Jump to content

Recommended Posts

Posted

When building a base, the game assigns it to a grid, which defines the relative positions and connectivity of all base pieces which are constructed on that same grid.  Building two separate bases gives two separate grids, which can overlap, but never connect.  If any one grid gets too large (covers too much of the map), then you get insane lag and stutter.

I have built one central base at coords 0N:0E, then a series of outposts 500m apart in every compass direction, for a total of 23 bases.  Looks like this from above:

 

O = Outpost

B = Base

Au = Aurora

O-----O-----O-----O-----O

O-----O-----O-----O-----O

O-----O-----B-----O-----Au

O-----O-----O-----O-----Au

O-----O-----O-----O-----O

 

For alignment purposes, I built them all on the same grid, using temporary large rooms to connect from one to the next.  Obviously, this has just about destroyed my game performance.

What I'm wondering is, can the global-objects.bin file be edited to make each outpost be on its own grid?  So rather than having one grid cover 2 square kilometers, I instead have 23 separate grids covering a small volume of the map each?

I've looked at the file using HxD Hex Editor, but cannot make heads or tails of it.  Anyone know how to do this, or can explain to me how to find where the grids are encoded or something?

 

Thanks

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...