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Posted: Sat, 28th Oct 2006 17:42 Post subject: |
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oh noes, the "turtle" Ai just nuked me , after 32 minutes of play 
Quote: | PC awesome button = Uninstall! |
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Posted: Sat, 28th Oct 2006 18:43 Post subject: |
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PDSOUNDS wrote: | So everyone with a CRT playing this game, has the same problems as I have.
Bleeding eyes??
WTF? |
open game.prefs with notepad (search in the documents and settings folder, cant remember where it is off the top of my head), near the top is a line that read "primary adapter" with three numbers after it - one will be 60. edit this to 85 or whatever refresh rate you wish. 60 was doing my head in too.
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Posted: Sun, 29th Oct 2006 03:48 Post subject: |
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shit, i need a new video card. me still stuck with Geforce 4 Ti, lol
TheBugulous wrote: | There is only 1 Mega Awesome title coming & that is Chris Taylor's latest opus ... <drum roll>
S U P R E M E C O M M A N D E R !!!!!!!!!!!!! |
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sun, 29th Oct 2006 06:09 Post subject: |
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Posted: Sun, 29th Oct 2006 15:54 Post subject: |
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Is there a way to save a skirmish session? The Save is like there but you can't highlight it. Is there a way to save to save a game or to make it work?
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sun, 29th Oct 2006 16:01 Post subject: |
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No idea, would be nice
Man i just played online (the official way lol) and this dude taught me all the tricks and stuff in a sandbox game
Did you know that if you build mass storage around a t3 power plant the storage capacity of those storages goes skyhigh?
Did you know that if you build powerplants around factories they use less resources when building units? (hence, faster )
Did you know that if building 4 power plants next to a mass extractor it requires less energy to run?
Did you know that if building 4 mass storage next to a mass extractor it Creates more mass??
Did you know that if building a diagonal row of mass fabricators and t1 power plants on both sides of them you can get large ammounts of mass with superlow energy requirements?
Did you know that those diagonal chains of mass fabricators surrounded by 2 diagonal chains of t1 power plants are highly volatile? Destroy 1 and the entire chain and anything near it blows up
Did you know that aircraft on patrol automatically refuel and repair if you have a landing pad nearby? 250 bombers on patrol = no need for turrets if u like aircraft
Did you know that a t3 mass fabricator with 2 (cant fit 4 lol, but can with t2 power plants) t3 power plants around it uses only like 700 energy instead of the usual 1500??
I think there are countless combinations, you probably can build what i said above, and fill the empty space around the fabricators top and bottom (where its too narrow for another set of t3 power plants) with mass storages, which should, theoretically, increase the mass output of that fabricator
Hmmm maby it works to surround a t3 power plant (and of course t2 and t1, but less results) with energy storages to increase the energy output?
So, much, tactics and depth 
CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Asus GeForce 250GTS 1gb Sound: Asus Xonar.
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Posted: Sun, 29th Oct 2006 16:08 Post subject: |
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After 30 mins the game becomes a slideshow that';s why I wanted to ask can I save then I can get back to the game again, after a restart.
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sun, 29th Oct 2006 18:02 Post subject: |
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I heard it was a memory leak?
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Posted: Sun, 29th Oct 2006 18:03 Post subject: |
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Baleur wrote: | Becomes a slideshow for me too with anything more than 3 ai's, thats the ai coding that aint optimized and shit yet. Playing vs human players there is no slowdown other than purely graphical if u have 10000 units and stuff  |
Maybe we can play toghether you know via hamachi? I dunno if u have a key? Would really like to try this game versus some1 else just no lag. If you're interested PM me.
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Posted: Sun, 29th Oct 2006 21:13 Post subject: |
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Quote: | PC awesome button = Uninstall! |
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Posted: Sun, 29th Oct 2006 21:26 Post subject: |
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Quote: | Hmmm maby it works to surround a t3 power plant (and of course t2 and t1, but less results) with energy storages to increase the energy output? |
This works. 4 energy storages around a t3 power reactor gives another 600-700 energy.
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sun, 29th Oct 2006 21:32 Post subject: |
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Posted: Mon, 30th Oct 2006 12:37 Post subject: |
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Is it just me or are all these hamachi networks full all the time? It's almost as if it's some kind of bug on my end
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 30th Oct 2006 14:57 Post subject: |
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DJMurtz wrote: | Is it just me or are all these hamachi networks full all the time? It's almost as if it's some kind of bug on my end |
it's because offline people still take up slots unless they manually leave it, and there is no obvious reason to do that other than freeing up slots so noone does it.
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A-A
Posts: 3153
Location: New york
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Posted: Tue, 31st Oct 2006 00:32 Post subject: |
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New Patch is out 2.7 - 3.0 , didn't see any fix notes..
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Posted: Tue, 31st Oct 2006 00:33 Post subject: |
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Beta 30 Release Notes
Please note you can check out the game's readme, located by default at C:\Program Files\THQ\Gas Powered Games\Beta\Supreme Commander.
Beta 30 is the result of a full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here.
Updated installer to adjust how DirectX and .NET 2.0 frameworks are installed.
Bumped the unit cap default from 250 to 500.
Fixed games not able to start when players added above number of slots.
Adjusted code to reduce number of GAL exceptions.
Adjusted code for better detection and debugging of desyncs.
Several color, prop, texture, normal map and effects adjustments throughout the game.
Several small balance and tuning tweaks.
Adjusted automatching lobby to keep person joining an auto-match from launching game incorrectly.
Adjusted ability for players to cancel an automatch search.
Various fixes for GPGNet chat issues, including crash when attempting to post an HTML link.
Fixed bug where units would get an unpause event when selected.
Swapped out placeholders for Aeon units where needed.
Removed the economy checks for units that don't need them.
Changed Defense tab to Unit Color and updated description.
Added new entry for Defense/Unit Color Toggle change
Animation fixes for UEF engineers, mobile AA units, tanks, sonar and strategic missile launchers.
Made flag to show intel radius of unit when selected be blueprint-driven rather than if the unit is mobile or not.
Fixed unbuildable mass markers where necessary.
Various fixes to main menu; ESC no longer brings up menu when loading.
Fixed commanders so they cannot be given via diplomacy.
Fixed world scroll when pushing mouse to edges of screen.
Fixed depth problem with bitmap combos.
Don't allow SetFocusArmy unless you are an observer, out of the game, or cheats are enabled.
Fixed lod1 for mobile heavy artillery units.
Gunships (and other units) will now fire at Aeon torpedo launchers properly.
Fatboy can now repair/refuel T3 air units.
You can no longer get double penalized for 'stacking' CDR teleports.
Aeon CDRs (and other beam weapons) now play the 'Fire' sound.
Broke out toggle buttons for intel, production, radar, stealth, and cloaking.
Non construction pause buttons disappear when a unit is upgrading, but come back if an upgrade stops.
Fixed size and collision box of Aeon shield generators.
Fixed UEF Amphibious Tank selection box
Cybran Tactical missile cleanup and fixes -- removed all the versions that were not being used; fixed the split trajectory, so it actually forks in the direction of its velocity; fixed the varied damage issues.
Anti-nukes will now use up a missile when they fire.
Enabled weapons on gunships while transporting units.
Made Aeon CDR's shield visible when you upgrade it to the heavy shield.
Switched some toggle buttons to the proper type.
Minor fixes to the MonkeyLord’s beam weapon and its movement.
Fixed MonkeyLord main gun snapping when target is killed.
MonkeyLord and Colossus: If you give them an attack order when their beam is on, they'll sweep to attack that target instead of stopping and restarting the beam.
Additional fixes and updates of various types.
Errata: The readme included in Beta 30 incorrectly lists the release notes as being specific to Beta 29, which was an internal-only designation.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Tue, 31st Oct 2006 00:38 Post subject: |
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Someone upload the patch somewhere...
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Posted: Tue, 31st Oct 2006 01:49 Post subject: |
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ginge51
Banned
Posts: 1692
Location: England - Manchester
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Posted: Tue, 31st Oct 2006 01:58 Post subject: |
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do i still need a key to play this game as i havent downloaded the demo yet?
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Posted: Tue, 31st Oct 2006 01:59 Post subject: |
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u wont need a key to play this beta if u use the angryvulcans crack which is in this thread. then u can play over hamachi on LAN or in skirmish against AI
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Wahad
Posts: 406
Location: Lebanon
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Posted: Tue, 31st Oct 2006 02:04 Post subject: |
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angryvulcans crack work with this version of the game?
or we'll need new one.....
Desktop: Athlon BE7750+ @ 3.01, 2gb, 4850 512mb gddr3, 120gb+500gb WD
Toshiba Satellite L500-126 - T6500 - 4GB of ram - 4650 1gb gddr3 - 320GB HDD
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ginge51
Banned
Posts: 1692
Location: England - Manchester
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Posted: Tue, 31st Oct 2006 02:05 Post subject: |
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we'll need a new one i think, heard someone else talk about it in hamachi.. he said it was more difficult to crack because they changed the lua file?
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Wahad
Posts: 406
Location: Lebanon
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Bart1983
Posts: 1020
Location: Netherlands
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