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  1. I actually was playing this thing 280hz and the UI animations were really bad, really distracting, but I started to be able to ignore it. On my latest revisit, I was unable to figure out why suddenly Devastators weren't moving the way I had balanced it. Eventually I was looking at the DGVoodoo program I had installed on it. I'm not sure how the file was generated (because I couldn't find it in backup duplicated installation files) but editing dgvoodoo.cnf, there was a section for framerate. In there you can cap it to 60. The game might have been a 30fps game, I don't' really remember because when I owned the game as a kid, we didn't exactly have a good computer that could push performance like what you can do today. I do know those UI animations look a lot less ridiculous at 60fps. I still cap mine at 144, because I just wanted it smoother gameplay animations. The way the game dealt with speed, is what inspired me to mess with these rules. I noticed that at higher speeds the framerate was smoother. So my solution (the OP for this thread's solution) was to slow units down. Yes, the scripting happens faster. But I would also argue that the original balancing on this game was very.... first draft. Which is why I opted increase health pools on all buildings and units. So now battles aren't just everything blowing up instantly. And it helps a little bit with microing your units through some of the maze like terrain. I didn't touch costs or build times though, as that was something I attempted a few years ago, and it resulted in off world missions being basically impossible because I couldn't keep up with the AI. This current rebalance I have affects health pools, unit speeds, unit damage values, ranges. I've tested playing through each campaign on easy with it. Off world missions were doable. But, in order to get through Harkonnen's Geidi Prime mission, I had to resort to turning gamespeed down so I could do a more calculated rush, and I did have to rush. Turtling wasn't feasible. So it's just barely playable, and maybe a more skilled RTS player could work within those confines better. I agree about the gamespeed framerate decoupling, but more than anything, I just wish it was widescreen. I don't get why this is the least liked of the old Dune RTS, it has such amazing potential. It has the tab system introduced in RA2, which to me gives it a huge edge over Dune 2000 for me. Plus no need to put down concrete for everything. But the maps are kind of not that great, and balancing were sloppy. But that soundtrack, oh man that soundtrack. Anyway, sorry for wall of text. Thanks for the conversation on the game. I just feel like no one cares about this game anymore.
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