Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts

Friday, April 13, 2012

Some screenshot analysis of AI behaviours

[:1]I tested out 3 games tonight using Sorian and Duncane's AI to compare their behavioral patterns and effectiveness. I've captured a bunch of screenshots to tell the story.



Test 1: Fields of Isis, AIx SAI (1.6.7b) Cybran vs AIx adaptive (duncane's 2.3) Aeon, 1.25 build / 1.5 resources, omni off, supremacy mode.



In the early 20 min they're both struggling near the middle without any clear advantage from either side. SAI spammed more T1 units, claimed more territories and had a slight score lead at T1 stage but was pushed back when the game reaches T2 and T3. SAI didn't spend too much in T2 or T3 (although it has lots of T3 factories) before starting to build T4 but up to this point they were still comparable in overall strength.



What kills SAI was the late game. Although there seems to be some improvements in late game build power, SAI continues to fall behind in the T4 race versus duncane's adaptive AI. They started building T4 at around the same time but SAI was obviously still lacking build power.





This is what you see for at least 50% of the time in SAI 1.6.7b:



Image



Image







This is what the adaptive AI did at the same time:



Image



Image





Adaptive AI also has the nuke out much quicker than SAI:



Image





So it's clear that which one was gonna win. In fact the adaptive AI finished the game ender (salvation) in about 55 minutes, which was quite comparable to what human players would do. The SAI only finished a T3 arty in around the same time because it only had 1 or 2 engines working on it.





With that said, the SAI does have something better than the adaptive AI. The way the adaptive AI uses its experimentals was very ineffective. It's Czars wanders in front of the enemy base, chasing troops or attacking outlying structures while being shot by SAM. It'd be much more effective to do a comm snipe or killing reactors, even if it fail it'll destroy part of the base with the fall. It's GC stop in front of the base and tried to take out shields one by one, it refused to shot at other stuff before destroying the shields but there were so many of them. Things like T3 arty or TML should target shields first, but GC or Czar shouldn't. They should just go to the core of the base, chase the commander, destroy stuff in it's path.



SAI also used air better than adaptive. They're quick and generally responsive to threats. Unfortunately there wasn't enough of them (lacked grouping) to make a difference.



A human player could have finished the game with the first 2 GC:



Image



Image





In comparison, SAI did much better in using it's T4. In fact if this was an assassination game the SAI would have won:



Image





End game stats, you can see SAI losing it's edge during late game:



Image





11 experimentals + 1 game ender (salvation) + 3 nuke missiles

vs

4 experimentals + 1 T3 arty



Image|||Test2: In order to make sure what I observed wasn't due to faction or starting point differences, I repeated the game with the same settings except letting SAI control the aeon and adaptive control the cybran.



This time the adaptive AI did better in the early game. It holds a slight advantage from the beginning, kept it, and gradually expended it until it won. However, like last time, the outcome wasn't clear until the game reaches T4.



The adaptive AI uses a special combination of units, looks odd but sometimes quite useful---hordes of LABs running towards enemy firebases to attract fire, giving T3 units behind them more time to deal damage:



Image



Too many LAB wasn't a good thing if the unit count was low or if they meet an enemy experimental. In this test SAI managed to get 400+ kills on a GC before it dies.



Adaptive AI was also using lots of T2 ghetto gunships. However the T2 transport acted like a T1 transport: it never carries more than 6 LABs. I guess duncane needs to do a minor adjustment here.



Image







Adaptive AI continues to show it's superior building power. The next screenshot seemed a bit too ambitious at 24min into the game but the AI didn't stall and all 3 were finished in a timely manner. One of the reason being that it has 1.5x resources, another reason was that the adaptive AI constantly adjust it's assisting engineers by assigning them to one of the "priority" projects.



Image





Game ender completed in 42min, that was impressive:



Image





I guess that's what the SAI should try to imitate in terms of late game development.







End game stats:



Image



Image|||wow, that's an interesting read. i think i was aware of much of it already, but having it compiled in one neat package made it much more clear.



hopefully this will lead to improvements in both SAI and AIF.|||Test 3: The third test was performed using AIx SAI Rush and AIx Rush. The goal was to test other aspects of AI performance while minimizing the impact of T4. Both sides were UEF so that they don't have a useful T4 that could decide the game too early. (Yes, fatboys were useless in AI vs AI games) :(



Syrtis Major, 1.25build/1.5resources, omni off, supremacy



The SAI Rush shined in this map with it's inhuman ability to use TMLs. Although that's not enough to singlehandedly win the battle, it did severely hampered mass extraction activities of the adaptive AI, giving SAI an economy advantage throughout the game.



At T1 to early T2 stage SAI was clearly better in doing what it's supposed to do: rush



Image



The rush AI was still holding it's ground, and when they both teched up things started to slow down. It is harder to advance in higher tier combat (except T4) because they take longer to kill each other and they move slower. This map also has lots of hills and slopes that caused aiming problems. A stalemate started to form as chock points gets filled with debris.



Would it be possible to make them move on if they've stayed on a target for too long? (maybe exclude artillery units)

Image





The rush AI also has an unhealthy fetish in LABs:



Image



Image



It's worse on this map because lots of blue units (rush AI) were stuck, wasn't moving at all during late game, most of them mech marines. They just stand there and become ready-to-eat veterancy food for long range artilleries.



Despite having a weaker economy and lots of stuck units, the Rush AI was still doing OK in building stuff, at least it doesn't seem to be falling behind too much. It did this with a better system of assisting engineers:



Number of engineers in SAI rush base

Image



Number of enigneers in AIx rush base

Image



AIx rush assisting

Image



Sometimes the SAI also shows good assisting behavior, but it's not as consistent as AIx rush:

Image



Image



That, however, could be a good thing in this test. SAI just wasted less mass on something that will turn into a wreckage after moving 10 meters. But if they're not playing UEF, that'd be a different story.



Anyway, it's interesting that they nuked each other at the same time. Yellow(SAI) has an antinuke and it's first missile was completed and fired ~0.3 second before the enemy nuke landed, too late.



Image



After that, Rush AI continue to waste mass on fatboy and gets bombarded by TMLs. SAI finished a Mavor, and it took another 45min for it to kill off the rush AI. (would be faster if that's assasination)



I was too tired and forgot to capture the end game stats, sorry.



Quote:|||hey superdog,

I was testing it, too. I also found out that the AI plays better on certain map positions, then on others. If you switch the sides of two AI and test it again, it often happens that the one AI which was doing well in the first battle, looses because of this. Their expension bases are also based on the starting position, which may be good on some maps, and bad on others. Guess that's also a reason why they play on certain positions good or bad.



vashan|||Yes I realized that. That's why I did test 2 and the AI's behavioral pattern and general competitiveness were relatively consistent. That means even if certain starting position or faction diversity made a difference, that difference was still smaller than the difference between the two AI.|||Still working on the engineer stuff. Have some ideas for my next version.|||Thanks for test Superdog.... I hear ya ;-)



- Needs less LABS at later tech levels. This is a recent issue cause of the GhettoGunship stuff I added that took out the limit on LABS.



- Experimentals need to target better. Should be easy to tweak.



- Improve defense against TMLs. This is hard, I think I have the main base TMD covered, but how do players do it for outlying mass points and units? Theres no mobile TMD. Also Sorian has put in some great code that launches TMs ahead of units so it can even hit mobile units pretty well which even a human has trouble with.|||- Experimentals need to target better. Should be easy to tweak.



In regards to this I think the issue may be scouting, it not seeing the buildsings. I like the order T4 attack currently. Although this may be because I play assassination. Which do you think?|||Good to hear some responses from both of you. :)



Quote:|||I am not going to do t2 GGs at all... so I will reduce lab construction at that tech level :-)



As for the experimental targeting - I have checked it and it does go for the commander first. Here's the list:



'COMMAND',

'EXPERIMENTAL ENERGYPRODUCTION STRUCTURE',

'EXPERIMENTAL LAND',

'TECH3 ENERGYPRODUCTION STRUCTURE',

'TECH2 ENERGYPRODUCTION STRUCTURE',

'TECH3 MASSEXTRACTION STRUCTURE',

'TECH3 INTELLIGENCE STRUCTURE',

'TECH2 INTELLIGENCE STRUCTURE',

'TECH1 INTELLIGENCE STRUCTURE',

'TECH3 SHIELD STRUCTURE',

'TECH2 SHIELD STRUCTURE',

'TECH2 MASSEXTRACTION STRUCTURE',

'TECH3 FACTORY LAND STRUCTURE',

'TECH3 FACTORY AIR STRUCTURE',

'TECH3 FACTORY NAVAL STRUCTURE',

'TECH2 FACTORY LAND STRUCTURE',

'TECH2 FACTORY AIR STRUCTURE',

'TECH2 FACTORY NAVAL STRUCTURE',

'TECH1 FACTORY LAND STRUCTURE',

'TECH1 FACTORY AIR STRUCTURE',

'TECH1 FACTORY NAVAL STRUCTURE',

'TECH1 MASSEXTRACTION STRUCTURE',

'TECH3 STRUCTURE',

'TECH2 STRUCTURE',

'TECH1 STRUCTURE',

'TECH3 MOBILE LAND',

'TECH2 MOBILE LAND',

'TECH1 MOBILE LAND'



There is a check that if a shield is protected the target it will shoot the shield first so that maybe what you are seeing.



Also if it sees the commander it override its current target and will attack the ACU first.|||Quote:|||would it be possible to have the GC (and also ML, and CB) stomp about and crush instead of just zapping things? after all, they have enough health to walk all the way through the shields and onto them.|||BulletMagnet|||1500 damage per footfall event, sounds pretty viable. i assume that it would still shoot while moving.

Sorian: Plz read

[:1]Due to big screenshots, I didn't put this in your main thread.



I took these a version or two ago, but still, you haven't addressed this sort of behavior in updates.



Defense spot one minute:

Image





A couple minutes later...

Image



And check the second screen, I just noticed the AI has a captured Aeon engie and a mantis building on one! HA!|||I don't get what I am looking for.|||The sheer number of unfinshed defensive buildings... for some reason the AI started all those and didn't finish them.|||Were the engineers messed with at all?



Were the buildings messed with at all?



What are they building?



I have not seen this issue at all so any info you can give me to help recreate it would be appreciated.|||I wasn't messing with them at all. I was watching this via the Aeon optics ability.



It's only happened a couple times over the past month, so I'm still trying to find out why it happens. But engineers are often re-allocated before finishing a project, that I've seen a few times. But to this extent is rare.



Something to keep an eye out for. I just wanted to give you a heads up. They're building a unit from the 4th d mod.|||Weird. I have an idea where to look.|||Looks like the mod being played was from 4th-D and the defensive structure was the Cybran T3 Beholder laser PD.



However knowing Buggi, he most likely has 30 other mods running at the same time. :roll:



Resin|||Holy effing santa clause, it's not the fact I have more than one mod enabled.



Why can't the mod makers realize that? I wouldn't post bugs that I thought were caused by the interaction between mods, those interactions I can read and understand in the scripts and fix.|||Hoping that is not directed at me.|||its meant against you Sorian....



and while I'm here..just want to say how awesome & grateful I am for your AI mods



It's made supcom & FA into the game it should have been...breathed new life into it.



thanks for your time & efforts!

Which AI mod?

[:1]Can someone please help me to decide which AI mod to apply?

This will be the first game I've really applied mods to.



I hear goood things about Duncanes and Sorians AI mods, and I think I read that they are compatible with each other.



Is it best to run just one (if so which one) or both?



What are the main differenes?



Many thanks

Stin.|||I'm going to move this to the AI forums.



Mike|||Just install and run both of them, they are 100% compatible. Sorians are now the stronger of the 2, but Duncanes also do offer a challenge. :)|||Both mods are 100% compatible with each other, so you can install both and try them out.



I would also suggest the Cheating AI Adjustment Options mod. It lets you fine tune the AI difficulty for any cheating AI (mine, Duncane's, and GPG's).|||To get all the nice goodies Sorian, Duncane, Goom, have created you could try my Sorian-without-maps.exe it combines most helpfull mods into 1 installation (and they are all compatible with eachother, atleast the ones in the installer are.)

How to make the Sorian AI harder in late game?

[:1]Greetings,



I have been in the mood to play a long drawn out skirmish battle. I have the following settings:



Seaton's Clutch

4 of the latest Sorian Adaptive AI's on the same team.

X units off (I want large battles in t1, t2, and t3.

Random Factions and random positions

I am UEF

Annihilation



This has been a very fun setup. Here is how it goes:

Start off in HELL! I typically die 3 too 4 times before I get a good start that allows me to progress further. I go t2 very fast and get a small base with some bare bones shields and t2 defense up and they are relentless!



Then I have to turn to more D as they get t2 and arty and tac misses. During this period I begin to venture out to slow one or two of them down while trying to tech t t3.



Once I get to t3 I begin to widdle them down, sometimes at a pace of 3 steps forward 2 steps back. Then once I take down 1 or 2 players, it is game over, although it takes me about 60% of the entire game to wrap it up, though it is fun to crack each players base and hunt them down to the last man.



The part I do not understand, is their t3. They just do not hit me hard enough, they have groups walking the board looking although they know where i am. If the remaining 2 too 3 players were to hit me all at once I would most likely loose? Why do they not? I think their t3 game is quite weak. If it were as relentless as their t1 and t2 attacks I would have a much harder time.



Does it make it easier on me have 4 of them on the same team? Meaning if it were only 1 or 2 would they coordinate better attacks against me? I am looking to make the setup as hard as I can without them cheating. I enjoy the game as is, but the back half is more comfortable than it should be given they have me dominated on econ. I just take my time and plan the attacks, take out their nuke defense and let me nuke subs clean up. I have never used regular nukes on them, just seemed too easy.



Any help would be aprec. I also chal someone to do thi8s same setup and post their final screen with time and stats. omething to beat.



-B8factor|||I have unit cap at 250. It makes it harder on me to do the game this way and i think helps on the lag on my PC. I have played it max units as well but i finish far faster. I think they just get stuck with a bunch of units they never attack with and cant reorg well enough?



-B8factor|||I did find out which is more difficult. Playing 1 too 1000 pop was far easier. When i play 4 AI they hit me with t1 from all 4 nmys at same time, but the single AI was not hitting me with more units and it was easy to outperform it.



I wonder if there is a balance, like 2 or 3 better than 4 and 5, etc?



B8factor|||Yeah, I've been wondering about this too.



The AI just doesn't seem to have the determination that it had at T1. As it goes higher in the tech tree it slows down. At T3 it seems to be at a crawl. Only attacking me with 1 large group of T3 and then a pause as they rebuild.



What I think is causing the problem is structures. Structures count and with the AI building all those firebases around it's base and the expansion bases it just eats up the unit cap. Not to mention the endless masses of Nuke launchers and T3 power.



Personally, I think the AI should not build any firebases and just build the expansion bases while concentrating it's defenses in it's main base and shielding it accordingly. Surrounding T3 Mex's with T1 guns is pointless. Build Mass storage around it instead, or better yet. Nothing. Having a Mex that far out of your base basically means that you cannot defend it very well. Besides, the AI snipes Mex's with T3 bombers. How are T1 defenses going to help against that?|||The Ai need to have a set number of buildings it needs to have. Best to have 3 set numbers one for each tech, it is pointless continually building t3 power generators, and having 15 or more of them. set the number of each item the AI need to be able to win.



Example only



5 land factories

5 air factories



and so forth.|||This is a really good topic and I'm surprised that Sorian didn't reply. Most of the games I play using Sorian AI, the AI tends to stick with T2 units and a few T3 every once in a while, on a rare occassion tossing out an X at me.



Funny thing is that walls are still a major stumbling block for the Sorian Ai.

Just make a funnel shaped wall into your bass, and watch as the Ai lines up for the slaughter. Or heck, make a wall with a small opening at thier base, it slows them to a crawl, as hundreds of T2 tanks get stuck trying to navigate out.|||If this was posted in my thread it probably would have gotten more attention.



I will look into the wall issue.

Engineers don't want to repair sometimes

[:1]I'm using Sorien 1.8.3c, Duncane 2.3.4, Community BugFix Patch 3, BlackOps 2.1 Unit Mod & Balance Mod.



Sometimes my engineers don't want to repair a wounded unit, even though I have them set to assist nearby. Sometimes they approach the wounded unit, flick a teensy spot of healing it way, and then move on. Even if I manually select the engineer and tell him to repair the wounded unit, sometimes they don't do anything.

I was playing Seraphim at the time, if that makes any difference.

Has anyone else seen this? Is there a way to fix this? Thanks,



Stuart|||Not sure maybe be wrong or outdate info but didnt the seraphim not work with Blackops?|||fluffa|||Yes, I had energy and metal. The engineers would either ignore my wounded unit, or they would throw a quick healing blast at it that would only heal a tiny portion of its wounds.

When I ordered an engineer to repair the unit, it kind of glowed like it was doing something, but it said it was idle, and it didn't heal a single point of life.



Stuart|||Kenquinn

[REQ] Weak expansionist AI/mod

[:1]heh, uhm, first post here. I might be jumping the gun on this, because I've only ever played the original game, though i have for the better part of a year. I just got FA in a gift exchange, but can't it for several days, so I have no idea what it's AI is like. I don't play multiplayer, because I would get pasted.



I have trouble with finding a good AI to play against. If I play against Challenge AI, nothing happens. No little skirmishes or anything. Then I go and try to crack their base, and it's invincible. If i play against Normal AI, than it's far too easy too beat.



My computer is fairly old, and can't handle tons of units. It still occasionally stalls, even with all graphics turned down. This rules out a bunch of Normal AIs in positions to support one another.



Also, my micro managing skills stink. It's something that I can not get my head around. I can't control 30 factories at once like the AI can, and my engineers are pretty useless.



So, heres what it boils down to: I would like to play against an AI that does not build up a huge base. I want them to place strategic outposts (a few PDs, radar, maybe a factory, small garrison. There also might be secondary bases, for example an airbase would have super light anti ground defense, heavy AA defense, a few air factories, a bunch of air staging, and a small ground garrison) around the map, and send out patrols of units, so I can have little skirmishes. The AI wouldn't send out huge forces to attack, and would build T4s sparingly. His/her economy would be weak, so that a lone strike against, say, a outpost with a mass extractor, would be able to cripple their economy for a short time. It would be comparative to WW2 combat, were the AI makes due with what it's given. It only has a small number of forces, and will try to allocate them as best it can. They would use few engineers, most of which are concentrating on defensive lines and such. Transports are used for quick retreats and lightning drops. Kind of like air calvary. Air-Ground support is a MUST, but air units are really expensive, and have less fuel.



This is pretty much how I play myself, or at least try. It might require some modding to work (units cost more, etc). It's targeted at a more drawn out game, with a small gain here, small loss there. Taking strategic positions is key, but it is more important to conserve forces.|||Get Soran's and Duncane's AI mods that will improve how the AI plays.|||i don't want to improve it- the challenge AI kills me already.



this was just an dea, so....|||I think the Duncane AI also impacts the weaker AIs as well just to fix the bugs. He also has a low tech AI that pretty much spams T1 units. That one will expand and also not really tech up, so might be what you are looking for then.|||Titan|||Heh, I'm actually in the same boat as you with a slower PC. Don't be afraid of sorians AI. It actually has only a slightly higher difficulty level than the stock game has. Now if you want a challenge then his AIX AI is what you want to play with. As a comparison it takes 4 regular sorian AI to even come close to matching the AIX's cheatness...



But the biggest advantage for us is that sorians AI runs around 3 times faster than the stock AI. so instead of playing 1vs1 you could be playing 4vs4 at the same speed.



If it's still too scary you can try duncans mod which is basicly the stock AI but added bugfixes. These bugfixes also speed the game up a bit.



Or... Just get them both as they are fully compatable with one another so you can play whichever one you want whenever you feel like it. Or go crazy and play one of each in the same game! :o



edit: oh also, sorians makes it worthwhile to have an AI teamate as you can give him orders and cordinate attacks between your forces and his. You can even tell him to concentrate his resources into certain field. (like air dominance, teching up, or takeing over the sea's)



So yeah, the AI mods done by duncan and sorian pretty much saves the game from sucking if you play offline like we do. ;) Now you might think otherwise at the moment but that is just because you havn't used them yet. lol ;)

Sorian & Multiplayer

[:1]Hi!



I am playing against Sorian KI as single player and in multiplayer games.

I'm not 100%sure but I think it is much harder to play 1:1 against a sorian ki as 2 versus 2 players in multiplayer.

Is it possible that the sorian ki is much better in single player or am I wrong here?



(i use always the most recent version of sorian)



lg

Martin|||sorry to sound like a jerk, but; whargarbl?



could you please re-explain your post, i don't understand it.|||He is wondering if the Sorian AI plays better in singleplayer than in multiplayer. The answer is no.|||idefixgallier|||Well against the ai in a 2v2 situation you can get help from the human player i.e omg big thing coming help help.

Where as the ai's can't really do that.

In a 1 v 1 against the ai you don't have that luxury.

So I guess yes it is easier in a 2v2 situation because of the communication and co-ordination advantages that is team work.

On the flip side if you played a 2v2 with a friend that was much much worse than you it'd be harder than a 1v1 :)|||There's also the cumulative efficiency scale to think about.



Think about it in terms of economy->army size, for just one example:



You spend the same amount of mass as the AI on building 20 tanks, but you manage them better, and you kill his 20 tanks with 5 tanks of your own left, your next batch of tanks now stands at 25, which has an even better chance of beating the AI's 20 tanks, if you've got an equally good human ally, he'll have similar results, and if you pool your excess, one AI now has to deal with 30 tanks, with only 20 of it's own, that AI will fall pretty fast after a few repetitions of this, and if the other one has been more or less kept in check while this has been going on, then he's utterly doomed once it becomes 2vs1.



All that assumes a linear economy, which FA isn't, but the reality plays out about the same even when it scales over time.|||Hi!



Yes - I am austrian and I forget to "translate" my common KI into AI everytime I have to speak english.



You are right, 2 (human) player gaming is more efficient as playing alone against the Sorian AI and makes the whole game easier.

But I was wondering that is "that more easier" ... that's why I was asking

if this is a Sorian AI issue.



Thank you for your posts



lg

Martin

AI Bug Report - Friendly Fire

[:1]UEF is only faction that has friendly fire turned on. Start a map and shoot your factory or units with UEF commander or any offensive unit and you will damage the units.



I did this test with all factions and UEF is the only one that does damage.

****only true with all factions at map start tech 1***



Exceptions below:





***

Seraphim commander will damage his own units and buildings but not until he has weapon upgrades.



***

Cyberan commander won't hurt his units or buildings even with the fully upgraded laser beam.

Cyberan tech 2 land units will damage own units.



***

I didn't test the Aeon.





I didn't test all senarios. I can't believe this has been overlooked. My FA is fully patched so don't even go there. Test it for yourself.



Sucks because UEF was my favorite faction.





Any modders wanna fix this issue with an AI mod?

I don't have any skills, just reporting the bug.|||no, this is not an AI bug. this is a gameplay bug.



infact, there's already a no FF mod.



let's not post here anymore unless we find a link to said mod, and OrangeKnight moves the thread to the correct forum.



please don't make a new thread in ModTalk, OrangeKnight will take care of that for us.

Possible to delay spawn times?

[:1]I was wondering if it's possible to put a delayed spawn time in. For example to have player 1 start immediately, then have an AI player spawn after x number of minutes, instead of all players spawning at the same time?|||it won't be possible to delay the spawning of the AI, but it's certainly possible to program the AI to wait for some length of time before doing anything.



Duncane is the man you want for this, he should be stopping by soon too.|||Actually it may be possible to delay the spawn for individual players.... Looking in the ScenarioUtilities.lua file there is a function called CreateInitialArmyGroup and it seems to do something with CommanderWarpDelay.



Its probably more a general mod than an AI mod... try your request in the mod forum or Sorians lobby mod thread.

For Duncane

[:1]Hello Duncane



When you get a chance, could you please have a look at this log file from F/A, I am using you AIFIX and F/A is freezing. Using Seraphins glaciers as a map and I am using UEF and then AI are using all three. Its freezing on Sung Island as well.





Thanks Trevor





http://pastebin.com/d691d1b7c|||Might want to mention you are also using CBF v3.|||Sorian,

Whats CBF V3 (community bug fix version 3)



THQ asked me too remove all of those mods as they are the problem. I did this and played the same game last time and it didnt crash, but thats really irrelavent as at the 2hr mark, the sim speed was -7, the AI had about maybe 300 units each and the game was unplayable. At least when I use your AI pack and the other mods, I can at least get to 2hrs at -2 and have some fun playing the game, then the crash.



If I have too choose, I will take your AI pack and the mods and at least have fun in that 2 hrs.



Also, it didnt solve the memory issue, at 2 hours -7 sim speed, I killed and a low unit count memory usage was still 2.6gb. When using you AI pack and the mods the memory usage is still 2.6gb but I have double the unit count. It also didnt free the memory, I killed all but one AI and he only had about 30 units left and the memory usage was still 2.6 gb, but after about 5 mins it drop back to 2gb while still in the game. So maybe the Lobby Enhancement mod is getting in a loop.

Trev|||Replied here: http://forums.gaspowered.com/viewtopic. ... 267#546267|||Sounds like you have a memory problem. Have you tried a mem test or tried taking out some dimms (assuming you have more that one)?|||Duncane



I have used 4gig of dominator 1150 mhz ram, 2 weeks ago I put in 4gig or OCZ Flex 1250 ram. Yesterday I put back my 8 gig of Dominator ram.



Always the same, crash after 2 - 2 1/2 hours.



I have ran memtest on all batches of memory.

I have ran CPU load tests, I have ran hard disk tests.

I think I will just put the game away, its not worth the hassles. THQ suck, they released a game that was bad, they patched it and made it a little better, but it was still unplayable in a long game. You and Sorian fixed the AI so at least the game is playable now, I just suffer from the crashes, so its time to pack it up.



Thanks anyway Duncane



Cheers|||clinker42|||duncane, see clinker's 110 post count? 90 of those posts come from the TS forum where people have already suggested those.



i can't tell you specifically what he's done with his RAM, but he's been furiously upgrading the rest of his computer and chopping between all four flavours of Windows.|||I feel his frustration... I had similar issues when i first got SC....

Im sure its some conflict on his PC.... many people run the game just fine.|||Thats true Duncane



But I have gathered from the forum that most play online in small short games, I have gathered that I am in a real minority group who likes to play big battles against 7 AI for 3 hours, well I would like to.|||clinker, I really wouldn't recommend 7 AIs, the game is just too demanding even on a screaming system. Reduce the number of AIs but increase their build/econ multipliers.|||Yes 4 AIs is really the max... Best to play with 3 AIs and you.



Also this is getting confusing in 2 threads ... can we just use your other one?

Sorian ai disk usage

[:1]Is it really using 2.93gb as 'programs and features' reports?? Thats a little excessive!?|||jimbob35|||Not sure why it is reporting that. I guess it is a bug with Inno setup.



latest AI release with LEM takes about 500 KB.

400 Babys. T1 Swarm AI.

[:1]Most players and Rush AIs build up their forces and tech up to higher levels to overpower their opponents.



I wanted to see an AI swarm you with MM. Like in this video.

http://www.youtube.com/v/EfMFStWXmWw&hl=en



You can get a huge number of MM for the cost of a Titan.

And if you just want to see someone overwhelmed by MM, hundreds of MM, this is the AI for you.



_____________________________________

No Tech AI.

This is an AI which only builds T1, and lots of it.

And an AI which spams like its 1999.



Here are the new versions 1.0-1.3 By Duncane.

http://members.iinet.net.au/~dionysus/misc/NoTechAI%201.0.zip

http://members.iinet.net.au/~dionysus/misc/NoTechAI%201.1.zip

http://members.iinet.net.au/~dionysus/misc/NoTechAI%201.2.zip

http://members.iinet.net.au/~dionysus/misc/NoTechAI.zip|||you could quite easily set this up yourself by modifing the platoon files (don't ask where they are, i'm not an AI modderer) so that the AI only builds engineers and LABs.|||Very interesting idea... An AI that just goes T1... LOTS OF T1!!!



It might work... a player could never control that many units, but an AI could.



Even an air focused AI could still potentially over run an opponent this way.



If I get time and I feel like it I will put together an AI that doesnt upgrade facs and has a high fac count (its not hard to do).|||Well...if the AI is gonna be microing the T1 units, wouldn't putting more than 3 lag the game like hell?|||lag be damned. i just wanna' just get drowned under a tide of MMs.|||Then join Isis and don't build PD.|||I don't think lag would be an issue since the unit limit is the same.

The AI would simply have a higher production and turnover.



You kinda need aa and subs to fight in those environments but an onslaught of MM in such large numbers might actually be pretty challenging to expand under.|||this wouldn't work. the reason is that you can only fit so many units inside their area of firing range. and when they died, other units would have to move inside that area. it would be quite easy to kill the units faster than they kill you.|||youd be surprised how many a walled t1 pd can actually stop|||True, which would mean that you would still need some Lobos.

Also you would either need scouts or some way of getting the AI to try to build radar near enough to the enemy's base to spot.



Does anyone see a need to build tanks?

I can't think of a reason to build one tank over two MM's in most senarios, tanks are basiclly just more powerfull.|||Okay .... try this....



Its a version of my AI fix pack that doesnt tech up... it will just keep producing T1 and LOTS of facs....



http://members.iinet.net.au/~dionysus/m ... notech.zip



Let me know of any issues....|||Uber cool. Thanks D.

I'll try it as soon as i get home.|||Oh and try the Land rush AI on 1.5 or 2.0 cheat levels .... that should really hammer you with T1....|||Duncane,

The AI was teching up. Before I quit the game it had 2 T2 factories up and some t2 bots.



Matt



duncane|||Bugger... I will double check things... which AI type did you select?





[edit] I uploaded the wrong version... sorry... I will correct later tonight[/edit]|||Okay version corrected, try the download now:



http://members.iinet.net.au/~dionysus/m ... notech.zip|||Cool mod Duncane. I've tried a few skirmishes against a few AI's and it looks like its working fine.

There is one small problem though.

All the AI's only build T1. I wanted to test it against the Rush AI and the Turtle AI etc. but it affects all of them.

How do i give it a name? If it had a name i could play against it with one of the old AIs.



Some other things i noticed.

It doesn't upgrade Mexs so it's economy stays small. Builds lots of pgens though, which is good.

It upgrades its commander, which is also good.

It doesn't appear to try to expand. It builds on all the available mex spots and then just attacks from its main base. This was on Isis against DT1Rush AI.



Otherwise, really neat AI.|||I'll try and do another version where the AI is a separate AI that doesnt tech. I'll try to do it this weekend.



I will also look at the mass extractor issue as it should upgrade those...|||Thanks. I'll have more time today after work to test.|||MENERGY|||POWER LEGS|||Okay here it is.... An selectable AI that doesnt Tech up.



If you remove the previous version and put the 02_NoTechAI.scd in the game data folder a "No Tech" AI will appear on the selectable list. There is also an AIx one too.



It requires Sorians AI Support mod which is include in the zip. Place the 01_aisupport.scd mod in the game data folder (it will already be there is you have Sorians AI installed).



The link for download is:

http://members.iinet.net.au/~dionysus/misc/NoTechAI.zip



Commander_Tobias, can you update the original post with some info on this... also can you change the topic subject a bit?



NOTE: This mod is compatible with my AI fixes (I recommend you install that too to fix the AI- http://forums.gaspowered.com/viewtopic.php?t=23929). It is also compatible with Sorians.|||Duncane,

I tried it last night and this AI did well against the Sorian AI. It went 45 mins against it. It died because the Sorian AI put an experimental in it's base.



The things that I saw for improvement are:

1) don't build as many engs

2) need to build more factories as mass/power will allow. It had a lot of mass and power and kind of quit building.



I was really surprised how well the AI did with just t1 units it would have done much better if it had more killing units then engs.



Matt|||It should be limited to 15 T1 engineers... did it get much past this?



Also how many factories did it get to? I set it to 30 land factories and 10 air factories? Do you think it got to this level and it needs to be increase?|||Hey Duncane.

I had a good long test battle against the AI you posted on the 24th.



It did tech up its Mexs and build a good sized base this time.

The match was on Sungs island, 20 min no rush, 4 DT1Rush AIs.

The only units i built were the Rover drones, Mexs, Pgens, a Fatboy, and an Atlantis.



Basicaly i wanted to see how the AI played against itself until one of the AIs won.

However, it really suprised me.

After the first hour only one of the AIs had been defeated but all three remaining AI were sending huge waves of ~70 units around the map.

All AIs went overboard with the mobile AA. 50 out of the 70 in each group were AA.

All AI fought over the Mex points on the map but non expanded outside of their base exept for a few naval bases.

I had retreated into the water so as not to kill any of them but they still sent a huge number of bombers after me.

If the AI had sent those bombers at each other then one probably would have won.

Anyway after the second hour i just got bord and killed one AI with Billys, one AI with Broadswords, last AI with the Fatboy.

50 T1 bombers are quite powerfull against a Fatboy.

I lost the first one and had to clear the skys before sending another.



[edit] The AIs build lots of tanks but very few LABs. the more LABs the better.



I'll try your new version asap.

Cool AI Duncane. :)

Which AI uses the map Saltrock Colony most effectively?

[:1]...for offense in your opinion? Duncane's or Sorian's (the AIx version)? Since it is relatively flat, I would think it would be close. Of course, Duncane's new Defense AI would not apply here...



Thanks for your time,



GB|||I love Duncanes AI, but I am afraid that Sorians AI is more advanced. Place them both on a big enough island, and Sorians AI will win eventually. :)|||Its worth noting that if you have my AI pack installed the Land AI and Rush AI will behave quite differently on this map. Also the Swarm AI should do very well on this map too.



Also salrock is one of the odd maps where a Naval approach may work. Has anyone tried the Naval AI on this map?|||For the record ... I just did a AIx: Land vs AIx: Sorian Rush with my AI pack and sorians installed.



The AIx Land AI won.



Im gonna run some tests with the Naval AI later as I think it might actually do okay on this map.

AI Question

[:1]Hi quick question does the Forged Alliance stock AI learn and cache its "experience" for future games? I am of the impression that is doesn't but I know someone who swears in the face God his does.|||It does not.|||Thank you thats what I thought

Sorians AI

[:1]Hi Guys



Im using Sorians AI patch, and the cheatoptions.



When I select ALX: Sorians AI i get to use the AI that Sorian has fixed all the issues with and done his mods to.



But if I select ALX: Tech, is that the standard FA AI and Sorians patch hasnt touched that.



I presume the only AI that have the patch are the ones with Sorian against them.



If that is correct, is it possible to somehow make or use Sorians AI that will behave like the ALX: Tech AI but not have the issues.



Reason is, Sorians AI is much more aggressive at the start of the game but slows down as the game goes on, most of the time after say 3/4 hr the AI have 3 or 4 Exp units in his base but they just sit there and do nothing. But when using the ALX: Tech AI, Im continually getting attacked by Exp units.



One more, why do some AI build fast, and tech up and start many expansion bases, yet on the same map and same AI, some just sit there at the original start point and get to Tech 2 and then do nothing for the rest of the game.



Trev|||Because AI's are dumb.



Sorian has not altered the stock AI's, however check Ducane's AI pack, as he has modded the stock AI's|||To have the standard AI be smarter, you need Duncanes AI. Standard are all those that don't have Sorians name attached to them. Best to have both Sorians and Duncanes AI, that way you will have a challange no matter which AI you play against. :)

Desynch problem

[:1]Not sure where else to put this.

It may or may not be due to AI mods.

====

Background:

Basically, a friend and I were going to play a team game against some AI's, something we haven't done for many months.



To be safe, I uninstalled SupCom and FA on both computers and threw the leftover THQ folder in the trash. (Damn half-assed uninstallers.)



I then installed FA from the disk onto both computers, logged onto GPGnet and patched them, and installed only the latest version of Sorian's AIs.

====

Problem:

Every time we try to do a lan game it desynchs on the very first beat of the game.



Does anybody know what could be going on here?

I'm stumped.

====

Strange observation:

On one of the computers, the Terrain Deformation mod shows up in the mod manager?

How could this be? The old THQ folder and all of it's contents were deleted.

This doesn't make any sense afaic.|||Mods and Maps are also stored in your My Games Folder, not just the install dir. Are you absolutely sure you installed the same Sorian AI version on both systems? And are you absolutely sure you patched both games to the same (latest) version? Such desyncs will only occur, if active (non-UI) mods are not the same (or simply not present) or if the version of the games differ (SupCom/FA doesn't check if you have the same version in LAN games).|||I thought there was another folder where stuff was kept, but I couldn't remember what it was so I figured that was a different game. >.<





As for the patching and Sorian versions.



I restarted GPGnet an extra time just to make sure I didn't miss any patches.



And the Sorian versions would be the same unless he just happened to change the file linked to yesterday between the two times I clicked to download it. :?|||It could indeed be that it's leftover files in the My Documents\My Games\GPGnet blah blah folder. Clear that one out too.

[Faction Diversity] Question

[:1]Is there an AI that successfully handles this mod? I'm looking at the mod and I'm very interested, but currently I'm not able to play against human opponents 24/7, so I'd be needing an AI opponent to spar with from time to time. Is there one that can properly handle this one? I've been looking, but not finding any.|||no, there's not.



i suspect you would have to delete all the existing platoon and build logic and replace it with your own, as both are so drastically different.



whether the current AI system allows that is something you'd have to ask Sorian and/or Duncane about.|||That does make me a sad puppy. :( But I guess for a mod that drastic, it's necessary. Oh well, guess I'll limit that mod to the times I pound my friends into submission ^^|||Faction diversity mod is a complete rebalance.... it even moves units between tech levels.



The AI should still work with it, but will not build the right units at the right time or use them with their best purpose in mind. It would take quite a bit of work to redo all the build conditions to account for it (probably as much work was done to create the mod in the first place).



I havent the time to create AIs for each major balance mod sorry.|||duncane|||Where the balance mods are just minor changes to correct game issues the AI will still probably work fine, but faction diversity is such a change that I dont expect the AI do handle it.



Having said that, if someone could try my AI fixes with the Faction diversity mod I would be interested to here how it went? ;-)|||duncane|||Update:



Having run with 4v4 on Fields of Isis with Duncanes adaptive AI, the following happened:



UEF quickly took lead and continously harassed the others with T1 tanks. added artillery after a while. Was first into T2, T3 and Air. Built T1 bombers that it harassed Sera with, then got murdered in air by Aeon intys.



Sera stupidly kept building nothing but combat engineers (I think I saw three Sera tanks in the entire game) No air. Sera killed by UEF.



Cybran kept building...lots of artillery. Literally spammed medusas and a few mantises. Got murdered by Aeon because he didn't counter the aurorablob that entered his base and shot him while he was paying attention to building a T2 PG. (Although while he was building another he turned around and killed a few enemies, then returned to building).



Aeon was SLOW. Built everything and was second into air (UEF had bombers). Built only interceptors and ruled the sky.





Ended the game after 50 minutes with UEF and Aeon being roughly equal. Deep into T3 on land, still only T1 air (understandable since Air Facts have to be BUILT to T2-T3, not upgraded). UEF really loved stationary T2 artillery and built them EVERYWHERE, to Aeons dismay.



It went remarkably well, but any player would most probably have whopped them hard.|||So, when will we have a super AI for this mod :)|||When someone does the huge undertaking of rewriting the entire AI for new balance, new platoons and new weighting :D|||Too bad, this is an excellent mod :( Come on Sorian and duncane, do something for us :)

Sorian AI crashes in regular multiplayer game?

[:1]I tried playing a game online through gpg.net, a 2v2, and when I joined, the game host said "Sorry RMSe17, you got Sorian mod, game crashes in 20 minutes, and I got kicked out."



Now that I think of it, I did play a 4v4 game last week, and the game did crash after some time, though I didn't know what to attribute that to.



Is this for real? Do I have to remove sorian ai every time I go to play a game on line?|||yes, everyone knows this.|||Clearly not.



How come when I play with my friends in a lan game vs CPU the game does not crash? Is it because we all have sorian installed? Or is it because we are not going through GPG?|||AI mods have to modify the games base files because GPG didn't set up a way to toggle them on/off like you do with normal mods. Unfortunatly this means that if you wana play in an unmodded game (or at least unmodded AI wise) you have to uninstall the AI mods.



The reason you can still play with your friends is because you all have the AI mod installed and the same version. If there is a version discrepency or the mod isn't installed for someone then it causes a Desync.|||Thanks for the explanation, that makes sense. So until everyone gets on board and downloads sorian AI, I will have to keep installing and uninstalling it.|||RMSe17|||If you had read the first post in my thread, you would know this:



Quote:

New Units and Sorian AI (Supreme Commander, not FA)

[:1]Simple question: how can i "force" the Sorian AI for Supreme Commander (without FA) to build some new units i will (i hope :D ) add to the game?|||anyone knows? :?|||is this http://forums.gaspowered.com/viewtopic. ... d++support

what your looking for|||THANKS!!! :D :D :D :D

Response from THQ TECH SUPPORT

[:1]Hu guys



I have been trying too resolve F/A crashes for months now, have spent $3000 buying buying bigger and better equipment and nothing stops the crashes.



I sent THQ the Log File from F/A and they came back with this response:





"

Response:



Thank you, Unknown, for contacting THQ Customer Support.



I sent your information to the developer. While some similar crashes have been reported, they noted a few things in particular about your crash. The representative noticed you are using a few mods and think this issue is caused by the a possible memory leak. Try removing the mods you are currently using. notably the following:





cheatoptions.scd

sorian_ai_pack.scd

lobbyenhancement



The Lobby enhancement can potentially run in a loop, forgetting to clear the memory between each match. This can cause the memory leak which the developer feels is causing you to max at 2.5GB of memory usage after 2 hours.



"End Response



Could this be correct, I am concerened because if I remove the Sorian AI pack then I may as well give up playing F/A as without Sorians patch the game is rubbish.



Hopefully Sorian will read this and put in his input.



Thanks Trevor|||I'm actually pretty impressed that they escalated it to the developer and got a real technical explanation of a potential mod issue.



You just don't see that sort of thing every day.|||I believe you could use SAI without lobbyenhancement, just use the old aisupport scd.



However, I'm using lobbyenhancement and not getting crashes.|||Superdog



How do you play, I play against the AI and usually play Seraphins Glaciers and Sung Island against all the AI on those maps. The game (with the mods) goes fine for nearly 2 hours. Then after two hours the game crashes back to Windows. How about playing Seraphins Glaciers for me against all the AI and use Sorians ALX AI. make the game go for as long as you can and see what happens. I have changed hardware, operating systems, drives etc etc and all the time the crash happens.|||How many AIs are you playing against?



Also, the LEM does not run after the game starts. One of the older versions of LEM forgot to clear things after the match started and it caused the game to crash after the user ended the game and it tried to go back to the main menu. This bug was fixed.



I have run some long matches on my laptop while I was waiting for my new motherboard for my main system. If I can run a multiple hour long match with 4 Sorian AIxs on a 2 year old laptop with only 1 gig of memory, you should have no problem running a match on a good system.|||Sorian



I play Seraphins Galciers against all the AI, I use your ALX SORIAN AI, I use a cheat at the start for some energy and mass and quickly capture and kill the AI on the same Island as me. Then I build defensive guns and AA and slowly build up while he attacks.



The game runs great, sim speed to about -2, then it seems like it gets to a time issue and then crashes, usually 2 - 2 1/2 hrs. Have you seen the log files I have posted, lots of warnings and errors and stack failures, I presume that aint good.



But its frustrating, have tried different processors, different, memory, graphics card, hard disks, and windows systems but it does the same on everything.



Trev|||Ok, I honestly thought either you or THQ were full of crap, but ran a test anyway. Here are the results:



Mods:

LEM 3.9d

Sorian AI: 1.9.6

Duncane AI: 2.5.2 (although, no Duncane AIs were used)



Related Background Programs:

ShiftWindow

Core Maximizer



Settings:

Map: Seraphim Glaciers

Time: 2.5 hours

Starting AIs: 8 Sorian Water AIs

Teams: 4v4 (Left versus Right)

Unit Cap: 750

Ending AIs: 6

Ending Sim Speed: -5

Total bugs in log: 2

Memory usage (as reported by task manager): 1.453GB

VM Usage (as reported by task manager): 1.474GB



Killed off 2 more AIs:

Sim Speed: -3

Memory relatively unchanged (fluctuated up and down a bit)



Ended game and went to main menu:

Memory usage (as reported by task manager): 1.064GB

VM Usage (as reported by task manager): 1.130GB



Game was running fine the whole time, no crashes and only 2 bugs in the log. Sorry to say, but LEM could have no affect on a running game. Anything LEM does is bundled in the same GUI table that the rest of the game lobby uses, and that gets destroyed when the game starts or resets to defaults when you leave and reenter the lobby. There was a bug a while ago that would cause the game to freeze after the player ended it and went back to the main menu, but that has been fixed.



No clue what THQ is talking about, if they even know what LEM is. I would say the problem is on your system. Either a mod conflict, or some other mod may be causing issues. You also might want to read this thread here: http://forums.gaspowered.com/viewtopic.php?t=2382. It may relate to your issue.



[edit]

PC Specs:

MB: Gigabyte GA-P35-DS3R

CPU: Intel Core 2 Duo 6600 (2.4GHz)

Ram: 2GB Corsair DDR2-8500

Video: ATI HD3870

OS: WinXP

[/edit]|||One of my friends that I play with on weekends was having crashes that would occur well into the game. He is running vista, and did the BCDEDIT to increase the application memory space to 3Gig; no more crashes. I was having the same issue, and did the BCDEdit quite a while back. No crashes for either of us since, give it a try!



If you're running XP, you have to add the /3gb switch in the boot.ini file. If you're running vista, you have to use the BCDEdit command. Specifics about both can be found easily on the web.|||HTKatzmarek|||I saw his posts there, but when I run the same test on my machine it runs just fine. Actually, -5 sim speed with 8 AIs (well, 6 left alive) after 2.5 hours was better than I thought it would run. Killing 2 more even raised the sim speed to -3.



If the dev he talked to would be kind enough to show me where they think LEM is causing an infinite loop issue, I would be glad to take a look and fix it. At the moment, I don't see it.



One other thing he should look at is to make sure he is not using the aisupport mod, included with Duncane's AI, and LEM together. Duncane includes this bit of info in his readme, but you know how often most people read readme files.|||Sorian



Play the same game but just you against all the AI.



No i did not have the ai support mod of duncans in as I did a fresh Vista intsall and fresh F/A install and patch, then played and crashed, added the community bug fix and crashed, added your AI pack and crashed. Then took out the CBF and your pack and then put in Duncans, Crash.



I will play the same game as you right not and take screen captures of process explorer as I go. This sucks, I have a really good pc and F/A doesnt work in the style of games I like to play.



The readme of the LEM says this

Lobby Enhancement Mod 4.2 (2-17-09)



You are running 3.9, is there somewhere i can get 3.9 and try that.



Thanks heaps as well.



Trevor|||I had 3.9d installed. I forgot to update before starting the game, but that would not matter.



Quote:|||Sorian



EXCUSE ME, WHERE ON EARTH DID ME BLAMING YOU, DUNCANE OR THE LEM COME FROM.



If you read my post properly you will se it is THQ is saying its the Mods, that is why I posted their response so I could get your input.



In fact if your read my post on your Sorian AI post, you will see I thanked your very much for all you have done (and Duncan as well) and said if it wasnt for you and other guys like you F/A would be rubbish.



Here is a piece of text that was part of my communication with THQ



"

Your Question, Comment or Feedback: Chris I appreciate that you have looked into this issue for me, but I have a real concern. Have you actually played F/A, without Sorians AI pack, the game is unacceptable. The standard out of the box F/A and patched with the official patches is unplayable. I play a 20km map against 3 AI and 30 minutes into the game the sim speed is at -7 and the game is unplayable. The only reason I use Sorians Pack is that it makes the game playable.



"





Sorian



I fail to see how that is blaming you. Read other posts I have posted as well, there is probably 10 posts I have put in that included nothing but praise and thanks for you and Duncan. I you have read anything from my posts your will see I blame no one except THQ for realeasing a game that doesnt work without putting mods in made by people like you.|||My apologies. I inferred from your posts that you were blaming LEM, especially because of the post asking if I could remove LEM from the AI mod. If it was not your intent to blame LEM then I apologize.



Not sure what has been suggested to you or what you have tried, but here are some things that come to mind:



Make sure your drivers are up to date (video, audio, motherboard).

Set your pagefile to a static size, probably 2GB (just to be on the safe side).

Use Core Maximizer.

Make sure you are not overclocking (make sure to check, some motherboards have a feature that overclocks automatically).

Update DirectX.|||What are the gfx quality settings both of you used when testing? Makes a big difference with memory usage.



I haven't tested without mods, but on Gentlemans Reef(me + 2 ai vs 4 ai) the game will crash for me almost exactly at 1,650,000 megs of ram used always. To play it I have to turn the graphics way down to lower memory usage then when I see it getting close in the task manager(which I have on my other monitor so I don't have to tab out) I save the game, close FA restart it and load the map back up, then I have awhile longer to play again lol



My comps specs:

CPU: Intel Core 2 Duo E8500

MB: Asus P5B-Deluxe

RAM: 4GB OCZ PC2-6400

Graphics: HD3870 512mb

OS: XP Pro SP3



And I run Core Maximizer.|||Nothingness|||Sorian



Only reason I asked if you could easily remove the LEM was because THQ said it runs in a loop. So I thought I could easily test that if the LEM could be removed.|||Guys I know this is not the correct section to post about faults etc but Im desperate for help.



This is what I have done.



1st PC



Gigabyte motherboard

Intel Q6600

4 GIG OF corsair Dominator 1150 ram

GFORCE 8800 gtx

2, 500 gb WD hard disks

Windows XP home

SB XFI Gamer pro.



F/A Crashes in a long Game, runs small games and short games well.

Was told F/A eats memory and CPU and that more clock speed and memory will help.



2nd PC

Asus Ramage Formulae Motherboard

Intel E8600 DUAL CORE

4 gb Domiator RAM

Geforce 8800gtx

2, 500gb wd drives

Windows XP home

SB XFI Gamer pro.



Exactly the same results, told then Graphics not enough.



3rd PC

Asus Ramage Formulae Motherboard

Intel E8600 DUAL CORE

4 gb Domiator RAM

twin 4870 Graphics cards in Crossfire

2, 500gb wd drives

Windows Vista 64bit

SB XFI Gamer pro.



Exactly the same.



4TH PC

Asus Ramage Formulae Motherboard

Intel Q9650 quad core

8 gb Domiator RAM

twin 4870 Graphics cards in Crossfire

2, WD 500GB Velociraptor hard drives

Windows Vista 64bit

SB XFI Gamer pro.



Exactly the same result





5th PC

Asus Ramage Formulae Motherboard

Intel Qx9770 quad core

4 gb OCZ Flex2 - 1250 RAM

twin 4870 Graphics cards in Crossfire

2, WD 500GB Velociraptor hard drives

Windows Vista 64bit

SB XFI Gamer pro.



Still no change.



That is what frustrates me, everyone keeps saying its a PC problem but look at the above. Surely F/A cant have an issue with all that I have done.|||Can you monitor how hot your chipset is getting.|||Yep

I have a fan forced OCZ Vendetta and it max temp while running F/A is 48 degrees. While running a CPU stress test for 6 hours it gets to 62 degrees.|||clinker42|||That didnt work Canraps. It doesnt then allow me to use Sroians AI and the Cheatoptions. Cant play without Sorians AI, game far too slow.|||clinker42|||Those arent 5 different PCs... The motherboard and sound card is the same in each case.



The XFI sound card is probably the issue. Remove it and try disabling sound with the /nosound option.|||Duncanne



Sorry there has been a couple of other motherboards, I cut and pasted but forgot to change. Yes it is the same soundcard though



Do I oput the /nosound on the end of the shortcut or exe filename.



Canraps, no both are not available when I take out the LEM SCD.



Trev