Mellowe

Mellowe

Joined Member # 3045449
23 Posts 280 Replies 743 Reputation

Considering that we haven't even been exposed to the functions and abilities of Generals, I would hold off such criticisms. I'm going to assume that Generals do not behave purely as RTS-like command units, as you suggest. Regardless, you shouldn't draw conclusions until GPG releases more details.

11 Replies 1,162 Views

Going to add a "same here" to this. Once the big units start to spawn (Giants, mainly), there are HUGE bottlenecks. Dozens and dozens of units (no hyperbole) spawn and get stuck along corners, buildings, and walls, usually around the same area. For the mines map, that means the first corner after the base (the sharp turn with the defensive structures). Once the units start to build up, memory usage spikes and the game slowly descends into a crawl.

39 Replies 6,016 Views

So is this a sound-related thing? It seems that a lot of performance issues these days are the result of wonky sound cards and/or poor drivers. I, however, have no issues with my Razer Barracuda, which shares a chipset in common with some of the Asus Xonar cards. Any Xonar users out there having trouble, or are you also in the clear?

16 Replies 3,500 Views

Is there any chance of mixing up the AI armies so there is some diversity of models? I cite two reasons for why this is important: -Visual variety, to increase the appeal of the design and to add more flavor to the aesthetics -Unit differentiation, so players can tell by unit silhouette the side of the unit and its purpose (right now, the size and the slight color differences between the units serves this purpose); present unit differentiation is a bit lacking What doe

1 Replies 845 Views

[quote who="Trigeminal" reply="2" id="1903499"]I think there are few we have probably missed. Aprreciate the post. Look forward to your posts with the next BETA. I think we will be dueling each other as this is your second bug that covers one of my original bug posts. [/quote] Haha, well it's good to see that the testers are so vigilant here.

7 Replies 6,825 Views

Here's the issue: While in the lobby, the host cannot change that Demigods assigned to the AI players. If Demigods have already been assigned by the host, he cannot use the change character option to change them, but must first kick the bots and then assign new characters. In other words, an option that should work (Demigod change) does not appear to work for AI players who have already been assigned a Demigod. This does not seem to be an issue for human players. <

7 Replies 6,825 Views

Something that the devs may want to consider tweaking: Changing characters while in the lobby results in a message detailing how player x changed to character y. Unfortunately, there is absolutely no cooldown to this message, so rapidly clicking a character will instantly flood the chat lobby.

1 Replies 819 Views

A minor graphical glitch: The "x" in the top right of the Skill Tree window responds a bit oddly during mouse-over. Instead of displaying a yellow "x" directly in the black "x" upon mouse-over, the yellow "x" is not aligned properly. System: Core 2 Duo E6420 ATI Radeon HD4850 4 GB DDR2-6400 RAM Vista Ultimate 64-bit DELETE ME Additional report exists, sorry.

0 Replies 799 Views

When following fleeing units (I've only tested this as Unclean, but feel free to share your own feedback), my hero will stop every few seconds instead of running non-stop in order to catch his target. It seems that this hero (perhaps all heroes) will stop running every few seconds when auto-chasing a slower enemy, making it impossible to catch them. DELETE ME Sorry, I used the search box for what I thought would show any similar posts, but didn't

0 Replies 635 Views

So, the game seems to shoot up in memory use if alt-tabbed multiple times. While initial memory use hovers around 500 MB, if alt-tabbing while playing, that number can surpass 800 MB. Is this a known issue? Most games may increase a bit in their memory footprint when repeatedly minimized, but certainly not by 60%. System stats: Intel Core 2 Duo E6420 ATI Radeon HD 4850 nVIDIA nFORCE 650i Ultra mobo 4 GB DDR2-6400 RAM Windows Vista

3 Replies 925 Views