: kobold lair

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 17 Aug 2013 10:26:52 -0600

I really like the concept of testing a large map with no items to see if items are the cause of the problem.


I know there are large performance improvements that need to happen on the AI side of things.

I'm really interested to see how turning off graphics affects thigns.

And sorry about all the new versions Michael.

Ian Reed


On 8/17/2013 9:23 AM, michael Tholl wrote:
I'm not speaking from any kind of experience here, but could it be
that it's the number of items on each unit?
What I mean is, when I play, I tend to gather up all the items, just
in case, this means that one or more of the characters may have a very
loaded inventory.
maybe that's what causes the slowdown, because they're more or less
the constants moving through the game, particularly since you're
removing units with fighting.
I know they're note the same, but I have this tickle inmy mind that
the same issue happened in entombed, and it was set up to clear floors
of items as you went down, thus making it necessary to clear items if
you wanted to keep them before moving down to the next level.
Obviously, we don't have that particular issue here, but maybe if
there was a way to remove extraneous items after a fight it would
help.
I think it's good to let the enemy use items and have items, but do we
really need 9 spears to be carried around or left on the floor?
Again, I could be incredibly far off on this, but it just popped into
my head, so I thought I'd throw it out there as a possibility.
Oh, and does anyone have another large map floating around, perhaps
one that is just units and no items?
This could be a good test of whether it's item related or if there's more to it.
Michael


On 8/17/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
It might.  I'm not really sure the issue.
If it does help a lot then I guess I'll need to take a better look at
items.
Not sure why they'd cause such a problem though.
It would be nice to narrow this down and figure out a way to improve it.

Ian Reed

On 8/17/2013 8:42 AM, Allan Thompson wrote:
I could probably cut out 12 units items, maybe that will help as well?

al

*From:*ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] *On Behalf Of *Ian Reed
*Sent:* Saturday, August 17, 2013 9:14 AM
*To:* ian-reeds-games@xxxxxxxxxxxxx
*Subject:* [ian-reeds-games] Re: kobold lair

So it sounds like the high number of items is still causing a
problem.  *sigh*
I'd appreciate a game save for when the game is acting slow.

Thanks,
Ian Reed

On 8/17/2013 5:32 AM, Carlos Macintosh wrote:

     I played through map 3 to chec out the speed improvements. And I
     they are indeed noticeable. I got into the king room with the pit.
     All I have to say is I love holy weapon. Unfortunately those elite
     kobold archers could shoot so far that the dwarf barb and the
     wizard both died. THere wasn’t really much I could do to stop it
     because of the pit. I managed to levitate my cleric and warrior
     over the pit, but when the wizard died they were stranded. Lucily
     my cleric was able to help by casting holy weapon from the
     protection of the pit, and destroyed the archers and the champion.
     Now here’s the funy part. The king decided to go for the warrior
     and the cleric over the pit, but wasn’t flying. He lost 91 health
     walking through the pit. I put a holy weapon in his way so that he
     couldn’t smash my cleric and warrior, so, seeing his way was
     blocked, he walked over the pit again and died. UNfortunately, I
     couldn’t get his items because my mage was dead and they were in
     the pit. I never anaged to get to the shaman because I think all
     the items on the ground were slowing down the game or something.




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