Eh, well, thanks for the reply, I guess... But that has nothing to do with what I asked
You see, my map is not in the state of debugging yet - I'm currently just designing it. I would like players to be able to train as much units as possible, but of course, not for the cost of making the map unplayable.
Therefore, what I'm looking for is more like exact numbers of how many units can I have in map before it becomes delayed like I described.
There is no such number because that depends on the RAM memory of the player as I described.
The more RAM memory a player has, the more units he/she can handle inside a game.
As I've described above there are ways of reducing the amount of units in your game without actually removing any currently alive units in your game...
To make it playable I suggest removing any killed units (if you can't live with that since you have summoning skills that depends on unit corpses then I suggest you to take down the decay timer of units in order to remove corpses which are still inside your memory,
the default is 60 seconds before they are removed. This way the units that are removed can be replaced by newly spawned ones.)
The tutorial I send you was about units not doing what they are supposed to do as you've asked.
This is because the GUI function can interrupt orders of units that's why I referred you to that tutorial...
The delay you've had is caused by excessive RAM memory usage since there are either to many unit's inside your game or to many memory leaks.
A workaround would be: buying more RAM memory or removing all leaks and reducing the amount of units inside your game as I've described above.
In your situation it might be that the creator of the game has a lot of memory leaks + to many units inside the game, causing you to get delay.
I hope this helps in explaining the situation.
Creating a dummy map to recreate the problem would mean you'd have to spawn massive amount of units and create lots of memory leaks. Do this every ... seconds and your good to go, your computer WILL lag like hell
(Use at your own risk)
Example:
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Creating leaks and some units
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Events
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Time - Every 0.30 seconds of game time
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Conditions
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Actions
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Unit - Create 1 Peasant for Player 1 (Red) at (Center of Region 000 <gen>) facing Default building facing degrees
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Unit - Order (Last created unit) to Move To (Center of Region 001 <gen>)
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Massively spawn units
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Events
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Time - Every 0.30 seconds of game time
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Conditions
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Actions
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Unit - Create 100 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees