Originally Posted by
Slyk
Kesto: Pants... I can add more options in the variantmodels file... this essentially have 'option' or 'variants' set up for the solider types/models. The only way to get less blue pants would be to make more variants entries for other than blue. Doable. But I am not sure what that does to the memory demands and game load on the CPU. Worthy comment just not sure of the technical demands it creates with me adding more and more other content. I'll look into it because there are a number of similar uniform issues I want to look at enhancing.
Battle AI in Scenarios... the way in which I am able to create these scenarios limits the defending AI. Essentially, you always have to defend. The attacking AI does a pretty good job, I think... evil aggression in many cases. Defending though...forget it. We were trying to crack that and essentially did. However, the guy helping me has trailed off into other stuff. We know how to do it, we just have to program it and it's more or less XML and LUA components. He made the AI defend in particular ways and we 'know' how but it is TIME, a lot of time to do it right.
FPS: In scenarios you are going to suffer due to the number of units. This is not generally a GPU thing but a CPU thing because Creative Assembly developed these games in a dumb-ass way... they are single-core. IF this game or any of their Total War games were multi-core/multi-thread... OMG!!! We could do so much more. Most scenarios have the units at 25-35% of their actual strength at the battle. I had to cut down based on the scope of the scenario, etc. I am developing....was developing this all on an AMD-FX6350 over-clocked to 4.3 Ghz and driving it all on a GTX770. I just did a new build with an AMD R5 1600x but still the same 770 until June or July when I hope to replace that with a 1080ti or whatever the top AMD GPU turns out to be.
SO. Great thoughts and I appreciated them. Keep asking/suggesting and I'll answer the best I can.
Thanks!