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Re: Definitive Solution to Zero Hour Lag Problem I don't suppose there is any way to "share the weath" on that optimization? :D |
Re: Definitive Solution to Zero Hour Lag Problem Lol. I'm just running it with -nofpslimit and no -shellmap :D The omega drivers, nuff said, they own with a %20 to %25 boost in speed:D |
Re: Definitive Solution to Zero Hour Lag Problem I have the same problem with the reborn last stand mod too. I even tried lowering details and it still persists with the laging. I also noticed a few bugs and errors on the game but thats for another story. Even with me playing the regular Zero Hour it lags so bad with just me and 3 computers that i go eat and come back and its still building something. Also found that occasionaly found that one of the computers have been defeated but are still there. there buildings when u try to attack hilight like a civilian structure. they really need to fix this. There is no excuse!! |
Re: Definitive Solution to Zero Hour Lag Problem AI units getting stuck cause enormous amounts of lag, the command string fills up and delays other commands. This is clearly rubbish coding on EA's part. Come to think of it, red alert did it also to a certain degree. Most annoying is units without commands sit there and block the route of those with commands, the AI isn't smart enough to find a way around (they try to push though or order blockingunit to move out of the way, which often, they cannot). The AI units with no commands sit ouside the war factory blocking the paths of others and this adds to the lag. To try to get around this you need to use maps which have the maximum amount of possible build space, with no thin paths which can be easily blocked. To be honest this ruins the game for me completly (as only the most boring and crappy maps fall under this category) and have since moved on to another (non-EA) game. When is Act of War out again?!? ;p |
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