Twoje komentarze

Also can you hold shift before clicking on "Play" in Steam and keep it hold until a little configuration window pops.
In this window you can chose your resolution and uncheck a checkbox "Windowed".
Does it help to get the game into fullscreen?

Oh I was almost sure you would just suffer from the issue Coherent UI has with 4K resolutions.
1920x1080 should work for sure! However sometimes Unity engine has system specific issues on OSX.
We do not have too much control about this on our end. We just use the API provided by the Unity engine.
Do you have other Unity3d based games which do not suffer from the issue?

Resetting your home realm must have fixed it.
If you encounter this again, it would help to upload your home realm save + the output_log file again, so we can try to track the issue down.

Cheers

Hello Tomasz Janusz,
4K resolution can not be suported yet due to our UI middleware "Coherent UI" doesn't support it yet.
If you play on full HD resolution everything should work fine.
Cheers

Hello Just,
you are talking about the disk read error? Or what issue do you still have right now?

Hello guys,
i invested quite some time into this over the entire weekend and to be short.
TLDR:
It is fixed for next patch but might cause a bit more lag.

Long story:
First I was not able to reproduce the reported behaviour, but then I deep profiled the game which does utterly slow things down as I would use a rig below minimum requirements and by this suddenly the reported behaviour reproduced.
Based on Wuschelteddys save game I was able to look deeper into the problem.
So far we did everything to prevent AI from impacting rendering speed at all.
In a situation where there is not enough CPU capacitiy left for rendering, AI was slowed down and needed to wait in a queue.
As units were not allowed to get any runtime which would slow rendering the reaction times got way longer.
However in extreme situations the game was brought so far to the limits that the queue was emptied so slowly, that units even gave up for the moment and attempted later by queing again at the end of the queue so that some never succeed to actually get their query answered.
These were the units not moving at all which some of you got.
We fixed now that this odd situation can happen and dropped the idea to let AI never impact rendering speed.
Instead we apply a tradeoff now which assures none of both is starved, so that AI still acts reliable even when rendering would need the entire CPU.
With these changes I was able to fix all issues I got on Wuschelteddys save game while deep profiling the game.
However this is only possible by giving some runtime from the rendering to AI which might cause lower FPS on lower end systems.
But if you meet the minimum requirements this shouldn't be much, I guess in case of Wuschelteddy it will cost less than 3 FPS which and rigs which are strong enough to handle rendering and AI wont be impacted by the changes.
The changes made should allow way more units without AI issues (I guess around double) to the cost of some FPS on mid to lower end rigs.
War for the Overworld is a complex and demanding game and large 4 player map battles require decent hardware to run fluidly.
So if you are on the lower end of the requirements it is better to play smaller maps which are not focused around mass battle, it is also good idea to keep that in mind when designing bigger maps.
Otherwise AI shouldn't die anymore way before rendering gets slow with next patch, so that the reported issues should be all fixed.
Also the "warmup" time on large maps with many units should be way shorter and not feel that long anymore.

Cheers

Yea for me all workers did do a proper job after the warmup, i did not watch close if units attack less frequent.
But I get an idea how this could happen in case there is too much load on CPU.
It is made to scale over frames to make sure AI does never hurt rendering, but still has a minimum time it is always allowed to use.
Maybe this time is too small for a big 4 player battle and maybe it should not be smoothed over frames at all cost.
The thing is when we change that, you would probably get more intelligent behaviour at some cost of your framerate.
We will try to tweak on those things for next patch, however I am guessing your CPU is working on its limits, when battles get that big.
Would you prefer a bit lower FPS if this assures the AI acts still fast? So far we did go the full way to prevent it from hurting rendering performance at all.




I played further to see what happens but I was finally able to win the battle and destroy the AI players without applying any coder cheats ;)
So for some reason on my end the level worked quite good, maybe I need to try it on a different rig.

Nice fight :)
I have loaded the save game and nothing moved for a warmup time of like 20 seconds.
But then suddenly when the minimap was rendered (was black before) suddenly everyone was moving again the behaviour seemed correct.
Though I found a few workers which argued about who should drag a corpse so that multiple workers tried but no one succeed to drag it away.
This seems a bug indeed but I did not encounter that other units or workers get stuck after the ~20 sec warmup.
So I wonder if this is depending on different CPUs or something similar.
So for you every unit remains stuck after loading the save game and it doesn't "wake up" after a short time?


Thank you for the upload Wuschelteddy,
for some reason i can only download the meta file and not the save file above.
I am not sure if this is an issue with UserEcho or if something went wrong on uploading.
In case it is because the file has no ending, maybe put both in a zip.
We will try to figure out why the download link to the save file is broken.

Thanks for you help