![]() ![]() Thus a patrol group of Heavy Interceptors will receive only Heavy Interceptors. Each group receives only the same type of ships that are already there. This lets us do things like add fewer ships to a patrol group and more ships to a reinforcement group. The master script contains relative weighting values for each enemy team which tell the AI what percentage of new ships to dump into that group if the ships are being scaled. The Homeworld Remastered Collection introduces Relic's acclaimed space strategy games Homeworld and Homeworld 2 to modern players and operating systems using the newest sophisticated graphics rendering technology, plus a fully remastered score and new, high fidelity voice recordings by the original actors. There will probably be some equation for this in the AI? The AI dynamically scales the number of enemy ships up based on the size of the player’s fleet. Homeworld Remastered Collection Nhc n Homeworld, chc hn các game th dày dn sng gió s không khi bn thn khi nh li nhng cuc chin không gian ny la, vi vô s chin hm lt. In the mission layout, extra ship ‘slots’ are made (AI points) next to every group of ships that is placed. Homeworld Remastered Collection ánh Giá Game. The way this is handled in the scripting and mission layout is as follows: Since the size of the player’s fleet is unknown to the designers at every point in the game, the AI must account for a fleet which could be larger than anticipated. doc, so I'll just copy-paste the relevant parts here : Sadly, I doubt that many people reading this are going to bother downloading the. ![]() There's no way for game with a persistent fleet to function without scaling without becoming ridiculously easy. but also only works if u got an intel cpu with intel software installed force disable other cores - see the difference.Fenixp: I think I'll run around repeating this, but of course original Homeworld also had difficulty scaling system (link pointing to documentation of original HW source code, check "AI Scripting System Specs.doc"), it just wasn't as obvious as in the second game and was unable to cope with player fleets which were too large. like win8 is splitting all system tasks into the 4 cores while u play an game if ur on desktop only it uses 1 core. Everyone else - 1-2 and most faking 2nd core usage.ītw: it also matters wich os u are using. Originally posted by Kurayami:the only modern game which uses all cores is Star Citizen. but also only works if u got an intel cpu with intel software installed What u are talking about is a problem with amd trash cpus they got this problem because if they 4 cores they are in real only 2 and 2 fake (intel used this along time ago too, it was called HT)ītw: it also matters wich os u are using. use 2 core cpu and 4 core cpu (sample was made with socket 775 of intel) u can run at the 2 core only max at 3 eve clients at max settings wihout any performence/crash problems and at the 4core cpu u were able to run 7 clients without any performence/crash problems. and this is the best proof that 4 cores are used. uses all 4 cores (each core got his own tasks). Where ever u saw this, u got so many false informations. ![]() Everyone else - 1-2 and most faking 2nd core usage. Originally posted by enyrian:All modern games use all 4 cores or at least 2.HMr uses only 1 at 100% load oather 3 is 0-3% the only modern game which uses all cores is Star Citizen. ![]()
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