Projectiles should be uncritical anyway. They are usually using continuous collision detection so they can have any speed you want without increasing either server load nor flawing the simulation. Only increasing fire rates would screw the server load. Only faster artillery projectiles will fail because this forces the artillery to fall back to direct fire only. Increasing the speed of regular units is an entirely different point. If the units move faster then 1/2 unit diameter per frame, then collision tests WILL fail for these. They will literally skip through each other, even though the will still not skip through walls since the latte ones directly affect path finding and therefor disallow such movements.
It shouldn't matter, unless units get stuck together. BTW do you know this for a fact about PA, have you tested it and know it to be true, or are you making assumptions based on other games?
For the projectile: I know it for sure, because it's the only way to do it. For the units: There is no way to test this yet, but it's save to assume that they are not using continuous collision detection for slow units since this costs way more in terms of resources. Anyway, it might be possible to enable continuous collision for units too, so it's a problem which can be solved at the expense of aditonal CPU usage on the server.
The first version is up for those who use PTE. It speeds up everything 5x instead of 11x, because pathing is an issue, a major issue for air units. Installation if it's the first server mod you've used: Make a directory named 'server_mods' in the same directory that the 'mods' directory is in. In this directory create a file named 'mods.json' Put this in the file and save it: Code: { "mount_order": [ "com.pa.trialq.tUpToEleven" ] } Extract the attached zip into the 'server_mods' directory, so the directory 'tUpToEleven' is in the directory 'server_mods' Now just create a multiplayer game. If successful, the mod will be listed in the lobby, bottom left