Hotfix build 76557 is live - Unit Cannon Update!

Discussion in 'Planetary Annihilation General Discussion' started by jables, December 18, 2014.

  1. burntcustard

    burntcustard Post Master General

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    This is bad for the air mod I made yesterday D:
    [​IMG]
    Before, both fighters would fire off countermeasures, whereas now only the first one to get in range of the Spinner does it. If the second (the flying) fighter gets closer, the old one continues to fire countermeasures, but the closer one doesn't, and it gets killed! Is there any way to revert to the old behaviour in the weapon .json so both units fire their anti-entity weapons? I would also prefer if multiple anti-entity shots could be fired for the same entity from the same weapon, that would mean the countermeasures I made were fired off at the rate of fire of the weapon rather than just once per enemy missile (sometimes they miss, so multiple need to be fired).
    Jaedrik, Remy561 and killerkiwijuice like this.
  2. Alpha2546

    Alpha2546 Post Master General

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  3. Sorian

    Sorian Official PA

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    I am working on it.
    mjshorty, gmase, proeleert and 3 others like this.
  4. vasonsenmic

    vasonsenmic New Member

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    Whenever I edit a Metal planet, the CSGs for the Catalysts move around once I hit the Edit CSG function. Can't post imgur links for some reason, it would seem, else I'd post a screenshot.
  5. jables

    jables Uber Employee

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    updated with hotfix 76554

    Build 76554 hotfix

    [Bug Fix]
    • Fix for crash in relation to SimWeapon
    gmase, cola_colin, proeleert and 5 others like this.
  6. g0hstreaper

    g0hstreaper Well-Known Member

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    This is nice....yes...this is nice
  7. Ryfe

    Ryfe New Member

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  8. ace63

    ace63 Post Master General

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    Maybe I oversaw it, but is there no indicator showing how many units a Unit Cannon has loaded?
    If not: This should be implemented quickly please.
  9. Alpha2546

    Alpha2546 Post Master General

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    Nicely done! Works stable again :) . There is a bug with the sea scout recoil turret thingy. You'll get these errors as soon the sea scouts begins firing I think.

    Code:
    [16:32:10.000] ERROR createAnimSkeletonControlRecoil - Could not find bone: [bone_recoil]
    {"type":"recoil","bone":"bone_recoil","recoil_dist":0.94999999999999996,"restore_time":0.90000000000000002}
    [16:32:10.000] ERROR Could not create skeleton control of type: [recoil] for unit: [/pa/units/sea/sea_scout/sea_scout.json]
    {"type":"recoil","bone":"bone_recoil","recoil_dist":0.94999999999999996,"restore_time":0.90000000000000002}
  10. jables

    jables Uber Employee

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    Updated with
    Build 76557 hotfix

    [Bug Fix]

    - Fix for AI pathfinding failure on specific land configurations
    mjshorty and Remy561 like this.
  11. Quitch

    Quitch Post Master General

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    Hah, I was about to report that!
    stuart98 likes this.
  12. Sorian

    Sorian Official PA

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    I beat Quitch? How is that possible?
    mjshorty, proeleert, Remy561 and 4 others like this.
  13. Maldor96

    Maldor96 Active Member

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    Your AI has evolved... it is now posting on the forums
    mjshorty, Remy561 and stuart98 like this.
  14. wpmarshall

    wpmarshall Planetary Moderator

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    On the first day of Christmas, Sorian's AI gave to me.... :p
    mjshorty, Alpha2546 and stuart98 like this.
  15. MrTBSC

    MrTBSC Post Master General

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    ... skynet nightmares ... good skynet nightmares .... muahahahahaha ... ähem ...
    Last edited: December 23, 2014
    Alpha2546 likes this.
  16. nuketf

    nuketf Active Member

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    like i said befor......the ingame AI will be the one that makes PA come true!
    Alpha2546 likes this.
  17. tommybananas

    tommybananas Active Member

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    one issue i am getting. is that if i do area attack commands and say the first line of 5 or say tanks are in range, then they will continue attacking like normal. however the hundreds behind the tanks in range will stop moving or doing anything. however once all units / buildings in range of the front line is destroyed and those tanks move forwards to engage the next load of units, the out of range tanks behind them ect will also move forwards exactly as far as the forward units and then procede to stop where they are out of range once the front row re-engage.
  18. cptconundrum

    cptconundrum Post Master General

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    In matchmaking my opponent crashed as soon as we got into the game. This left me with a 5 minute penalty just for showing up to play (2 minutes to land, then three more waiting for them to reconnect). This really seems pretty extreme and I think in these cases the timer should start at the disconnect, not at the commander landing. Making me wait 5 minutes because the other player disconnected is pretty extreme.
    elodea, Remy561, Quitch and 2 others like this.
  19. elodea

    elodea Post Master General

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    It really shouldn't be 3 minutes to begin with. Half of that at the most.
    cptconundrum likes this.
  20. kryovow

    kryovow Well-Known Member

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    the problem is, that some of the disconnect / crash problems are caused by PA. its not always the user's or internet connection fault.^^

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