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Thanks for this map :-)

I was thinking about this one, and how there is really only one solution possible.
Perhaps it would appeal to more players if there were more solutions available, but obviously not as efficient as the intended solution?

* the top AC emitter could be closer, so it could be nullified. Then a long wait for the lower emitter to clear all the AC.
* having beams available to counter the spores if the player couldn't get to the message before the spores fire
* a terp to maybe make a wall to separate the AC and creeper, guiding to the wall that needs destroying
* some other solution involving flying the CN to some spot that needs to be cleared
and so on!
Farsite Colonies / Custom Map #3753: The Prime Ca...
Last post by AutoPost - Today at 06:00:26 PM
This topic is for discussion of map #3753: The Prime Cauldron

Author: LucidProphet
Size: 256x160
Quote from: Lappan on December 07, 2022, 08:46:03 PMThat was some grindy fun - thanks! My score was pathetic, as befits my turtley approach, but I'm curious about the cluster around the 23-27 minute mark - what were they doing? (let alone M-53 who took 113 seconds)?

Dunno how the guy beat this map in 113 seconds.
As for me, I built lots of Pulse Cannons, Beams and one Thor. Then I pushed forward against the Creeper until I reached the Sleeper Node, where I took it out with the nullifier.
Support / Re: Stuttering in CW3
Last post by Auditor - Today at 02:38:04 PM
Hi, and thank you for the quick responses :-)

I have checked this, and it seems to be running on the discrete GPU.
(even the output log confirms this).

QuoteInitialize engine version: 5.2.3f1 (f3d16a1fa2dd)
GfxDevice: creating device client; threaded=1
    Version:  Direct3D 9.0c [nvldumd.dll]
    Renderer: NVIDIA GeForce RTX 3050 Ti Laptop GPU
    Vendor:   NVIDIA
    VRAM:     3072 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0

And when I force the dGPU off I get.
QuoteInitialize engine version: 5.2.3f1 (f3d16a1fa2dd)
GfxDevice: creating device client; threaded=1
    Version:  Direct3D 9.0c [igd10iumd32.dll]
    Renderer: Intel(R) Iris(R) Xe Graphics
    Vendor:   Intel
    VRAM:     2111 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0

However, when the dGPU is off, I see no difference at all at the performance.

I guess the integrated GPU is actually good enough, and there is something else that the game don't like about the computer.
Much more demanding games work fine on it, so it´s just a little strange.

I think I found the FPS in game (the key to show map info? it seems to go between 26-28 to 30fps).
Will have to check that on the work computer where I don't have issues and see if it does that there as well.
Going to have a look at the frame limit, but I guess that's something to do with unity, and not CW3 generally?
Could not find any settings file which I understand either.

Going tinker some more with it, but for tonight I´ll settle for some CW4 :-)
Just kinda hoped there was a common issue on newer systems, and that there was an easy solution.

Again, thanks for your support!

Had CW2 in my mind playing this.
Support / Re: Stuttering in CW3
Last post by Karsten75 - Today at 12:58:26 PM
You should certainly investigate (as per miquelfire) whether the game is, in fact, running on the discrete GPU and not the integrated GPU.

However, the symptom of the above should be a low frame rate, not stuttering. Same for lack of horsepower on a CPU core. Not that I suspect this, since the game is relatively old and should run just fine on today's hardware and on Windows 11.

We do know of an old, unfixed issue in Unity where if you stay on the menu screen too long, the game will lose frame sync. But that is usually like overnight or so. I don't know how that would manifest itself.

All of this to say that the issue is most likely to be external to the game, not likely to be one of the causes you mention, but we just don't have enough information to assist you in finding the source of your problem.
Support / Re: Stuttering in CW3
Last post by miquelfire - Today at 12:29:06 PM
You said laptop, there's a chance the game is playing on the iGPU and not the dGPU. I have seen cases where a laptop is configured in a way that a game would not run the correct GPU, I think it on these forums. Someone on another topic posted to turn off frame limit. Doesn't help that it's someone who seems to be using a translating service.
This topic is for discussion of map #10432: acheivements

Size: 128x84

for achievemnts
This topic is for discussion of map #10431: Diggy Diggy Hole

Author: Ciestallon
Size: 64x128

Recapture your mine
Support / Stuttering in CW3
Last post by Auditor - Today at 10:02:11 AM

I have searched for this issue, but couldn't find it.
Recently I had a craving for playing some Cw3.
So I installed it on my new game/laptop-thingy.

But it keeps stuttering, even in the main menu.
All the graphics, planets rotating and such, stutters.
In the game proper, all graphics/game-play seems to stutter as well.
Creeper world 4 works perfectly on the system.

I tested Cw3 on my work laptop, and there it works perfect.

Perhaps Cw3 is not compatible with Windows 11?
Or that newer CPUs are mostly many cores, and since the game only uses 1 core it can actually perform worse?
Is there any tricks in getting it to run well on a more modern system?

Thanks in advance, and sorry if I just missed it somewhere here in the forums.


Current system.
Rog Flow Z13
12th Gen Intel(R) Core(TM) i9-12900H   2.50 GHz
16Gb RAM
Windows 11 Home 22H2
Nvidia GeForce 3050 Ti Laptop GPU

Worked fine on work laptop.
Intel(R) Core(TM) i7-9850H CPU @ 2.60GHz   2.59 GHz 6 cores
16 Gb Ram
Windows 10 Pro 21H2
Nvidia Quadro T1000
Intel(R) UHD Graphics 630