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 PostPosted: 07 Jul, 2012 
 

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How do people manage to play through the game then? I don't understand how this is playable by anybody. The game timer will say it was a fifty minute game when in reality it took about five hours. No exaggeration there.


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 PostPosted: 07 Jul, 2012 
 
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Your comp's specs must be lacking or there is something else going on in the back ground, because I'm running an i7 2600k(3.4 GHz) with 8GB of RAM and an ATI Radeon HD 6800 series Graphics card and I only notice slowdown once I get past the 1 hour mark and even then the slowdown has a very slow progression.

Also depends on the game set up too, playing with you and 8 AIs will bring on the slow down much faster, also map size plays into it as well, I rarely play with more than 2 AIs nowadays as I have the AIxs dialed into the perfect difficulty for me, the only time I play with more than that is on small 10km maps with them set to rush AIs and when I plan to be aggressive as well(when AIs get killed off fairly quickly it can help long term as well)

In short, we need waaaaaaaay more data before we can help you figure out your root issue.

Mike

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 PostPosted: 07 Jul, 2012 
 

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Fair enough. Specs are as follows:
4 GB DDR3 1066 RAM @ 666MHz 9-9-9-24 (one stick died, usually 8 GB)
GTX 570 Classified Edition
Phenom II X4 955 45nm @ 3.4 GHz
M4 Series Solid State Drive

I imagine that is more than enough to handle this game. I just installed Supreme Commander 2 and confirmed the problem is only with Forged Alliance on the older engine. Is the older engine failing to utilize my CPU and 4 GB of RAM? I know many game engines do not know how to use more modern CPUs and more than 3 GB of RAM. Sadly this is the case with many newer engines too. I noticed while playing CPU core 1 was at 100% while the other three were at ~20%. RAM usage was at ~50%.

The specific instance I was talking about where the game reported 50 minutes and it was really five hours was on Seton's Clutch with two friends playing against two Normal AI and one Turtle AI.


Last edited by JuggernautOfWar on 07 Jul, 2012, edited 4 times in total.

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 PostPosted: 07 Jul, 2012 
 

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Stay away from the large maps.

Rather than multiple AI opponents - use the AIx but less of them.

Avoid displaying range circles.

If you haven't done so already - lower some of the video settings. Particularily shadows, water and textures. This will alleviate the game crashing from running out of memory, and just generally reduce the memory management load (which will help some with the slowdown).


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 PostPosted: 07 Jul, 2012 
 

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You're talking about two different processing threads. Unless this user has only a single core CPU the graphics settings will mainly only affect his frame rates, but not so much the simulation speed. This topic has been covered so many countless times. Search around, there are much much further in depth discussions of the matter. Try searching for the Core Maximizer thread. the author is pretty in depth on the subject there.


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 PostPosted: 07 Jul, 2012 
 
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JuggernautOfWar wrote:
The specific instance I was talking about where the game reported 50 minutes and it was really five hours was on Seton's Clutch with two friends playing against two Normal AI and one Turtle AI.

What are your friend's specs? When playing with multiple human players the game only runs as fast as the slowest person can handle(to keep everyone in sync). If one persons' specs aren't good enough it slows the game down for everyone.

Also fewer AIs, for example 1 AI on setons will still get every available Mass spot in very short order, so it won't be low on resources, between that and using the cheating options I mentioned before you can fine tune the AIs so that you need as few as possible.

Mike

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 PostPosted: 24 Jul, 2012 
 

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Does Sorian AI work fine with Patch 3603? Sorian AI's readme only states: "Compatibility: 1.5.3596 1.5.3598 1.5.3599".


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 PostPosted: 24 Jul, 2012 
 

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Yes, I'm running it with 3063 with no issues. Non-steam version here...


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 PostPosted: 24 Jul, 2012 
 

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HTKatzmarek wrote:
Yes, I'm running it with 3063 with no issues. Non-steam version here...

Good to know. Thanks.


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 PostPosted: 25 Jul, 2012 
 

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I'm quite new to playing with a custom AI and SC:FA, although I have some experience with Total Annihilation.

I just have some newbie questions:

Does Sorian AI adjust or account for, if the 'No Experimental units', 'No Nukes', or 'No Game Enders' restrictions are enabled?

Is it affected negatively, or will it adjust its build to another, if it detects that it can't build experimental units or nukes?


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 PostPosted: 26 Jul, 2012 
 

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I've not tried it with restrictions in place...so I can't answer that, but judging by how it plays, I would guess it's level of play would be impacted negatively.


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 PostPosted: 12 Aug, 2012 
 

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Hi,

This is aimed at sorian, just a quick question...
I would have made a new thread however it might not be seen by you.
so i hope you dont mind me asking in your thread.

in platoontemplates, what do the 2 number relate to, what do they mean.

Code:
{ 'uel0104', 1, 1, 'Attack', 'none' }


what would happen if i changed them.

thx pal.

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 PostPosted: 12 Aug, 2012 
 
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If I remember correctly, that is the minimum and maximum number of that unit allowed in the platoon.

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 PostPosted: 12 Aug, 2012 
 

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Hi,

Thanks for the reply pal,


:)

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 PostPosted: 15 Aug, 2012 
 

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Hi,

Sorry another question for sorian,

can i use a few of your functions from your lobby mod, the reason being is the way its hooked, i have added some AI support to my mod support mod, to keep it compatable with your lobby mod, i need to use your functions schooked to keep them compatable.

percificly i needed to use these functions names with the GetAIList function being changed slightly, i ask permission to use getcustomtooltips, getAIList, IsSim, GetActiveMods, from enhancedlobby.lua and the hook of tooltips.lua,

can i also have permission to use other functions IF i need them, this is all to keep the mods compatable.

thank you :)

Dave.

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 PostPosted: 15 Aug, 2012 
 
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Fine by me.

As always, I just ask for a bit of recognition to included with your mod.

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 PostPosted: 13 Oct, 2012 
 
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Somehow I don't get the version 2.1.2. to work :cry: cause either if I use the Zip files and go skrimish it says, that it loads. and then it seems to do nothing or when I use the installer, it doesent give options for the sorian AI or crashes when I start a skrimish. :x

Maybe I'm doing something wrong, if that's the case please help :oops: .


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 PostPosted: 15 Oct, 2012 
 

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If you are not using Steam version of SupCom you have to install Sorian AI 2.1.1


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 PostPosted: 16 Oct, 2012 
 

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I recently played a game with Blackops V6.0 and Sorian AI 2.1.2 where the AI felt like a total pushover. It sent a few units my way but nothing too substantial, and even landed like 50 interceptors between my base and firebase without doing anything with them.

I mean, there were spurts of units with a single Fatboy at one point, but its aggression was incredibly low compared to previous games and it basically let me tech up to Soul Rippers and a fully upgraded Cybran ACU with cloaking and a microwave laser. So I do my thing and blow up all its secondary bases before slowly marching on my way to the AI's base, only to notice that my mass and energy are next to nil! Looking back at my base, I see pinpoint shots doing ~10k damage and realize that all the resources that the AI could've been using offensively got converted into a Mavor instead! I'm used to killing off 7+ Fatboys, hordes of sACUs, and lots of arty/Percys, not to mention the possibility of a Novax Center pinpricking my base to bits, so this was very different.

Since there were barely any units to defend the AI's base, I was able to comfortably make an assault and wipe the AI out with my trusty Soul Rippers, but of course my base was took a Mavor-fueled beating in the meantime. My murderous ACU survived so it could all be rebuilt (and quickly, thanks to T4 engineering), and I won that one, but it definitely felt unsatisfying.

Do you know what prompted the AI to build a Mavor? Would disabling game enders have led to more "unit on unit" action? My previous games were definitely more satisfying in that respect, since this one had hardly any combat save for my own attacks. My playstyle doesn't change much so I'd really rather not see this happen to my future games...any help would therefore be greatly appreciated!

Cheers,

Chikken


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 PostPosted: 16 Oct, 2012 
 

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A great deal of how well the AI performs depends upon map markers. Without good map markers the AI may not even be able to locate you ! In some cases, it will make him almost completely stall.


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 PostPosted: 17 Oct, 2012 
 

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Sprouto wrote:
A great deal of how well the AI performs depends upon map markers. Without good map markers the AI may not even be able to locate you ! In some cases, it will make him almost completely stall.


Well it definitely didn't stall. In fact I'm positive that it knew where I was, having sent small swarms of units my way (but no big assaults).

My issue is that rather than throwing larger hordes of units with Experimentals like the Fatboy or Goliath (man I REALLY want to see that thing hit the field) it went and built the ultra-expensive Mavor which didn't win it the game because I flattened the AI's base thanks to a lack of unit production and weak defenses.

I guess the Mavor is considered a Game-Ender, along with T3 Arty and Nuke launchers, but I'd rather not disable T3 arty or nukes since those don't cost a ton of resources and force the AI to commit everything to one gameplan. I like having my undefended bases nuked while knowing that my main and firebases are protected sufficiently!

This is why I'm seeking to understand what sort of strategy on my part caused the AI to go down the Mavor path rather than the one I'd seen so many times before, in order to rectify the issue and enjoy better games in the future.


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 PostPosted: 18 Oct, 2012 
 

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Just out of interest, which map was it. I'll check the map markers.


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 PostPosted: 18 Oct, 2012 
 

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Sprouto wrote:
Just out of interest, which map was it. I'll check the map markers.


I'm a total creature of habit so it was the only map that I've ever used, Ian's Cross.

Apart from a hardier firebase than usual, my strategy didn't change from previous games.
The map certainly hasn't changed.

On the other hand, I might've updated the AI to the latest version only recently, and I only recently (read: just before playing this particular game) installed Blackops V6.0 along with the ACU update to that mod.

Maybe the AI thought my turtle's shell was too strong for anything less than a Mavor? It was certainly sending units my way, but after the medium-sized assault that included a Fatboy got repelled, it pretty much stopped by my reckoning.


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 PostPosted: 18 Oct, 2012 
 

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Ok - the standard Ian's Cross has NO movement markers at all which will certainly give the AI considerable problems - not necessarily in finding you (his air scouts will go directly) - but for his engineers and land platoons as they attempt to find their way across the map. Many of the platoons use a routine which tries to generate a safe path to their target - and if no path can be found, they'll either abort completely or chase local targets only.


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 PostPosted: 19 Oct, 2012 
 

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Sprouto wrote:
Ok - the standard Ian's Cross has NO movement markers at all which will certainly give the AI considerable problems - not necessarily in finding you (his air scouts will go directly) - but for his engineers and land platoons as they attempt to find their way across the map. Many of the platoons use a routine which tries to generate a safe path to their target - and if no path can be found, they'll either abort completely or chase local targets only.


I'm a little confused. What would that have to do with the AI choosing to go Mavor rather than building units? Would it simply cease building units because they aren't reaching me?

The AI's land platoons definitely got to my base on several occasions, but their attacks reduced in frequency quite significantly at some point, which is when I believe the AI started building the Mavor.

My question is...what sorts of things convince a Sorian AI to build a Mavor rather than offensive units? It's always built offensive units on this map before; this is the first time it went with a Mavor. I'm curious as to why, since the Mavor game was much less fun than every other game I've played vs Sorian AI.


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