SACUs and Factories Upgrades questions
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@manimal_ said in SACUs and Factories Upgrades questions:
I've read somewhere that CoreMaximizer was good for Win 7 users only...
It was given on GPG as THE solution to the use of multi-core...No matter what you do, the simulation will always be single core.
You can use 3rd party programs to spread the simulation, ui and other windows threads/processes to different cores, but the main issue is the simulation.@manimal_ said in SACUs and Factories Upgrades questions:
Is there still an issue with pathfinding computation ?
It's not only the pathfinding. Every unit has to search for good targets for each of its weapons, they have to compute how to shoot to hit their target etc., etc.
So the performance goes down as the unitcount increases (for weapon targeting it's even quadratic, as each new unit introduces new weapons and is itself a new target). there were a lot of updates in FAF to increase performance, but a lot of things are in the closed source supcom engine, so they are not easily changeable (like weapon targeting for example).Even the best pcs will start to struggle at some point in a 16 player game.
@manimal_ said in SACUs and Factories Upgrades questions:
Not mentioning the quality of internet connexion of all players in a game.
Bad connections will cause stuttering and lag, but will not slow down the simulation.
@manimal_ said in SACUs and Factories Upgrades questions:
However I don't know how does the game manage the multi-core GPUs
your gpu has (almost) no impact on the games performance.
here the age of the game plays a big role, as gpu performance went up and has always been scalable across cores. Also the game never was really gpu intensive, as it renders very little once you zoom out.@thomashiatt said in SACUs and Factories Upgrades questions:
Shields are just a catchall anti-strategy that blocks whatever your opponent is trying to do in a boring way.
No they don't block nukes
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@thomashiatt said in SACUs and Factories Upgrades questions:
I have no idea what this is referring to,
It refers to shield spill something (maybe spill-over)
This was done because some players found the shields too tough. -
"some"
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@manimal_ said in SACUs and Factories Upgrades questions:
@thomashiatt said in SACUs and Factories Upgrades questions:
I have no idea what this is referring to,
It refers to shield spill something (maybe spill-over)
This was done because some players found the shields too tough.on your skill level those small changes do not really matter
you can just make resource up to 1k mass income and make all your factires into HQs or use kennel drones or just build more shields and assst themShield overspill damage is only like 15% and something like 30 for mobile sihelds
it greatly affects stacked shields that used to be a balance problemFAF has many many changes, t2 shields were also incresed in cost because they were and still are very strong
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when's this dude getting banned for trolling
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@manimal_ said in SACUs and Factories Upgrades questions:
Nothing more constructive to say or do ?
Every time I hear something about constructivism it's always something from norse legends... and very very fat.
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Why are we feeding this troll who will never get it?
Start locking these threads
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You're so righteous that you convinced me to disable forever the mods that sit here
FAForever Data\cache\featured_mod\gamedata
, by hoping to be able to enjoy the game with the few interesting updates/new features only.
Among other things I wll get rid of : the still-work-in-progress-SACU-thing, the HQs buildings system and the "rebalanced"-engiesI must to underline that FAF devs have left no choice to toggle on/off those features (through mod manager ?), they are simply imposed... and they don't fit all players.
I've appreciated the patience of some helping persons and thank them a bunch for their efforts.
The other ones were just a background noise...
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@manimal_ said in SACUs and Factories Upgrades questions:
You're so righteous that you convinced me to disable forever the mods that sit here FAForever Data\cache\featured_mod\gamedata, by hoping to be able to enjoy the game with the few interesting updates/new features only.
This will not remove those features, as the featured mods are not the integrated "mods", but the mods you can choose from when creating a lobby.
Integrated mods can't be disabled and adding such a functionality would be extremely difficult, as they are implemented directly in the original lua code (or even binary patches in the game engine).
There is also no point in just disabling these, as the game would become extremely unbalanced.
If you want the FAF performance improvements but keep the vanilla gameplay you could try the vanilla balance mod
I'm not sure tho if it still works and to what extend it restores vanilla balance. -
You come at us all pissed about the faf changes and get mad when we defend them.
Your the righteous one here, nobody is saying you have to play faf.
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nobody asked devs to alterr the genuine game without keeping a way to play it as it was...
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You can play the GPG version on Steam just fine.
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now stop this dumb "game" kidz.
come out and play with your district's kidz.
so intolerant with the ones who think not like you...
peace off -
Dude I played this game back in 2007 and it was unplayable as I said it would go -7 sim speed. Often playing setons people would ctr k to be done with it.
You are more than welcome to play the steam version, you will not get anywhere here unless you change your attitude.
And as I type this you continue with it, if I was a mod I'd ban you from the forums.
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S... T... O... P... do you read me ? over
if you're bored, I have a good reading for you
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get vet, is much easier to remeber as learn every posible number of vet levels of units. Did you know how much number it is? About 2150. If i ask you how much vet point need ML to get second vet, did you know? and ML is second most remebert vet number in game after acu. And 99,5% players dont know that.
About predictibility, you dont need know how much exaktli units cost, but you can asume it. and if you cant asume it, then we are back in argument that on this level you realy dont need know how much you need to kill to get vet, while on this skill level it realy doesnt mather.
Indicator dont say you concrete units taht you need kill but say you that you are veeery close or you are far away. And depend on situation you make decision toward it.
And yes im kinda owner of this super selfish all-seeing wisdom over this topic. And yes after two years im kinda lazy to comunicate it properly.
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Are you saying it was Fixed in Equilibrium?
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I think there's been adequate discussion on the topic
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