Less laggy mod
Posted: 16 Nov 2013, 10:45
Split the map to 2k² or 4k² elmos tiles.
Units are only visible to or directly attackable by other players if they have at least 1 unit in any neighboring tile (_could be a spy_).
Collision and targeting checks are only made if projectiles are below certain terrain height (below air altitude) and units in the same or two neighboring tiles.
Each tile stores the number _or_ cost of units per player in it.
You can not only limit unit count globally, but also unit count on a tile - if more of _your_ units are there, _your_ units get damage till enough are dead. Use T2/T3 if you don't want your units to die.
Encurages better strategies and does everything to block laggs.
What do you think about it?
Units are only visible to or directly attackable by other players if they have at least 1 unit in any neighboring tile (_could be a spy_).
Collision and targeting checks are only made if projectiles are below certain terrain height (below air altitude) and units in the same or two neighboring tiles.
Each tile stores the number _or_ cost of units per player in it.
You can not only limit unit count globally, but also unit count on a tile - if more of _your_ units are there, _your_ units get damage till enough are dead. Use T2/T3 if you don't want your units to die.
Encurages better strategies and does everything to block laggs.
What do you think about it?