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A Few Initial Questions - 7/17/2009 4:09:15 PM   
jeffreysutro@jeffreysutro.com

 

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I just got the game, and I had a few questions.

1) What is "AI Thread Priority"?

2) I am trying to play the introductory "Overlord" scenerio, and have not been able figure out how to actually launch the invasion. How do I convince my troops to leave their transports and "hit the beaches"? Do I just need braver troops? I have not yet been able to figure it out either from the manual, or from trial and error.

3) On the two computers where I have loaded the game, the screen scrolling and mouse positioning are jerky and imprecise, even on the lowest screen resolution. Is the anything else I can do to make the game run more smoothly?

4) From the manual, it appears to me that vistory for game purposes are determined solely by how many victory points each alliance controls (or is it actually how many victory points the alliance "owns") at the end of the game. However, each individual country's score (another type of victory in my opinion) is also dependent on a cumulative total of how many production points they controled each turn throughout the game, and also their military strength at the end. Consequently, each contry's score would reflect (to some extent) their level of succcess throughout the entire game. Am I understanding this correctly?

Thank you for any help you can give me with what looks to be an outstanding game.


< Message edited by jeffreys -- 7/17/2009 4:51:11 PM >


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RE: A Few Initial Questions - 7/17/2009 4:32:41 PM   
gwgardner

 

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with regard to your second question, on amphibious assaults:

1) load on amphibious assault vehicles, then move to the sea zone adjacent to the landing zone,
2) click on the beach hex where you want to make the amphibious assault, and you should see a lighted icon on the right of the screen - press that and one available unit does the assault

If you have the force placed on a transport ship instead, you have to move it to a port to unload.


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RE: A Few Initial Questions - 7/17/2009 4:41:36 PM   
Kurak


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1. AI thread priority? It specifies how important are AI calculations in terms of rationing processor's time - if you set AI thread priority to low, AI turns will last slightly longer, and similarly, when AI thread priority is set to very high, AI turns will pass faster.

3. Check in your driver's options if "vertical synchronization" (vsync) is enabled, if not - enable it. It is also good idea to update your graphics card driver :)

< Message edited by Kurak -- 7/17/2009 6:29:40 PM >


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RE: A Few Initial Questions - 7/17/2009 4:44:50 PM   
Anraz

 

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quote:

How do I convince my troops to leave their transports and "hit the beaches"?


Just take a look at the screen:




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RE: A Few Initial Questions - 7/17/2009 4:48:14 PM   
James Ward

 

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quote:

ORIGINAL: Kurak

1. AI thread priority, is, surprisingly, priority of AI thread ;) It specifies how important are AI calculations in terms of rationing processor's time - if you set AI thread priority to low, AI turns will last slightly longer, and similarly, when AI thread priority is set to very high, AI turns will pass faster.



Does a lower setting makes the AI think longer and therefore play better

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RE: A Few Initial Questions - 7/17/2009 5:30:35 PM   
Anraz

 

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quote:

Does a lower setting makes the AI think longer and therefore play better

Very interesting question, but in ToW regardless this priority AI always has the same amount of calculation. However such flexible solution bouncing around us in the other project (in relation to supply, weather and AI).

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RE: A Few Initial Questions - 7/17/2009 6:12:57 PM   
SlickWilhelm


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You guys at Wastelands have set the bar high for customer support in this forum. I sure do appreciate how active you've all been to help us out. I can't wait to get home from work and play ToW tonight! 

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RE: A Few Initial Questions - 7/17/2009 6:18:55 PM   
doomtrader


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Have fun

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RE: A Few Initial Questions - 7/17/2009 8:59:12 PM   
Banquet

 

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quote:

ORIGINAL: James Ward


quote:

ORIGINAL: Kurak

1. AI thread priority, is, surprisingly, priority of AI thread ;) It specifies how important are AI calculations in terms of rationing processor's time - if you set AI thread priority to low, AI turns will last slightly longer, and similarly, when AI thread priority is set to very high, AI turns will pass faster.



Does a lower setting makes the AI think longer and therefore play better


Can someone confirm this? I'd have thought a higher priority would mean more time for the AI to 'think' is that the case? If not, what does the slider do in real terms?


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RE: A Few Initial Questions - 7/17/2009 9:25:17 PM   
Anraz

 

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Kurak can be trusted as he is the lead programmer in WI :)
This combo box works as it was described (it only allocates time of processor).

< Message edited by Anraz -- 7/17/2009 9:28:15 PM >


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RE: A Few Initial Questions - 7/17/2009 9:28:58 PM   
Banquet

 

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quote:

ORIGINAL: Anraz

Kurak can be trusted as he is the lead programmer in WI :)
This combo boxt works as it was described (it only allocates time of processor).


Ah, ok!

So what's the point in having the AI turns take longer? Is it just an option to help older computers? Normally you'd want the AI turns to finish as soon as possible if it's not making any difference to the smartness of the AI?

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RE: A Few Initial Questions - 7/17/2009 9:36:47 PM   
dooya

 

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quote:

ORIGINAL: Banquet


quote:

ORIGINAL: Anraz

Kurak can be trusted as he is the lead programmer in WI :)
This combo boxt works as it was described (it only allocates time of processor).


Ah, ok!

So what's the point in having the AI turns take longer? Is it just an option to help older computers? Normally you'd want the AI turns to finish as soon as possible if it's not making any difference to the smartness of the AI?

Maybe it is related to multitasking, i.e., it influences the performance of other programs that run simultaneously (e.g., mail client, chat, screen shot tools etc.).

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RE: A Few Initial Questions - 7/17/2009 10:02:17 PM   
Anraz

 

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I think it can be described/defined as dooya have written.

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RE: A Few Initial Questions - 7/18/2009 12:07:52 AM   
James Ward

 

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So if I'm playing at work it let's me switch to the spreadsheet quicker when the boss pops in?

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RE: A Few Initial Questions - 7/18/2009 3:43:57 AM   
gwgardner

 

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quote:

ORIGINAL: James Ward

So if I'm playing at work it let's me switch to the spreadsheet quicker when the boss pops in?


indeed, but don't dare let the boss see you attempt to actually work on the spreadsheet in that mode, because keyboard input will be glacially slow.


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RE: A Few Initial Questions - 7/18/2009 9:55:49 AM   
doomtrader


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quote:

indeed, but don't dare let the boss see you attempt to actually work on the spreadsheet in that mode, because keyboard input will be glacially slow.

but onmly in the fullscreen mode, so play windowed at work

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RE: A Few Initial Questions - 7/18/2009 12:27:30 PM   
dooya

 

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quote:

ORIGINAL: gwgardner


quote:

ORIGINAL: James Ward

So if I'm playing at work it let's me switch to the spreadsheet quicker when the boss pops in?


indeed, but don't dare let the boss see you attempt to actually work on the spreadsheet in that mode, because keyboard input will be glacially slow.

Hey, isn't that a realistic impression if one tries to pretend to work?


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