Hi, thanks Thonsew for this detailed explanation. My understanding ceased somewhere in C I guess.
as for A: What you don't seem to know is that my interests (and that of many other wml authors as well I guess) in improving performance are completely different. Scenarios with "more than a few tens of enemy units" are very rare. Actually, I can hardly name anything else than Northern Rebirth and I never played that campaign since moving so many units on the human side is tiresome. Most wesnoth scenarios have a few ten units on the enemy sides, and many scenarios feature on RPG where we have very few units, or do change the game in a completely different way (see my MP addon SoW). All of these are affected (made unstable) by the config changes nevertheless. Also, have you activated animations, graphical effects and such, which take long during the ai turns anyway ? What *IS* the bottleneck however is the wml loading phase - previously to tokens it was already always painful, now it's even more, like my primitive comparison shows. We wml and lua authors have a lot of interest in stable development versions however so that we can develop our addons while using new features as well. As you know now, fixing and testing is an extremely complex and time consuming task due to the lack of automated wml or lua tests. Experience shows that there isn't really much fixing during the "stabilizing" phases before the stable branches, so my strategy is to report as early as possible. cheers, Anonymissimus cheers, Anonymissimus _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
