Openapoc: Game computing overloaded in battle?

Created on 9 Jun 2019  路  6Comments  路  Source: OpenApoc/OpenApoc

I investigated a Marsec factory after aliens were dropped in. Marsec is also under alien control already so I'm wondering if the game is getting bogged down with computations for so many units trying to move. Here is a save file where the game locked up two times in a row within seconds of unpausing. I tried loading different maps by going to a Geoscape save, but the results were the same. I believe this map also gives the tile error as well, where a unit tries to go to a tile that is out of bounds.
save_Stream Test - Battle.zip
openapoc_log.txt

!BUG! MEDIUM PRIORITY

Most helpful comment

So I used console commands and vortex mined everything. The game did not lock up this time, even with about a dozen vortex mines going off simultaneously and platforms falling.

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Just tried again but made my agents stay still. The lock-up still occurred within seconds.

So I used console commands and vortex mined everything. The game did not lock up this time, even with about a dozen vortex mines going off simultaneously and platforms falling.

was look at save and its path route problem i think and maybe map it self...

so if i first move other squads from that narrow path then i can move 1 sqd freely with no crashes

I can replicate this too
Most certainly a pathfinding issue
There are a noticeable number of differences in which OA deals with pathfinding
For a start, the Original Game keeps trying new paths on the fly as the agents move, but in OA, if they reach a bottleneck they just stop

I noticed that as well. That can also be seen when an agent is attempting to get to its tile but has to go through another agent. The agent in the way will step over but may not wait long enough to go back to its original tile.

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