Supreme Commander: Forged Alliance

Supreme Commander: Forged Alliance

Clovis Apr 27, 2020 @ 2:27pm
Is 4GB Patch Compatible w/ LOUD Mod?
Title

Also, does the 4GB patch even do much? I get a lot of late game lag on 3v3's (5 ai - 1 player) in late game. Especially with the LOUD mod, with unit caps at 4k.

Running i7-4790k, 16GB RAM, GTX 980Ti, Win 10 64 bit AND SupCom FA along with everything else is on my 1tb Samsung SSD(no my SSD isn't too full and running slow, its 40% empty).

Heard core-maxing doesn't help much either.
Last edited by Clovis; Apr 27, 2020 @ 2:29pm
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Showing 1-7 of 7 comments
Clovis Apr 27, 2020 @ 2:28pm 
I just need to know how to get the game to perform well while still being compatible with the LOUD mod-pack.
Ghost Robertson Apr 27, 2020 @ 3:58pm 
Your computer hardware is fine, I'd look at the programs you're running along with steam.

What's your cpu usage in task manager like? got any sound programs going as well as FA?
Oh and are you running 1080p or 4k? (the spec's are fine for 1080p but 4k might be different)
loudman2 Apr 27, 2020 @ 9:31pm 
Clovis - if you join the LOUD Discord (link can be found in the launcher) and submit a replay file (again - the launcher will help locate them for you) we can confirm what your slowdown issue is. The 4GB patch won't help (it's already enabled if your using the Steam version of the game) and Core Maximizer was obsolete with the advent of Windows 7, so that too should not be an issue.
From the sound of it, you've simply given the AI too much headroom to grow (4k unit cap will do that - especially with 4 of them).

On your hardware, you should be easily able to reach a total of about 5k units before you see the SIM speed drop below zero. However, there are lots of variables, especially the map, that can alter that situation. I would suggest you try a more modest unit cap - try 1k - and perhaps less AI as well. LOUD is quite happy at that level, especially if there is no naval aspect.
Clovis Apr 30, 2020 @ 8:18pm 
Originally posted by loudman2:
Clovis - if you join the LOUD Discord (link can be found in the launcher) and submit a replay file (again - the launcher will help locate them for you) we can confirm what your slowdown issue is. The 4GB patch won't help (it's already enabled if your using the Steam version of the game) and Core Maximizer was obsolete with the advent of Windows 7, so that too should not be an issue.
From the sound of it, you've simply given the AI too much headroom to grow (4k unit cap will do that - especially with 4 of them).

On your hardware, you should be easily able to reach a total of about 5k units before you see the SIM speed drop below zero. However, there are lots of variables, especially the map, that can alter that situation. I would suggest you try a more modest unit cap - try 1k - and perhaps less AI as well. LOUD is quite happy at that level, especially if there is no naval aspect.

Yeah, it seems that over 1500 unit cap is where it starts to have issues. The LOUD AI seem to like to mass air units but don't build enough air staging facilities to hold them all. So when they run out of gas, all the air units swarm around the staging facilities and they just create random pockets of huge swarms of air units across the map. If I nuke those spots, the perfomance goes back up for a small amount of time.
loudman2 May 1, 2020 @ 7:59am 
It's not really about the unit cap itself - but the TOTAL unit count of the entire game. If you can give me some idea of the number of AI's involved we could narrow this down somewhat specifically to your situation.

As for LOUD's behavior - we're always examining these kind of issues - so please - if you could, submit a replay of a game like this so we can address it. We really need these kind of replays to keep moving the project forward.
Clovis May 3, 2020 @ 12:28am 
Originally posted by loudman2:
It's not really about the unit cap itself - but the TOTAL unit count of the entire game. If you can give me some idea of the number of AI's involved we could narrow this down somewhat specifically to your situation.

As for LOUD's behavior - we're always examining these kind of issues - so please - if you could, submit a replay of a game like this so we can address it. We really need these kind of replays to keep moving the project forward.
It was 2 players and 4 AI on the 80x80 Earth map. I know the AI spread out a lot(which personally I enjoy, it makes for a good game), but they mass units without using a lot of them and I believe that may bog the game down. As I said before, the AI sometimes horde units in one spot, and if I find and nuke those spots, it does help the gamespeed a little.

Really this isnt THAT big of an issue. It is just a little annoying to be stuck playing at -5 game speed (even while trying to adjust the speed manually, the observer speed is stuck).

If the issue is just the AI hording more units than they need, maybe the key to fixing this issue would be to have them send out their units more, or not stockpile more than they would need.
loudman2 May 3, 2020 @ 12:20pm 
The answer, for this particular scenario, is most likely the map. While we include some 80k maps with LOUD, it's an immense amount of work to mark, and then test them. To that end, the 80k maps are not well marked, and since distance plays an important role in much of what LOUD does, this can impact his ability to 'reach out' and attack. I surmise that if it was a 40k map, this might not an issue at all.

LOUD will 'vent' when a unit count at a base reaches a certain point - but - if there are movement issues (which happens with bad marking), a very large platoon can simply get 'stuck' - it's formed and moving out - but it never gets anywhere - and it's one of the primary things we look at when we get submitted replays.

The 80K map won't play much of a role in your performance, but of course, you're correct, this extra space tends to keep attrition down - so unit count grows quickly to the point of slowdown. So, even while LOUD can support far more units than the vanilla or FAF game, the underlying causes of the slowdown are still with us.
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Date Posted: Apr 27, 2020 @ 2:27pm
Posts: 7