If there are any other optimizations please someone let me know Making sure that things die with non-negative time values in the editorīut the lag was barely fixed, and it seems that I could have 1000 units on the map off the start of the game, and have NO lag, but after 45 minutes of being in the game if there are over 400 units (less than HALF of what there used to be.) that the game lags so hard everyone must leave because noone can do anything. I have spent several hours now trying to optimize things in the data editor as much as I can such as: People enjoy playing it a LOT but everyone ends up leaving after an hour due to the lag becomming unbearable.
All of my triggers only fire on very rare events, and when I remove all of MY triggers and test my map, the lag is still there.īasically, what I would like to know: are there any optimizations I could make for my map? Rather, the most resource consuming triggers I have are 2 triggers that fire upon unit death events, and run generally short actions.
To preface, I will mention the name of my map which is simply called ORPG Alpha for now until the lag issue is fixed, and it uses the War3 Mod (GA) which leads me into what I have to say next: In my map, I have almost no triggers and the ones I do have are not commonly occuring ones (unit is attacked, periodics such as every 1 second, etc). The question about the War3 Mod itself is located at the bottom, the first bit of stuff is about map optimization in general and things i've tried. Now here are the strategies I've tried, and why I've pinpointed that the lag isn't coming from my map. There are NO errors or warnings being logged either. There can be 1000 units on the map and it will have no lag to start, but if there are even 400 units on the map after 45 mintues the lag is unbearable.
NOTE: The lag only occurs as time goes on.