Placeables shouldn't cause lag unless they are not static. Static placeables are loaded once per area probably while area is loading and they are never refreshed for the player in area. Not-static placeables however are refreshed and server sends informations about them to player which may cause lags if there is too many of them. Also VFX placebles like fog/light may cause graphic lag on the user's end, if stacked.
Creatures and players are the same as non-static placeables. The more of them in the area the more lags - especially with players because server sends information about all players to all players, for 10 players thats 100 packets every while. So I suggest not make too crowded city, monsters are fine because player kills them.
I follow different rules, because I use only default nwn tilesets so I may afford to make bigger area (unless its Caste/Rural, bad bad tileset, unfinished imo) and I don't limit my builders to any number of placeables. So far, there aren't lags anywhere, if they will, its not so big problem to handle it in the given area.
Few more hints: CEP1 has heartbeat script on light source placeables zep_torch_something, this may cause heavy LAGs, the solution is to remove the zep_torch_* scripts (nss and ncs) from haks on server.
Some monsters in CEP and even some monsters added in last patch have too much polygons (illithids in Cep, Wereboar in 1.69, DLA Ogre) this may cause graphic lag on older computers especially if you spawn more of them - not recommended.
Horses - lags...
Modifié par ShaDoOoW, 28 août 2010 - 05:23 .