I am testing around with capturing build/destroy events and found the following while running a game with a few thousand of engineers: scenario A: I select 3800 engineers and press delete. This results in 3800 destroy events being generated and processed. Doesn't seem to make a big difference fps wise, well it has 3fps anyway scenario B: I build a nuke and nuke a place with maybe 1k units in it. In this case I captured practically no destroy events. Another test: A) select + delete 3 walls => I get alerts about walls being destroyed B) nuke maybe 100 walls => no alerts at all Do nukes prevent destroy events from being generated because they often cause "too many"? If so is there a way around that? I need all events to calculate a reliable army composition for any given time of a game. Currently nuke hits screw over all data I capture. So far I though PA is unable to handle that many events, but my flawless 3,8k delete test proves otherwise I think. Does anybody know about this? Uber?
PA is actually finished and there are no bugs. However, Uber are still working on a way to prevent asteroid impacts affecting the past by way of chronocam and messing everything up.
So currently the alert system uses the existing event system, which also causes various audio/visual effects to play. Nukes are optimized to not trigger these A/V events, so they also don't trigger alerts. This is a bug in the alert system (which has an easy fix). I should be able to resolve this problem next time I am messing with the alert system (I am not sure when, but probably fairly soon).