This primarily seems to affect air, due to the changes to their pathing in 16. However, ground units have been observed to have stutters as well. There have been no changes made to how their pathing behaves. Stutter has been observed even in single player units.
Things to look into:
[x] Unit turn rates. There are mentions of it causing the observed stuttering. They are already set to (beyond) maximum in Gem. Going below the actual max exhibits odd behaviors on certain large units.
[x] Art value that controls turn rate acceleration (I forgot the name). In Gem this is 0. Sources say that this means instant acceleration to the set turn rate. In short, no gain to make here.
[x] Check if stuttering can be replicated in single player games in both a single maze and in multiple mazes. Definitely confirmed in both cases.
[x] The pathing adjustments made to ensure straighter lines. The stuttering was quite noticeable on air. I do believe the adjustments, which essentially just order the units to move frequently, certainly play a part. Turning on the pathing adjustments does not seem to matter much when multiple players are used for the monsters.
If able to replicate, see how to prevent it. Possible solutions:
[x] Multiple computer players controlling the monsters. Right now a single computer player handles everything. Definitely helps. A lot. This should be pushed out in 1.6 to assist in multiplayer games.
[x] Adjusting turn rates. This may make the monsters traverse mazes more quickly. That's fine. However, it could present a slight balance concern if implemented in 1.6. But it may be necessary to address stuttering as a whole. Cannot improve on this any further than what already exists.
In the end, a long maze will exhibit a small bit of unit stutter if the maze is long and complex. Even in a single player game. This is unavoidable, and is simply a result of the WC3 pathing. Multiple computer players is the best we can do to alleviate the situation in multiplayer games.
This primarily seems to affect air, due to the changes to their pathing in 16. However, ground units have been observed to have stutters as well. There have been no changes made to how their pathing behaves. Stutter has been observed even in single player units.
Things to look into:
0
. Sources say that this means instant acceleration to the set turn rate. In short, no gain to make here.If able to replicate, see how to prevent it. Possible solutions:
Adjusting turn rates. This may make the monsters traverse mazes more quickly. That's fine. However, it could present a slight balance concern if implemented in 1.6. But it may be necessary to address stuttering as a whole.Cannot improve on this any further than what already exists.In the end, a long maze will exhibit a small bit of unit stutter if the maze is long and complex. Even in a single player game. This is unavoidable, and is simply a result of the WC3 pathing. Multiple computer players is the best we can do to alleviate the situation in multiplayer games.