To anyone from Uber that may be taking notes on this thread: We would be able to do some really nice integration if we had a way to get the full leaderboard through your api. A way to get a player's rank given an uber id or uber name would be great, too.
Unit Cannons and Ruins don't spawn under 750 Radius. They are biome reliant. It takes a while to find them, but much less time once you figure that out xD There's also a mod for brining up a sandbox system with all the CSG on one planet, which I may try to see if I can find again in order to use as a palette.
Planet impressions: - balancing yey! - pathfinding meh. Tooo many chokes. The lava planet could serve as good planet to work on more fixes for pathfinding. So many units doing stupid things. Especially engineers that are put to support stuff - way too small. (450, 400 and 450, that's SO TINY) I am fine with having a small planet or two in general, but I think they are all rather extremely small. It's basically a very short build order comparison. I think having one such planet among 8 ladder maps would be fine. Maybe even 2 or 3. But 3 out of 3 is clearly missing bigger ones. I'd like to see some planets with 800 or 900 radius, some with 500-600 and some with 400-500, with more in the bigger categories.
I do find in a 8-10 Player match that a 700-800 Radius is a good size, that's why in most of my shots they'll be that size xD I love big games.
On single player, when I try to change the ai difficulty it does not want to change from normal. If I select a second ai, then I can change both. If I delete the second ai, now I am still able to change ai difficulty. wierd.
Pretty sure I forgot to sync before my post dox vs structure fix neural net training session. So, basically, it was a useless training session. I ran another training session this past weekend and this time they look a lot better.
people should stop complaining about air. So spam air, so what? Air alone won't win you the game usually, it cannot really hold ground. Yes it's probably a bit questionable with how stupid effective t1 bombers are for snipes, but really air isn't that bad if you get an actual game over a reasonably sized planet in return.
My problem with air is that t1 AA is so ineffective. AA needs to prioritize bombers and/or fighters need an HP decrease. And yes it can just be countered by more air, but that is the problem. Air is the only thing that can counter air. And even then with fighter HP it's difficult.
not sure, but my last impression was back when bots still had the aa bot. That was a great AA unit. I guess we really need it back or we need a buff to the vehicle aa.
Also another suggestion for the changes in the editor: Some sort of guidance on polygon count per planet/system. What is a planet of this radius' polygon count, usually? Am I exceeding the normal amount with the amount of CSG I'm placing? Not that we shouldn't be allowed to do so, but just to be able to tell what the game usually works with.
I hope to have this done for Linux by the time this goes to stable. Most likely it'll just be invoking notify-send, so it shouldn't be much work to hook up -- I just need to reboot to Linux on my workstation to implement it.
Beat you to it . 25th June https://forums.uberent.com/threads/hummingbirds.61304/ In seriousness though, I don't think its too hard to pick off bombers now. You just camp outside the other guys vision range with your fighters and pick the bombers off after their first bombing run as they try to turn around, which is when they are not protected from the fighter cloud. That's how you kill off bombers while you try and get back into the air control game. Though they should really fix that bug where you can stop bombers and make them bomb on the spot.
Few things I forgot to mention that might affect modding: - Jig: + UNITTYPEs EnergyProduction, MetalProduction, Economy - Orbital Launcher: + UNITTYPE_Basic - Orbital Factory: + UNITTYPE_Advanced
Round Two! Same planet with a few more additions and subtractions in a 4v4. Pathing around really long, interconnected ravines struggles. Pathing test with various sized Desert-City Ruins: In the largest size, inner rooms were accessible to bots and tanks. This dropped off pretty quickly... However, even down to the lowest size, the streets remained pathable with a tight squeeze. This bodes well for what I want to make next - a ruined city map. That's impressive. Loving it, Uber!