TA: Kingdoms Community Forum
 
HomePortalCalendarGalleryFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Pathfind DL at TAK universe

View previous topic View next topic Go down 
AuthorMessage
Vhaerun

avatar

Posts : 104
Reputation : 12
Join date : 2014-01-12
Age : 37
Location : VA, USA

PostSubject: Pathfind DL at TAK universe   Sat Jul 23, 2016 2:39 pm

Deekay,

You might want to change the download at TAK universe for the pathfind to the: New Pathfind that works

_________________
"Online or working 24/7,


_______________________________
24 hours a week,


____________________
7 months out of the year."

________
Vaerun
Back to top Go down
View user profile
Sage
Lead Designer of Ta Kingdoms: The New Era
avatar

Posts : 1034
Reputation : 3
Join date : 2008-08-02
Age : 30
Location : West Haven

PostSubject: Re: Pathfind DL at TAK universe   Sat Jul 23, 2016 8:35 pm

Vaerun,

Do we know it works 100%?

I did notice that when chooserender.exe gets changed to the 3D option, the game lags a lot compared to when it's set to the MMX Software setting.

_________________
http://takuniverse.webs.com/ - TAK downloads
www.cristian-fuentealba.com - Graphic Design
GameRanger ID: 4138935
Back to top Go down
View user profile http://cristian-fuentealba.com
Vhaerun

avatar

Posts : 104
Reputation : 12
Join date : 2014-01-12
Age : 37
Location : VA, USA

PostSubject: Re: Pathfind DL at TAK universe   Sat Jul 23, 2016 11:25 pm

I can understand the hesitation, but what do you have to lose; make a backup of your icd file and try the fix. If you do not like it, paste in your old icd file. However, I do know the pathfind increase does work and is not a failed attempt like when I posted the TA clone earlier. Now this actually modifies the icd file and not the shell exe. All I can say is I have seen this work on my games. I usually like to play on large maps and before the fix, my units would get stuck for a few seconds or longer on bridges, land bridges, sinkholes and other things in the game where the unit would have to figure it's way around but with the fix, I noticed the units would respond almost immediately to whatever obstacle(s) is in their path. As I have said before the downsize is that your game might lag if your computer cannot handle the load. However, the peeps at TAUniverse came up with 66650 cycles as being the magical number due to it not causing too much load on a system. In addition, the cycles can be much higher but if your system cannot handle 66650 cycles then maybe default cycles is best for your system; however, we can tweak the numbers to get a cyclic number that might be better for your system.
Btw, I have my cycles set to 120000 and my game does lag unless I turn off shading, anti-alias and bi-linear due to unit max set at 1500 and three AIs.

_________________
"Online or working 24/7,


_______________________________
24 hours a week,


____________________
7 months out of the year."

________
Vaerun
Back to top Go down
View user profile
$_Spagg

avatar

Posts : 385
Reputation : 18
Join date : 2010-10-31
Age : 103
Location : Brazil

PostSubject: Re: Pathfind DL at TAK universe   Tue Aug 02, 2016 11:10 am

I think it would eb interesting to pack all these recent changes into one unified patch so when you give it to people you give all in one rather than separated files.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Pathfind DL at TAK universe   

Back to top Go down
 
Pathfind DL at TAK universe
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Marvel Universe Galactus....
» DC UNIVERSE INFINITE HEROES FOR SALE
» Rare Marvel Universe Figures ?
» DC Universe Classics and Masterpiece transformers in ToysRus, CRAZY.
» Marvel Universe 2 packs (Cyclops/Marvel Girl - Wolverine Sabretooth)

Permissions in this forum:You cannot reply to topics in this forum
TA: Kingdoms Community Forum :: GENERAL :: General Chat-
Jump to: