All my free time over thee past week (most of it yesterday) has been trying to figure out why there are some game-killing performance issues which ties into some units getting stuck and not being able to move, or simply becoming "dead" no longer attempting to do anything. Frustratingly this sometimes happens to the AI's Supreme Commander. He builds 4 buildings and then sits there doing nothing for the rest of the game. Since those 4 buildings are comprised of power and metal, he cannot make units, I'm not very good at RTS's so I am slow vs. the AI. One system that I'm able to recreate issues with is a 2 planet 2 moon system. One planet using Mercury's orbit and another using Pluto's. Both have a small moon and a reduced number of metal so army sizes and bases are more limited and thus more strategic. In this scenario, when we both start on differing planets I won't know of the AI is working or not until much later when I scout the other planets and moons. I read in another thread someone had the same problem. Some units just will not take orders and the only thing you can do is blow them up. Sometimes when you assign orders that span half the planet, the unit freezes up. Sometimes the Commander unit itself freezes for the entire game and no amount of move commands nor others orders will get it to function. As I mentioned I had this happen 4 out of 8 games yesterday (I only play skirmish vs. AI)! I have a strong belief it is tied to the server. Some games were nice and fast, and other games, with the exact same setup ran at just 8 fps on a monster rig even after dropping all the graphic settings to low/off... So the entire lag was due to things beyond my control. At times I'm also finding atrocious pathfinding. I had an advanced vehicle factory and a large base south of it. So I directed newly made units to spawn just north of the factory. Well the preferred path for the units was straight and it could not seem to draw a line going around the factory vs. through it even though it had plenty of room to the right for units to move via. So there was a huge pileup of units south of the factory and none went where they were supposed to go until I manually moved them to the Northeast and then North-Northwest. I hope you can understand I've run test after test to make sure the issues I've presented are not one time flukes or a placebo effect. So maybe these only become apparent when you're running larger systems with planetary bodies that have a combined diameter of over 2,000. ex. 4 planet system. 2 planets are 800 each and 2 moons of 300 each to = 2200 total diameters. But the performance can be 30 fps one game, then a fe hours later it might be 8 fps playing everything exactly the same. It's bizarre. If there's anything else I can do to help please let me know. * Intel quad core 2700k over clocked on water to 4.9 GHz * Corsair high performance 2100 RAM - 16 Gig * 8 TB of hard drive space split between SSD and Caviar Black hard drives. Intel caching used for faster performance on mechanical drives. Windows 7 and swap file on SSD drive. * 2 Nvidia 680 video cards in SLI (2 Gig of RAM on each) * 30" Dell monitor. I alternate between 2560 x 1600 and 1920 x 1200 resolutions for speed comparisons. * Logitech G500 gaming mouse * Creative Labs Soundblaster Zx * Corsair Vengeance K95 keyboard * All drivers are up to date, as is Windows 7, and the system is very lean and clean. * No mods I'm attaching logfiles and my DXDiag
It's not that they will not take orders, the units are stuck because something on the floor, mostly a rock or other type of terrain is malfunctioning and they get stuck in it. Also the commanders don't really know what to do when they spawn on land next to water, it mostly ends with them building something and then wanting to place stuff on water but they can't for some reason.
But we also have the entirely different issue of playing the exact same game with the exact same parameters with one game being wholly playable and the other being so laggy that it is unrealistic to keep playing with hesitations in the game as long as 2 seconds.
Attached at my log files from the last few sessions, my dxdiag, and the coherent log (same as what I attached earlier)
I have found units getting stuck quite a bit, especially on desert planets. The path-finding is definitely something they need to work on but, in the meantime, since It seems to mainly happen with fabricators for me, I try to use air fabricators for all work that doesn't require bot or vehicle ones.