The infetry will be a hair larger but I entend to keep them pretty small. This games ention is to be better so the poly counts will be alittle higher then generals (sorry to all low end users) but for about a year I have been able to test the Sage engine and for grins I made units with 60,000 poly a piece and built over 50 of them, the total poly count on the map at one time was over 1.8million and I lost 2.3 frams a sec (very small) and it was not due to the poly count but the number of units. The Sage engine is faster then people think there are things that can slow it down in a hurry, poly count is not one of them unless you are talking about 100,000 poly count, the AI for each unit and processes for each unit/building are more of a drag on your system then the poly number. The thing that can slow it down the most is volumentic partical effects, those are such things as Naplam fire, dust clouds etc. To run Crimson Dawn smooth you should have at lest a 1.2ghz p4/amd 256mb of ram, and 64mb of video mem below that you can still play it but you would have to cut the partical effects down turn the graphics down etc.
Even thought I could have more polys I'm still keeping them faily small the unit caps are as follows:
mass produced units(aka troops-conventional tanks) poly range 80-1.5kpoly
Spiecal Units(aka one can be built) poly range from 2k-8kpoly
normal buildings range 500-3kpoly
Speical Buildings range 3k-10kpoly
Fighter craft 1k-2k poly
Space Crusiers(only one can be built) 3k-8k poly
Believe it or not the game runs fine with Zero frams lost at these poly levels, if you think they are too high test the engine more or you don't have to play with this mod/game. I have tested these poly amounts and higher on a 1.ghz with 32mb of video ram and 256mb of ram and it ran just like generals did same speed.
General Gideonx wrote: