Frogboy

Frogboy

Joined Last seen Member # 1
1,440 Posts 5,729 Replies 103,643 Reputation

[quote who="harmonius_" reply="78" id="3265389"]Bunny build. Create new game. Save. Load. Click to portrait of sovereign in left-bottom corner. Crash. [/quote] You rock! Checking it out now. Got yur log here.

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The bunny update is now up. Should fix the instability. Thanks for running the Puppy build. Was able to find the cause of the crash (same bug every time). https://dl.dropbox.com/u/8051911/FE-103112.zip

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[quote who="Alstein" reply="67" id="3264421"]If you're looking at any of my crash reports- I won't be able to access that laptop until Saturday morning, so I won't be of much help- sorry. [/quote] This should address crash reports people have had. When the game crashes, it still sends it to us.

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[quote who="Chibiabos" reply="60" id="3264176"]Is it just the .exe that changes? None of the other data files with the game?[/quote] Yep, just private code changes. I've been implementing performance improvements and addressing AI complaints I read on the forum.

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[quote who="davidjc_af" reply="53" id="3263953"]Can someone for the love of god link me an original 1.0 Fallen Enchantress exe? This version crashes on the second turn, and my back up exe folder was somehow empty. I guess Windows was saving me from myself and refusing to move an EXE I specifically told it to move. I really want to play the game ok? I am in a hotel in Germany, cant download 3.6 gigs for a small exe file. [/quote] I'll put up

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It was an interesting review to say the least. Ultimately, the market will decide whether it's worthwhile to continue investing in the PC games unit. We have one more expansion pack we've promised to do. After that, we shall see.

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[quote who="Gaunathor" reply="46" id="3262153"] Quoting seanw3, reply 44 Quoting athelasloraiel, reply 43Game needs 64 bit Wow! They must have seen this and gone back in time to add it. Did I miss something? The game is still 32 bit, last I heard.[/quote] It's 64 bit aware. So it gets access to 4G of RAM on a 64-bit OS (except on Windows 8 where it sees it all).

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The tools available these days are just amazing. One of the things I corrected was the excessive use of case insenstive string compares. To make modding easier, we use a lot of strings. But they come with a performance hit (not a huge one normally). But a lot of the code in the libraries we use are case insensitive. By requiring the strings to be exact, it increases performance somewhat. Of course, that means that if your mod said 'unitstat_dodge" instead of "UnitSt

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Here's what hurt WOM (imo) When WOM first shipped, it was on a brand-new engine that just hadn't gotten enough compatibility testing which, in PC language, means it was very buggy. On some nVidia cards, tactical battles would white out. On some ATI drivers, you'd get random crashes if anti aliasing was on and the user changed *anything* with the catalyst control center. It's the kind of thing that should have been found prior to release but wasn't. <li

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[quote who="Lord Reliant" reply="40" id="3262359"] Quoting Frogboy, reply 36its turning out the gpu isn't the bottleneck. It's CPU. Any way to off-load threads from the CPU to the GPU? The worst case would be someone that has a bad CPU and GPU, but if you could use one to compensate for the other, that would be helpful. Also, are more CPU cores going to help more than CPU speed? For instance, I have a Q660 (rather old now), but it has 4 cores. Would this hel

122 Replies 19,604 Views

I think I found the issue with the extra attributes on AI champions. The difficulty level is read in as a float but is converted and rounded up as an integer resulting in challenging (12.5) to be treated as a 13 and there's code looking for >12.5. So I think I have that nailed. This also affects the cost of rushing production. Regarding monsters, I haven't seen anything in this thread that indicate that the monsters are treating the AI players any differently than the

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[quote who="Lord Shitzu" reply="33" id="3261747"]Chiming in with my experience: Like some others, the game starts out buttery smooth at 60FPS and then drops to 20 or less as the game goes on (especially when I have more than one city in view, but even when I have nothing but scenery in view it still tends to hover around 30). I have tried out the unofficial Turtle build and saw no real difference in performance, unfortunately. Compared the same save file between official

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Btw, I wasnt trying to sound defensive earlier. I wrote my response in my iPhone so they tend to be more terse then. im glad people are looking at this. given the complexity of the systems in place it's difficult to be the only one managing themexit that's why discussions like these are helpful. But please understand that I don't take AI discussion personally. Writi g on the net is always a tricky proposition.

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I hadn't responded to the particulars because I hadn't read them yet. anything on challenging that the ai does that the human doesn't do would generally be regarded as a bug. I can't sey whether easy is too hard but I think I can say that challenging is Seder than easy And therefore one should try to work their way up from there.

195 Replies 495,903 Views