happyslinky wrote: ↑Wed, 5. Dec 18, 18:02
I was looking into this too and in the unmodified game there's a big slowdown in order.move.recon.xml starting on line 364. Before picking a new target there is a 1 to 5 minute pause:
Code: Select all
<!-- Idle for a while. Important to prevent infinite loops in cases where there is absolutely nothing to explore. Shouldn't happen in normal game setup except for resource scout in low attention. -->
<run_script name="'move.idle'">
<param name="Min" value="1min"/>
<param name="Max" value="5min"/>
</run_script>
I tried lowering the delay to 1-2 seconds and so far it's working well:
Code: Select all
<diff>
<replace sel="//label[@name='proceedtonextzone']/following-sibling::run_script[1]">
<run_script name="'move.idle'">
<param name="Min" value="1s"/>
<param name="Max" value="2s"/>
</run_script>
</replace>
</diff>
Cool, thanks for sharing! This gets eventually overwritten when a new update comes out, right? Or wait... is the second code intended for a DIY mod? How do I make it work?
Edit: Even though I have no idea on how to make a mod, I looked at the other mods I've installed and came up with this: [link removed, new one further down]
Only problem is it doesn't show up ingame!

Edit2: fixed!
the whole librariy folder and xml file is probably wrong. Can someone pls help?
Edit2: I fixed the content.xml descriptions, now it shows up ingame. Time to see if it works!...
new download:
https://drive.google.com/open?id=1Mf5Pg ... zxnDKCVRXf (You need to change the "libraries" folder to "aiscripts")
Last edit: I disabled it. Couldn't see if it makes any difference. In the end I assume it only affects explorers in sectors that are fully explored AND have another (explore) command in the queue. Can you even fully explore a sector?
The current explore command seems fine to me. Yes it takes long, but they are exploring in 3D.