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make the bricks smaller i did that in my one game and it helped a lot |
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Ideas
1. upgrade maximum soldiers by house by 2. You construct 5 houses and they give you 15 soldiers but don't more than that.
2. Add a wall to the create buildings category. With the wall you can protect your command center. The wall will cost 110$ or 150$
3. Add white and brown teams!
4. Add a new aerial map
5. Add a new button to donate 10$ or 5$
6. Add towers. With then you can introduce 2 soldiers and they can shoot more units and protect your command enter more.. The towers will cost 500$ or 450$.
7. Add a electric plant. This will give you 18$ per minute and will cost 200$
Here a finish i will be adding more ideas constantly |
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@TheBestGuy12 But he is trying to REDUCE lag, not increase it. |
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HatHelper, I think it is because the script length is the same when you put every script into one big script(Correct me if I am wrong). |
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i know but these are my suggestions look at the subject i write Suggestions The Conquerors i dont write lowering lagg |
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ScoutBobJoin Date: 2011-10-09 Post Count: 613 |
My suggestion here is client sided, not server sided, but it still helps. If you don't care for it, fine by me HatHelper. It's just about CPU optimization.
Don't get mad at me for my inexperience and probable incorrect usage of words, but while messing my old computer trying to fix lag and playing Roblox's most laggiest games on full power, I realized that most server lag was due to Players' slow computers causing the server to stress a bit with distributed game time.
I learned that from Base War's description which told players that their computers needed a really good CPU, in order to play without lag.
And in Apocalypse Rising, a game by Gusmanak a Gui tells players to go to game settings and set the bar to 1 for more speed, rather than Graphics. There are other ways to optimize CPU power while playing Roblox, but this is the easiest.
Basically, if the Conquerors' desc. told players to do the above, or get a better CPU, client sided and server sided lag would decrease dramatically, and the only downside to this suggestion is either you not bothering for it, or players not knowing what to do. |
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ScoutBobJoin Date: 2011-10-09 Post Count: 613 |
@HatHelper, although you were harsh, I do agree that Terrain looks ugly, and in my opinion is one of the worst and pointless updates we've ever had. But the user suggesting it is right though, some games creators that use big maps such as Crazyman32 use terrain rather than maps because it does decrease lag.
But using Terrain with the conquerors?! It just doesn't seem right unless Roblox makes miniature terrain for the small units. -.-' |
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ScoutBobJoin Date: 2011-10-09 Post Count: 613 |
One last suggestion, that IS server sided.
TheGamer101's Sword Fighting Tournament has this anti-speed hack Gui, which bans players based on I think Server Time and Player's Distributed game time. If the two values aren't the same, the player is banned.
What I'm trying to explain here, is that maybe you could use the two properties and created an auto version so that anyone that lags and has less distributed game time is banned on spot, to reduce server lag.
This feature could also be a reminder to players to follow game requirements as stated in my first post. |
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HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
Script length isn't a problem.
I'm not banning people who lag.
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lordramboJoin Date: 2009-06-16 Post Count: 20628 |
How about using smooth parts rather than the studs. They have less of a blocky feel but it should reduce the snaps.
~ siggy ~ umg take my retexture http://www.roblox.com/Gold-Fish-V10-item?id=84923916 ~ siggy ~ |
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HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
I only use studs when necessary. I'm not removing it from land. It will make the game look substantially worse and will barely help lag. |
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lordramboJoin Date: 2009-06-16 Post Count: 20628 |
Well one thing is that if I have like 40 units attacking on thing they're lasers are going off like crazy. So how about all the units in one tab add up their damage and it gets put into one laser. For instance if I have 2 light troops instead of them both shooting a laser each they shoot 1 laser that does double damage. You could also lower the speed at which the lasers fire. Say they fire one laser every half second it could be one laser every second but it's twice as strong to make up for the lack of speed.
I'm a little teapot |
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I have, the best idea in the world.
If somebody leaves the game destroy their base. If you leave it there it makes the game longer aaaaaaaand it may reduce the bricks on the map which may reduce lag. |
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HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
Lordrambo, that sounds ugly. |
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HatHelper
Y u no comment on my ideas. |
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scrin445Join Date: 2011-05-10 Post Count: 3955 |
What about the GUI? I've never used some of it.
It may not help, but maybe a little. |
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lordramboJoin Date: 2009-06-16 Post Count: 20628 |
The first one was kind of. I think the second one wouldn't be too bad though. Also, if you haven't already, turn the fog up a bit. The maps probably aren't more than 10k studs long or wide so it shouldn't make too much of a difference as far a visuals go.
I'm a little teapot |
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HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
Fog won't lower lag.
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How do you know script length isn't the problem?(I am not familar with how Roblox works)Anyways if it isn't then what DOES cause lag. |
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salty1264Join Date: 2009-10-20 Post Count: 345 |
Lower player count or make it a mega server. |
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I love how HatHelper posts this thread, asking us for advice, yet pokes holes in any of our ideas, and acts like we are stupid because we dont "know" the roblox engine. |
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HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
If you post an extremely dumb suggestion, then expect me to point that out.
I was reasonable to those that gave honest suggestions that wouldn't work out. |
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Since the biggest problem seems to be collisions between units when moving, maybe you could try implementing some kind of flocking algorithm so they don't bump into each other? |
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HatHelperTop 25 PosterJoin Date: 2009-03-02 Post Count: 46305 |
Perhaps.
Formation button was supposed to keep selected units apart by moving them as if they were one shape, rather than individual ones.
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