Amusingly, my sim result is 7399, and my render result is -5000. Poor old 6600GT.

Moderator: Thanas
Code: Select all
SupComMark (sim) : 0.0
SupComMark (render) : 135.7
SupComMark (composite) : 135.7
Since I'm such a dummy, how do you do that?Shinova wrote:Run supcom with "/map perftest" in the command line and the game will load an automated performance test (lots of units and fighting goes on) and will give you a SupComMark score, and write a more detailed log file, with info such as min, max, and average FPS and such.
Heh, I need to get out of AGP town and the parts I'm looking at are basically the same as yours (except I'm planning on getting the 640mb gts and a 6400). No slowdown you say?Xon wrote:My 6600gt packed up, So I upgraded to a c2d e6300 & a 8800gts w/320mb & 2 gb of DDR2 667mhz ram. (8.9ms read seek time on the harddrive @ 36dbels isnt nice however)
Playing the game of full details with no slowdown is nice
Load up a skirmish map, 81x81km (or hell, even a 20x20), set the cap to 750, and fill up the AI slots. Start the game, and give half an hour... Then you'll have slow downs.Stark wrote:Heh, I need to get out of AGP town and the parts I'm looking at are basically the same as yours (except I'm planning on getting the 640mb gts and a 6400). No slowdown you say?Xon wrote:My 6600gt packed up, So I upgraded to a c2d e6300 & a 8800gts w/320mb & 2 gb of DDR2 667mhz ram. (8.9ms read seek time on the harddrive @ 36dbels isnt nice however)
Playing the game of full details with no slowdown is nice
No slow downs on sane settings.Stark wrote:Heh, I need to get out of AGP town and the parts I'm looking at are basically the same as yours (except I'm planning on getting the 640mb gts and a 6400). No slowdown you say?
Thats because there is a run away memory allocation bug in SupCom(it isnt a technically a leak). It'll hit 1.5gb of allocated virtual memory and hard crash to the desktop.Arrow wrote:Load up a skirmish map, 81x81km (or hell, even a 20x20), set the cap to 750, and fill up the AI slots. Start the game, and give half an hour... Then you'll have slow downs.
It does appear to stop allocating memory eventually, if you use the 3GB .exe header, as I've played several 8-player games with it and have not had crashes. Although I could just be finishing the game before hits a new limit.Xon wrote:Thats because there is a run away memory allocation bug in SupCom(it isnt a technically a leak). It'll hit 1.5gb of allocated virtual memory and hard crash to the desktop.
For large maps, yes, there's a big benefit (hell, there's a huge benefit going from 2 to 4 on Vista with the 3GB header mod I linked to in the previous thread). This game really likes to hit the page file on large maps with lots units, judging from my HD activity light and the way the game behaves when zooming in/out and scrolling around.Uraniun235 wrote:Any word on the benefits of going from 1 to 2GB of RAM with regard to Supreme Commander?
Horde AI is much better than the Supreme AI. Try giving the AI some time to get going, it's early build-order is fairly crap. Also make sure all 6 AI are alliedStark wrote:What they *need* is better AI. I (a pretty crap RTS player) can beat any number of supreme AIs (well, six) simply by t1 turret rushing. Add some t2 turrets, then some t3 arty vehicles to keep the area clear, and once you start spamming out fatboys/gcs/monkeylords it's all over. The suiciding AI commander really helps with this - I've had a commander kill himself on a pair of t1 and a t2 turret that I'd sneakily built in a corner of his starting island (out of range of everything of course). What, a pair of lameo turrets on my island? I'M DOOMED.
A lot of morons see the animation effects and think it is still building, despite the resource counter telling you how little is actually going into it.Oh and I read on the internet that SupCom doesn't have nanostalls like TA. Can you imagine how someone could play SupCom and think that? Boggles the mind.
I think the AI was designed to occasionally send super units at you. Of course more often than not I see the AI sending a Sacred Assault Bot under water. He's going to get me... eventually... maybe (sometimes like like to just hang out while getting shot with torpedoes.). I mean, its 'neat' that they got the AI to try and sneak around defenses, but I'd rather see a less retarded implimentation of it.Stark wrote:What they *need* is better AI. I (a pretty crap RTS player) can beat any number of supreme AIs (well, six) simply by t1 turret rushing. Add some t2 turrets, then some t3 arty vehicles to keep the area clear, and once you start spamming out fatboys/gcs/monkeylords it's all over. The suiciding AI commander really helps with this - I've had a commander kill himself on a pair of t1 and a t2 turret that I'd sneakily built in a corner of his starting island (out of range of everything of course). What, a pair of lameo turrets on my island? I'M DOOMED.
Oh and I read on the internet that SupCom doesn't have nanostalls like TA. Can you imagine how someone could play SupCom and think that? Boggles the mind.
No. My point is the AI sucks, and I'm not going to HELP it. I'm not a masochist who wants to fight against retarded odds (beating 7 allied Starcraft AI lol). Given the lack of interesting behaviour, I just don't see any point playing vs AI anymore - insane 'deliberately hamstring yourself and take on massive superiority' aside.Xon wrote:Horde AI is much better than the Supreme AI. Try giving the AI some time to get going, it's early build-order is fairly crap. Also make sure all 6 AI are allied![]()
I just blew my mind. 'Oh I liked how you could crash your economy'. Like... when you've got no money, and you're trying to spend heaps of money, do they really think you're still building?A lot of morons see the animation effects and think it is still building, despite the resource counter telling you how little is actually going into it.
I notice the AI doesn't handle naval stuff very well at all. It's sad, since the BB is much cheaper than a super unit but has piles of nice guns. Poor, useless AI. And the 'build 24 frigates and get them stuck in the shipyard area' thing is pretty bad too.Hotfoot wrote:Yeah, the AI doesn't handle the submersible super units well. I suspect that for our next game we shall have to try a land map.
Well, I don't know about CoH tutorials, but I thought they were sufficient to learn how to play at a basic level. You are right to say they didn't cover a lot, but I don't think they failed to teach the essentials. Tutorials aren't there to teach us strategy, although it is better if they do.D.Turtle wrote:Well tried it a bit and here is my first impression:
1) The so-called "tutorial" SUCKS. It simply consists of a game where you have all three commanders on an empty map, and then gives you the possibility of choosing a few videos where they show a bit of the stuff possible. And it doesn't even cover essentials like attack-move... They should have looked at Company of Heroes - that is how you do a tutorial.
Considering the unit count is relatively large ( I always play at 750-1000), I don't think it makes much difference.On to things that bugged me playing a skirmish game against an easy computer (sandbox).
1) Buildings count towards unit count?! What the hell?
Well, I certainly agree that there's a learning curve, but what do you mean by "made for fans only"? I haven't played TA at all and I still find the game very interesting.I can't say anything on the gameplay or balancing, as I haven't played that much yet, but I get the feeling that this game is made for fans only - new players are pretty much left out in the sun to rot, and have to help themselves.
Really? Well, who is it for, then?This is not a game for people who simply want to buy the game, install it, do the tutorial (to get the basics), play the Single Player campaign to have a bit of fun while learning the game, and then maybe start a few skirmish games against the computer, after having learned how to play during the campaign.