I Found this
<Loop_Idle_Anim_00>no</Loop_Idle_Anim_00>and changed it to
<Loop_Idle_Anim_00>no</Loop_Idle_Anim_00>but the planet continues to rotate.
In addition, does anyone know of any scripts that would allow for a player to see a timer countdown when a AI fleet enters hyperspace?
I have theorized that rotating planets may use up a fair bit of CPU. (Supposing that you have 137 planets, and the CPU processes an item which dictates speed, and it refreshed/moved (or planet rotated) 10 times a second, that would be 1370 calculations every second.
In addition, I have reason to believe that lag created by the AI when making hyperspace jumps is either because of (A) the ai is unable to track the fleet while in hyperspace--thus it comes to a dead end, or (B) it runs time estimates while in hyperspace, and due to the computers love for hyperspace, has to deal with several time estimates--That could have been placed in to leave a tag for AI efficiency--For finding the most suitable planet to group together a fleet, and hyper there, or © because the hyperspace speed is constantly recalculated and set against a multiplier.
Edited by turbotails23, 25 December 2008 - 07:21 PM.