The massive lag is something that is a side effect of large maps. I don't think the terrain has anything to do with it, seeing as I removed the terrain from one of my maps just to see if there was a difference and there wasn't. It seems to be mainly map size and the amount of units on it...at least, that's my guess. The enemies aren't attacking? Hmm...try adding the ai_attack flag to the attacking skills, if you haven't already and see if that works. The unit you're using the shield skill on. Does it have a health_protect flag? Because if so, it's possible that the number there is too high and therefore the shield won't damage it because of that. On 3/15/15, garrett knight <wolfofthewind48@xxxxxxxxx> wrote: > hay all > I have a few questions that i'm hoping that I can get some answers to. > First off, in 1 of my maps, I have the hole map set up as a maze. For > what ever reason, when the player turn ends, there's this massive lag > spike before the battle log is displayed, and at witch time, nothing > happens. The maze has quite a few twists and turns, and i'm wondering if > it might be just that the map is to complex for the computer? There are > a few places where you have to use a leap skill to get over terrain that > will pritty much mop the floor with you as soon as you step on it. Even > when the player unit stands right in front of an enimy, they will not > attack, even though the skills, teams, and other stuff is set up right. > Second, I have a shield bash skill, that does 0 damage. But I have a > flag on the shield in particular that the player uses that mods the > health inflict number to something like 30, but when using the shield, > it still does 0 damage even when you equip the shield. Any help on these > issues would be greatly appreciated. Also i would like to thank everyone > who has been helping me along so far. > > -- -Mew __________ http://www.savethefrogs.com/