I figure it's time to stop in and say hello... I like your game a lot and would like to help with what polish I can provide. I'm a C++ (and C) programmer with about 22 years of experience in a lot of different industries, except the gaming industry. A lot of my work time in in the past was spent incrementally optimizing things and removing code while leaving the same or improved functionality. I both enjoy this type of work and do it well for the most part. I've taken an interest in the path-finding and formations, formation movement area and over the last few weeks I've come up with some (small) patches. PM me if you'd like me to post them. Note that the patches are small and may actually be wrong but each change did make at least a small improvement to either run-time or for mitigating pathological behavior. Note that I have some issues which prevent me from working on anything for long uninterrupted periods of time. It seems my body is forcing me to make up for all the sleep I missed in my 20s and 30s. This generally means it takes me anywhere from 1.25 to 2.0 times as long to do something. Anyway... I have some questions if anyone is willing to take the time to answer. 1) The way formations reform as they turn drives me crazy. Is there anyone who can give a brief overview of how it should work and how to find the related C++ and JS code? JS is not my forte, but I can probably figure it out. 2) Why is the vast majority of the code using fixed point? Is it a historical artifact? By using floating point and one of the better Template Math libs (that uses SSE type instructions), the math could likely be sped up by a big margin. If you point me to an isolated smallish area of the code to change to floats, I will do the changes, testing and profile etc... IOW, I'm willing to put my money where my mouth is. 3) In the file CCmp_Pathfinder_Tile.cpp there is a fair amount of redundant info spread across several data structures. An example is state.terrain (which looks like it could be combined with state.tiles) that contains only 2 bits of data related to impassable tiles. I'd be willing to clean this up, but not to waste time on it for no effect. 4) Was any of the code written by Ykkrosh/Patrick?/Phillip? saved anywhere? He seemed to write in the forums about some nice improvements, especially related to path-finding, but I do not see code attributed to his svn/git IDs in the repository. 5) Is there any way to setup a game that will play itself? I've seen references a few times to a command line option (-replay) to replay from a text file, but I have not figured out how that text file is created. Thanks for listening to the geezer ramble.