unnamednewbie13
Moderator
+2,053|6987|PNW

Vilham wrote:

Well im back after my 3 day ban for posting a pic of supreme commander that happened to be on-topic... anyway...

Ive been playing a nother guy at my uni, and i have to say some people have a lot to learn, i beat him 3 times now, no matter what way i win be it t1 rush, t3 rush, turtle, he complains about the way i play. lol
I went to someone's house and beat them with five T1 bombers and a submarine.

Beat the Aeon campaign, and it looks like they recycle and remix CGI footage for the endings, because much of it was the same as the UEF ending. But the princess turned into Obi-Wan Kenobi and grinned into space. Sickening...

Time for Cybran! Save the best for last...LIBERATE!

Last edited by unnamednewbie13 (2007-03-01 09:29:35)

bullit
Tank Troll
+71|6904|London, UK
Iam on aeons last mission already and iam about to send a force of 30 t3 assualt bots, 10 artlierry and 10 AA to take out the UEF captain but i gotta transport them all first....
Zefar
Member
+116|6864|Sweden
5 T1 bombers and ONE submarine O_O Boy that guy must have sucked then. What did he build? Scouters?

If you where to be in my base and I didn't have any AA at all which I kinda forget now and then I'd be able to build up 5 of them within a minute before those bombers could destroy them.

Boy do people suck at it. XD

The problem I have with the game is that the Cybran can destroy 5-6 T2 turrets in ONE blow with Tier 3 bomb. And this is ONE plane to. Well one reason to build shields but now I got tons of Arty cannons to guard on long range vs any experimental units and I'm not talking about few but up to 40 of them.

I'm starting to like the UEF Fatboy as it completely destroy weak things on distance.
unnamednewbie13
Moderator
+2,053|6987|PNW

bullit wrote:

Iam on aeons last mission already and iam about to send a force of 30 t3 assualt bots, 10 artlierry and 10 AA to take out the UEF captain but i gotta transport them all first....
Take my advice:

1. Ignore scoldings and reminders to push forward with an attack and build up a massive T3 ecomony (immediately start putting up power generators and mass fabricators, one T3 AA to a fabricator). Six T3 artillery and four strategic nuke silos. T2 anti-air on the water slightly southwest of your naval base and the northeast shore, T3 anti-air inside. T2 artillery along your eastern shore. Your navy should consist of 6 battleships and 6 cruisers. Put shields up over everything you can, though you can ignore some of the out-of-the-way mass extractors.
2. Nuke all of the UEF commander's stuff (the control tower is invincible, so don't worry about collateral damage).
3. Surround the control tower with shield generators, T3 & T2 anti-air, T2 ground defense, artillery and anti-tactical. Put up an omni-sensor over there (as well as the one you should have on your island). Capture it.
4. Nuke all revealed Cybran naval bases. Learn to lead groups with nukes and atomize their approaching army.
[optional]
5. Deactivate your T3 artillery.
6. Shore your economy even further by pumping out sCDR's and resource management upgrades. Give them the engineer packs as well.
7. If you desire, build yourself some T4 gear.
8. When ready, activate your T3 artillery.
[/optional]
9. Destroy the Cybran commander with nukes and artillery. Ignore remaining buildings and units.
10. Wipe out the freshly-revealed Avatar's forces in any manner desired. I used six T4 bots for fun, but I have three fully-loaded CZAR's on standby. For kicks, nuke the little island to the southeast.

My results: 0 casualties. The Princess, for all her impatience, was as pleased as punch.

Last edited by unnamednewbie13 (2007-03-01 09:52:09)

unnamednewbie13
Moderator
+2,053|6987|PNW

First off, I love this game. It's monstrously fun. While I understand the pressure put on game developers with the milestone system to produce, I'd still like to suggest a few post-release adjustments which I believe would be a nice way to shore up the little beastie:

Updated 3/1, 3/2, 3/3 (new in yellow)
Last addition: ETA on all paths (notably transport) and adjacency display.

===
- Hotkeys -
===

=Commands=
* Able to toggle fire/cease fire etc. with turrets while under construction.

Maneuver - Alt+Shift+Right (see 'movement templates')
Launch Nuke From Nearest Available Facility (to target) - Ctrl-N
Launch Scouts From Selected Carrier - Ctrl+L+S
Launch Fighters From Selected Carrier - Ctrl+L+F
Launch Gunships From Selected Carrier - Ctrl+L+G
Launch Torpedo Bombers From Selected Carrier - Ctrl+L+T
Return View to Default - Backspace

=Groups=
All Selected Units Defend Specified Group - Ctrl+I+(x) (where x = desired group)
All Selected Units Coordinate Attack with Specified Group - Ctrl+A+(x) (where x = desired group)

=Selection=
Select All Experimental Units - Ctrl-E
Select Multiple Groups - Shift+0-9 (while one group is selected)
Show Approximate Destination of All Selected Units - Alt-Shift (dot locations, so you can see what formation it's going to be, rather than just looking at a single directional line)

=UI=
Show Anti-air Coverage - Ctrl+Alt+A
Show Surface Coverage - Ctrl+Alt+S
Show Underwater Coverage - Ctrl+Alt+U
Show Artillery/Tactical Missile Coverage - Ctrl+Alt+R
Show Tactical/Strategic Missile Defense Coverage - Ctrl+Alt+D
Reset Military Overlay to Default and Turn Off - Ctrl+Alt+W (see Improvements/Range Overlay)
Hold to Display Military Radius of Selected Units - / (highlights them white if military overlay is on)

=Game=
Quick Save - F5
Quick Load - F7

=Construction Templates=
* Tier objects in templates too advanced for construction (or on incompatible terrain for buildings) will be skipped when used

To Recall Unit Template With Factory Selected (saves to profile):
Recall Unit Template 1 - Ctrl+Alt+1
Recall Unit Template 2 - Ctrl+Alt+2
Recall Unit Template 3 - Ctrl+Alt+3
Recall Unit Template 4 - Ctrl+Alt+4
Recall Unit Template 5 - Ctrl+Alt+5
Recall Unit Template 6 - Ctrl+Alt+6
Recall Unit Template 7 - Ctrl+Alt+7
Recall Unit Template 8 - Ctrl+Alt+8
Recall Unit Template 9 - Ctrl+Alt+9
Recall Unit Template 10 - Ctrl+Alt+0

To Create Unit Template With Factory Selected from Current Build Queue:
Set Unit Template 1 - Ctrl+Shift+1
Set Unit Template 2 - Ctrl+Shift+2
Set Unit Template 3 - Ctrl+Shift+3
Set Unit Template 4 - Ctrl+Shift+4
Set Unit Template 5 - Ctrl+Shift+5
Set Unit Template 6 - Ctrl+Shift+6
Set Unit Template 7 - Ctrl+Shift+7
Set Unit Template 8 - Ctrl+Shift+8
Set Unit Template 9 - Ctrl+Shift+9
Set Unit Template 10 - Ctrl+Shift+0

To Recall Building Template With Cdr/sCdr/Engineer Selected (saves to profile):
Recall Building Template 1 - Ctrl+Alt+1
Recall Building Template 2 - Ctrl+Alt+2
Recall Building Template 3 - Ctrl+Alt+3
Recall Building Template 4 - Ctrl+Alt+4
Recall Building Template 5 - Ctrl+Alt+5
Recall Building Template 6 - Ctrl+Alt+6
Recall Building Template 7 - Ctrl+Alt+7
Recall Building Template 8 - Ctrl+Alt+8
Recall Building Template 9 - Ctrl+Alt+9
Recall Building Template 10 - Ctrl+Alt+0

To Create Building Template With Selected Buildings:
Set Building Template 1 - Ctrl+Shift+1
Set Building Template 2 - Ctrl+Shift+2
Set Building Template 3 - Ctrl+Shift+3
Set Building Template 4 - Ctrl+Shift+4
Set Building Template 5 - Ctrl+Shift+5
Set Building Template 6 - Ctrl+Shift+6
Set Building Template 7 - Ctrl+Shift+7
Set Building Template 8 - Ctrl+Shift+8
Set Building Template 9 - Ctrl+Shift+9
Set Building Template 10 - Ctrl+Shift+0

=Movement Templates=
* Movement templates are a function that, when called into action, bring up previously recorded orders. Recall snaps the template to the cursor, click to place. Template is surrounded by an interactive box that allows you to stretch and skew the template as you would an image in Photoshop (well, more like Illustrator, considering the paths). Individual target nodes may still be manipulated. Templates are canceled like any other order.
* 'Maneuvers' are similar to 'patrols' in that units will move in a loop. However, they will not peel off to engage (thus flying in endless predictable patterns around a single target until it is destroyed), and will fire at a target only if their guns can point at it. Good for evasion, if the pattern is tight enough. Only compatible with Tier 1 units. Land and sea-bound units will path around obstacles if necessary.
* Though excessive, the ability to bring up a sub-menu to name these and subsequently select them by name would be cool as well.

To Recall Patrol Template
Recall Patrol Template 1 - Alt+P+1
Recall Patrol Template 2 - Alt+P+2
Recall Patrol Template 3 - Alt+P+3
Recall Patrol Template 4 - Alt+P+4
Recall Patrol Template 5 - Alt+P+5
Recall Patrol Template 6 - Alt+P+6
Recall Patrol Template 7 - Alt+P+7
Recall Patrol Template 8 - Alt+P+8
Recall Patrol Template 9 - Alt+P+9
Recall Patrol Template 10 - Alt+P+10

To Create Patrol Template
Set Patrol Template 1 - Ctrl+P+1
Set Patrol Template 2 - Ctrl+P+2
Set Patrol Template 3 - Ctrl+P+3
Set Patrol Template 4 - Ctrl+P+4
Set Patrol Template 5 - Ctrl+P+5
Set Patrol Template 6 - Ctrl+P+6
Set Patrol Template 7 - Ctrl+P+7
Set Patrol Template 8 - Ctrl+P+8
Set Patrol Template 9 - Ctrl+P+9
Set Patrol Template 10 - Ctrl+P+10

To Recall Maneuver Template
Recall Maneuver Template 1 - Alt+M+1
Recall Maneuver Template 2 - Alt+M+2
Recall Maneuver Template 3 - Alt+M+3
Recall Maneuver Template 4 - Alt+M+4
Recall Maneuver Template 5 - Alt+M+5
Recall Maneuver Template 6 - Alt+M+6
Recall Maneuver Template 7 - Alt+M+7
Recall Maneuver Template 8 - Alt+M+8
Recall Maneuver Template 9 - Alt+M+9
Recall Maneuver Template 10 - Alt+M+10

To Create Maneuver Template
Set Maneuver Template 1 - Ctrl+M+1
Set Maneuver Template 2 - Ctrl+M+2
Set Maneuver Template 3 - Ctrl+M+3
Set Maneuver Template 4 - Ctrl+M+4
Set Maneuver Template 5 - Ctrl+M+5
Set Maneuver Template 6 - Ctrl+M+6
Set Maneuver Template 7 - Ctrl+M+7
Set Maneuver Template 8 - Ctrl+M+8
Set Maneuver Template 9 - Ctrl+M+9
Set Maneuver Template 10 - Ctrl+M+10

===
- Improvements-
===

=Range Overlay=
* Right click military overlay to bring up a submenu with togglable options. Right click again to turn off submenu. Toggles displayed:
- Show Anti-air Coverage
- Show Surface Coverage
- Show Underwater Coverage
- Show Artillery/Tactical Missile Coverage
- Reset to Default and Close
*Fill/Outline Switch
- Fill: Uses translucent layer to indicate military coverage, rather than outline. Effective when there are many units.

=Combat=
* Toggle allows Tactical Missile Defense to fire at wreckage of small aircraft when missiles aren't incoming to reduce impact damage.
* Impact zones from large ordinance to provide effective cover for T1 units
* Formation Orientation Depth: with units selected, hold right and left mouse button and drag at a target location to specify formation face and (as with BFME) breadth.
* Smart Formations, possibly implemented as command rose; examples (vulnerable units automatically placed towards the center/rear as applicable):
- 'Cluster', formation that looks more like an unruly mob than a formation. Seems to be default for some units (like large ships).
- 'Assault Wall' (aircraft), a wall of aircraft, one over the other, providing a front of fire
- 'Box' (aircraft), a box of aircraft (ex., 16 units length, 16 width, 16 depth)
- 'Sphere' (aircraft), selected aircraft attempt to surround large air units from all angles
- 'Sheet', standard boxy formation (ex., 16 units length, 16 units width)
- 'Line', default formation; self-explanatory
- 'Column', self-explanatory
- 'Diamond', forms units into a diamond shape
- 'Circular' forms units into a circle
- 'Echelon Left', forms units into a line that faces the enemy at an angle, front facing left
- 'Echelon Right', forms units into a line that faces the enemy at an angle, front facing right
- 'V', form units into an angle, lines facing the enemy
- 'Wedge', form units into an angle, point facing towards the enemy
* Attack patterns for aircraft and small naval units, possibly implemented as command rose; examples:
- 'Clover Leaf', pattern around target
- 'Circle', around target
- 'Strafe', by target (over, back and forth for air, alongside, port and starboard for naval)
- 'Swarm', all T1 units, attempts to close proximity as much as possible with enemy units to distract them
* Enhanced 'Guard' System; example:
- when I assign a bunch of mech marines to assist a half-dozen tanks and two artillery pieces, they should do so in a more organized fashion then just milling about in random clusters

=UI=
* Option to reduce selection group button size in menu (I know it can be turned off, but I'd like it if they weren't so large)
* Option to make camera tilt sticky, so space doesn't have to be constantly held down for a good view
* Toggle to turn off wall display icons, or to solidify them into unified shapes. As they are, when zoomed out, they turn into black blotches that slow the game down (for me) and block out sight of more important objects.
* ETA's on all paths (transport ones currently don't have it)
* Adjacency bonus information displayed upon hovering mouse over object.


=AI=
* Combat Behaviors:
- 'Hold Fire', unit will not fire, even if fired upon
- 'Return Fire', unit will fire if fired upon
- 'Controlled Fire,' unit will fire at a target within range if friendlies will not be affected by blast radius
- 'Free Fire', unit will fire at any target within range
* Navigation Behaviors:
- 'Scout', "look but don't touch;" sends selected units on a mission of visual confirmation of enemy whereabouts
- 'Search & Destroy', allows unit to move around of its own volition searching for targets
- 'Return & Repair', returns to the nearest compatible factory with the shortest queue to repair (can set
- 'Decommission', returns to nearest compatible factory with the shortest queue to reclaim resources
automatic return behavior level at 75% health, 50% health and 25% health)
* Stances:
- 'Hold Ground/Defensive', will NOT budge (that means you, destroyers)
- 'Balanced', units behave normally
- 'Skirmish', units keep as much distance between themselves and the target while still being within range.
- 'Pursue/Aggressive', units will bitterly chase down any enemy spotted
* Type-Targeting:
- 'Raze', toggle on/off; unit prefers to destroy buildings
- 'Target Air-to-Air' AA unit prefers attacking air-to-air units
- 'Target Air-to-Ground', AA unit prefers attacking air-to-ground units
- 'Target Naval', unit prefers attacking naval units
- 'Target Land', unit prefers attacking any land unit
- 'Target Ordnance', unit prefers attacking artillery
- 'Target Low Tier' sets target priorities to low-tier units
- 'Target High Tier' sets target priorities to high-tier units

=Save Games=
* Allow the creation of subfolders for campaign savegames.

=Pathing Optimization=
* Optimize ship pathing to avoid unnecessary bottlenecks and excessive babysitting.
* Optimize aircraft landing pathing when aiming for air staging platforms (they often miss and land on the ground).
* 'Tailgate' command to force mobile shield generators to stay almost on top of a target while in motion.
* Optimize transport pathing to pick up targets at the same elevation they're at. Too often I get a commander or sCDR stuck on a cliff because the transport doesn't want to hover there. Instead, it lands at the base of a hill cliff, leaving whoever wants a ride pondering the futility of sliding down a cliffside.
* Optimize 'match speed' AI. No more stop-and-go traffic.

=Multiplayer=
* Modes:
- 'Coop Wave' starts all players in the same location of the map and throws gradually increasing numbers of units at them. Players share resources and attempt to build up as quickly as possible to survive as long as possible. Win criteria can be kills (akin to slaughter mode; Starcraft), or merely being alive after a certain number of waves or at the end of the time buzzer.
- 'Teamwork' (exactly like Starcraft 'Team' mode) example: Player1 & 2 are on team 1. Both get an ACU, both start in the same location, and both share the same economy.

Audio
* Jukebox that will allow you to select in-game music when things are slow or you're not satisfied with 10 seconds of battle music (and then back to idle).
* See 'content expansion.'

=Content Expansion=
* Expansion pack as a persistant campaign, sort of blending the concepts of Dark Crusade, Empire at War and Ascendancy. Space combat present ala (heavily-modified) Homeworld.
* More unit special abilities with adjustable usage autonomy.
* Hire composer Jeremy Soule to write another couple pieces of music, but for each faction; intermix with default for greater variety during gameplay. Games can last over an hour, so variety would help.
If any of this is already possible, that means I haven't seen it in the documentation. I know a lot of this is excessive, but it'd give players a ton of different ways to employ strategy. Might add more later, but I'd probably be told to go make my own game.

Comments?

Note 1: Random clicking got me to figure that there were already some formations, but they're pretty cookie-cutter. You can cycle through them by taking a group, holding right on the destination, clicking left to scroll through formations, drag to face, release. Would've helped if I was told.

Last edited by unnamednewbie13 (2007-03-03 19:09:51)

sfarrar33
Halogenoalkane
+57|6833|InGerLand

unnamednewbie13 wrote:

First off, I love this game. I understand the pressure put on game developers with the milestone system to push a product out, but I think a few adjustments would be nice:

Updated 3/1
<snip>
Comments?
too many formations maybe
but the rest i can see being included in a patch with ease
('cept maybe space combat, though new units with every patch would be pretty funky)
e-mail them the ideas maybe?
unnamednewbie13
Moderator
+2,053|6987|PNW

sfarrar33 wrote:

unnamednewbie13 wrote:

First off, I love this game. I understand the pressure put on game developers with the milestone system to push a product out, but I think a few adjustments would be nice:

Updated 3/1
<snip>
Comments?
too many formations maybe
but the rest i can see being included in a patch with ease
('cept maybe space combat, though new units with every patch would be pretty funky)
e-mail them the ideas maybe?
It's about as many formations as were in Mechwarrior 2 and Age of Empires 2 combined. Attack pattern ideas inspired by Star Trek Armada. I could see them being implemented as a rose selection menu. The formations as they are now are inadequate, and require much time being spent to arrange unit types into a presentable front. The space combat idea was more for an expansion pack, as a sort of combination between 'Homeworld,' 'Empire at War' and (though it's a bit of classic snobbery on my part) 'Ascendancy.'

Last edited by unnamednewbie13 (2007-03-01 17:45:17)

Vilham
Say wat!?
+580|6981|UK
For the UI and the nuke one is it realy that hard to scroll out and click? The icons are so clear as to what they represent.

The T4 selection one is easy anyway, just shift double click all circle units.
unnamednewbie13
Moderator
+2,053|6987|PNW

Vilham wrote:

For the UI and the nuke one is it realy that hard to scroll out and click? The icons are so clear as to what they represent.

The T4 selection one is easy anyway, just shift double click all circle units.
No, but shortcuts are always nice so you don't have to constantly play musical selections with the nuke silos. With me, it's scroll in and click, because the buildings are so damn small that other icons override them. The T4 selection was suggested because, again, it is a keyboard shortcut and I am a shortcut junkie. Call it conditioning from 3ds Max and Photoshop.

Last edited by unnamednewbie13 (2007-03-02 05:37:59)

Vilham
Say wat!?
+580|6981|UK
Do you mind if i nick that and post it over on the actual forums in the suggestions post, ill ofc credit you and this source.
Ayumiz
J-10 whore
+103|6949|Singapore
Can my specs run it?

Amd Athlon 3500+ @ 2.2ghz.

Leadtek 7800gt 256mb vram

2gb ram
sfarrar33
Halogenoalkane
+57|6833|InGerLand

Ayumiz wrote:

Can my specs run it?

Amd Athlon 3500+ @ 2.2ghz.

Leadtek 7800gt 256mb vram

2gb ram
yes your system specs are quite over the minimum
which are:
1.8 ghz
512mb RAM
128mb video RAM
8gb of hard disk space

they even top or are right on the recommended

anyone else like the way the way the game seems to slow down if your computer can't quite handle all that information or work that fast, but it doesn't crash, it just slows down for a bit
its nice to have a game which makes you think "yay no CTD's no 'do you want to send an error report' no more crashes"
unnamednewbie13
Moderator
+2,053|6987|PNW

sfarrar33 wrote:

e-mail them the ideas maybe?
->

Vilham wrote:

...nick that and post it over on the actual forums in the suggestions post, ill ofc credit you and this source.
===

sfarrar33 wrote:

Ayumiz wrote:

Can my specs run it?

Amd Athlon 3500+ @ 2.2ghz.

Leadtek 7800gt 256mb vram

2gb ram
yes your system specs are quite over the minimum
which are:
1.8 ghz
512mb RAM
128mb video RAM
8gb of hard disk space

they even top or are right on the recommended

anyone else like the way the way the game seems to slow down if your computer can't quite handle all that information or work that fast, but it doesn't crash, it just slows down for a bit
its nice to have a game which makes you think "yay no CTD's no 'do you want to send an error report' no more crashes"
Those minimum requirements are absolutely ludicrous. There is no way that you could enjoy the game's full content (sans detail turned up) with that. You would be restricted to small maps, small armies, and not many individual AI's...or slowing down the runtime by 8.

Ayumiz: I am running it with an Athlon 3500+, BFG 6800 Ultra OC and 2GB RAM. Our performances should be similar.

Last edited by unnamednewbie13 (2007-03-02 05:52:32)

unnamednewbie13
Moderator
+2,053|6987|PNW

I know the game tries to rush you through the maps with video reminders...but I got pounded on the last Cybran mission. Barely recovered and when I did...I can now torture them to death.

https://i3.photobucket.com/albums/y76/unnamednewbie13/cybransrevenge.jpg
Cybran's Revenge. The Earth shakes.

Last edited by unnamednewbie13 (2007-03-02 12:59:03)

Ayumiz
J-10 whore
+103|6949|Singapore
I read the recommended specs and  here it is. Intel 3.0ghz or equivalent AMD processor. 1gb ram. 256mb of vram.
bullit
Tank Troll
+71|6904|London, UK

Ayumiz wrote:

I read the recommended specs and  here it is. Intel 3.0ghz or equivalent AMD processor. 1gb ram. 256mb of vram.
Which i have and everything is run on medium/low and still lags with so many units.
Vilham
Say wat!?
+580|6981|UK
thats the price you pay for having a game that lets you build 1000 units each. Nothing even comes close to the scale of this game accept maybe TA.
sfarrar33
Halogenoalkane
+57|6833|InGerLand

unnamednewbie13 wrote:

Those minimum requirements are absolutely ludicrous. There is no way that you could enjoy the game's full content (sans detail turned up) with that. You would be restricted to small maps, small armies, and not many individual AI's...or slowing down the runtime by 8.
well thats what i mean
my computers running somewhere between minimun and recommended
but most of the time it works fine every so often it will lag but it will work non the less
all of the maps huge armies and i've tried as many as 9 AI players
the only thing that doesn't work is that the AI seem to get really stupid when you have lots of them
seton's clutch (winter duel is a much more fun map ) with 7 AI, i manage to hold onto the land pass (reclaiming the monkeylord and fatboy wrecks in the middle and turning them into point defenses works well) then get to tech three and go over there to the first AI player
what do i find? a really well built base with shields and factories and a whopping power infrastructure, guarded by loads of tech 2 point defense guns and artillery BUT only about 3 tech 1 AA and all the bots had built were the hunterkiller bots, my 20 strategic bombers annihilated them so easily it wasn't even fun to watch (well almost)

and other than the AI thing i <3 Chris Taylor/Gas powered games/THQ for the wonderful accesibility of the game and its superior gameplay
Zefar
Member
+116|6864|Sweden
The only quick controll I want is ctrl + D, Destroy the vehicle/unit you have selected within 10 seconds and this only work on your own ones.

It was good to clear of useless armies that can't do much and buildings that you don't need.

Also I think it all really goes down which GFX card you have, I read that some people had like 1.8 GHz and the same RAM as me but could run the game on fullest without a problem.

I got a Geforce 6800 something and it's not that good at handling Supreme Commander. Though I still play it for fun but usually limit it to one opponent.
unnamednewbie13
Moderator
+2,053|6987|PNW

Zefar wrote:

The only quick controll I want is ctrl + D, Destroy the vehicle/unit you have selected within 10 seconds and this only work on your own ones.

It was good to clear of useless armies that can't do much and buildings that you don't need.

Also I think it all really goes down which GFX card you have, I read that some people had like 1.8 GHz and the same RAM as me but could run the game on fullest without a problem.

I got a Geforce 6800 something and it's not that good at handling Supreme Commander. Though I still play it for fun but usually limit it to one opponent.
CTRL-K kills your units (albeit without the delay).

If you're on a lower detail, the graphics card won't matter so much. When you zoom out all the way, units will be represented by sprites rather than models (and texture resolution drops), which should technically speed things up. However, with too much AI working, and units stuck into pathing knots, you're still going to be choppy. This is where the CPU comes into play. I have four 512MB sticks running at 2-3-2-5-2T timing, and my 6800 Ultra handles sprites like no other.

The campaign maps handle fine, as there's generally not more than two opponents, but large maps combined with large unit numbers and 3+ AI players spell trouble.

Last edited by unnamednewbie13 (2007-03-03 13:31:25)

MagiCandy
Member
+18|6869
I snuck my commander next to my enemy one game, boy was it funny when they took each other out.
TimmmmaaaaH
Damn, I... had something for this
+725|6655|Brisbane, Australia

Desktop:

3800+ x2
6600GT
1GB

and

Laptop:

1.66 Centrino Duo
x1600 mobility
1GB

both these run it on lowest/ish at 1024x768 good enough fps for me (for an RTS), and no lag at all really. I havent really played any epic 8 or 9 player battles though

Last edited by TimmmmaaaaH (2007-03-03 22:37:03)

https://bf3s.com/sigs/5e6a35c97adb20771c7b713312c0307c23a7a36a.png
RavyGravy
Son.
+617|6621|NSW, Australia

ok so i got the demo disc...doing the first mission for cybran(what every they are called) and everytime i build a unit they try to run off screen and if they do they dont ever come back. does this happen all the time?
Vilham
Say wat!?
+580|6981|UK
lol no. You probably set the way point of the map. Reselect the factory and right click the ground.

O and unamed, the game code wouldnt allow one of your latest additions without quite a bit of editing, if you add other units to assist the transports they are helping it and not joining it or making their own ferry, thus they dont directly know where they are going other than following the order of this other unit.

You might want to check out http://forums.gaspowered.com/index.php , its my home page now after the admins here gayed on me.
unnamednewbie13
Moderator
+2,053|6987|PNW

Vilham wrote:

lol no. You probably set the way point of the map. Reselect the factory and right click the ground.

O and unamed, the game code wouldnt allow one of your latest additions without quite a bit of editing, if you add other units to assist the transports they are helping it and not joining it or making their own ferry, thus they dont directly know where they are going other than following the order of this other unit.

You might want to check out http://forums.gaspowered.com/index.php , its my home page now after the admins here gayed on me.
Cool. Where did you copy the list to? Which one was it, the ETA's?

Last edited by unnamednewbie13 (2007-03-05 08:08:31)

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