Problem is, the reactive mode goes SO FAST you don't even have time to react because it's already done in the blink of an eye.
Problem is, the reactive mode goes SO FAST you don't even have time to react because it's already done in the blink of an eye.
Problem is, the reactive mode goes SO FAST you don't even have time
to react because it's already done in the blink of an eye.
I had similar issues with other games. The fix is to create a separate dosemu.conf file specifically for these games and adjustthe $_cpuspeed and $_hogthreshold to match.
You have to play around with the values until you find something that works for you as we all have different CPUs and capabilities.
Hmmmm... Synchronet loads dosemu a certain way, that I can tell, so I'll have to see if that can be worked around in specific situations. I'll
ask about that before I go too far on a wild goose chase. :)
Hmmmm... Synchronet loads dosemu a certain way, that I can tell, so
I'll have to see if that can be worked around in specific
situations. I'll ask about that before I go too far on a wild goose
chase. :)
I keep forgetting that you run Synchronet. I ran it about 10 years ago and I ran into something similar. IIRC, Rob added something to allow you to specify the dosemu.conf file at my request.
Then again I could just be making that up. Most days I don't remember what I had for breakfast.
Problem is, the reactive mode goes SO FAST you don't even have time
to react because it's already done in the blink of an eye.
Good question! I emulate a 386 if memory serves, and I seem to recall combat working okay-ish on my board. I'll follow up tonight :)
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