Nexus Modding > Mod Development / Released Mods
Configuring strikecraft
The Old Dragon:
The main reason for my questions is that I was looking through the AI scripting of the latest BSG release and saw that the AI will only work with cylons. So in scenarios such as the 'Colonial Wargames' and such, the enemy will only respond when attacked.
jstubbles:
Yeah, when it comes to the AI stuff I'm absolutely clueless.
We decided to redo the mod from the ground up, to fix a lot of issues we were having with performance. It seems to have worked so far, but there are just these nagging little issues we're having that's preventing us from moving forward.
The Old Dragon:
Sorry if this is straying off the topic a little, but are you still experiencing problems when lots of fighters are zipping around?
If so, I'm wondering if it's the capships themselves causing the problem, not the fighters. I was looking at some of your models from the 4.1 release (at first I was thinking there may be too many polys on the fighters. Didn't take long to see my error there.) and the battlestars are in excess of the 20k limit. Just thinking that a lot of fighter activity around such heavy models may be proving too much for the pc (or engine) to handle comfortably.
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