Blizzard did the limitations because the unit might move outside the map if the speed value is so high.
Both X and Y width of the map are stored as 32 bit little endian unsigned. So I am guessing they use something similar in the game itself to compute the index of the terrain node.I ment since isn't terrain 'indexed' on a 16bit integer?
I am guessing the limit is because of how the pathing system works. It calculates unit pathing in increments (1 unit of each player per game frame?). Each micro move order that is issued probably only covers a maximum of 522 distance. Setting speed to something stupid like 50000 would mean a single unit would overload the pathing system for that player.Blizzard did the limitations because the unit might move outside the map if the speed value is so high.
Both X and Y width of the map are stored as 32 bit little endian unsigned. So I am guessing they use something similar in the game itself to compute the index of the terrain node.
I am guessing the limit is because of how the pathing system works. It calculates unit pathing in increments (1 unit of each player per game frame?). Each micro move order that is issued probably only covers a maximum of 522 distance. Setting speed to something stupid like 50000 would mean a single unit would overload the pathing system for that player.