

- SUPREME COMMANDER FORGED ALLIANCE CHEAT ENGINE MOVIE
- SUPREME COMMANDER FORGED ALLIANCE CHEAT ENGINE UPGRADE
You're pretty much on the mark about most of what you have mentioned - we don't replicate a lot of the bulky assets (movies being huge) - explaining exactly while the load will pause there (a quick space bypasses that). Thanks for giving it a once over - and for the honest and subjective comments.

Fixed AI practically did nothing all game and feedback-based one seemed to play the same, regardless of cheat multiplier. I would also appreciate if someone could point me to a brief guide on tweaking the AI, as the variable descriptions are fairly oblique.
SUPREME COMMANDER FORGED ALLIANCE CHEAT ENGINE UPGRADE
There's also a very minor thing where you can't reliably queue all mass extractor upgrades because the game thinks the advanced storage upgrade is a placeable building. I could click on units, pan the camera, music and audio were still playing, but everything was frozen in place. Next one is most likely a vanilla issue, but during a really heated battle, the game's physics side of things literally froze. There's also one of the new soundtracks - or ported soundtracks, not sure - that has minor clipping every now and again. There are a couple sound effects with horrible clipping, particularly the new Aeon experimental, can't remember the name but it was the midsize walker with a burst firing blue laser and a sweeping green beam, with the latter having a sound effect that clips. This one however, is more grating than an issue. I figured this might be a design choice more than an issue, but I'll point it out there are 5 instances of the launcher/updater while the game is running. Next up, the updater always reports a as an outdated file.
SUPREME COMMANDER FORGED ALLIANCE CHEAT ENGINE MOVIE
It doesn't freeze or anything, it just seems to be stuck trying to play a movie that doesn't exist. I gave LOUD a try, fairly smooth experience, straightforward installation and updates, however I ran into a couple issues, probably pebkac but who knows.įirstly, the game starts with a black screen. This is a complicated issue - but that is one of the underlying fundamentals of the problem. The efforts of the LOUD Project have allowed us to move this ceiling to approximately 5000+ units. The baseline saturation point for the vanilla game, in our test environment, is roughly 600 total units - and the game will drop to, or below, 0 SIM at just under 2000 total units. While this situation is dramatically improved with better single core performance from your CPU - it is not solved, only postponed. While the game starts being able to run at a speed of 10+, eventually - this throttling behaviour causes the game to drop to 0 SIM (normal speed) or then below. We call this the 'saturation' point - where the CPU must be begin 'throttling' in order to keep pace. The contribution made by having to push less data around cannot be understated, and in combination with optimizing the thousands of functions surrounding not only the AI, but general gameplay functions and mechanics, we were able to effectively raise the ceiling where the slowdown begins to occur. As the author behind The LOUD Project, we substantially solved the performance issues with many techniques - and data streamlining (basically cleaning up, re-organizing and trimming the dataset) was one of our foremost techniques. The data involved with bringing a new unit into this game is very substantial, and I can attest to it directly. The true cause behind the slowdown is many things - but as with even modern RTS, unit count is the most fundamental cause.

It also has almost nothing to do with your GPU subsystem - the game is fairly light on graphics demands. The slowdown issue has never been solely an AI issue - and the myth that the AI is ordering around 'dead' units is just that - a myth.
