Planet seperation not yet complete?

Discussion in 'Support!' started by Tontow, September 30, 2013.

  1. Tontow

    Tontow Active Member

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    It looks like the sim isn't treating each planet as its own map.

    I am able to hear sounds from other planets, select units from other planets while looking at a different planet, Issue attack orders on units that other planets while looking at a different planet.

    Also, I just landed on a moon that had crashed into a planet, so basically:

    I barely managed to escape an asteroid hit, leaving a big hole in the last planet of the game.
    I issued an order to orbit that last planet that was just hit. So far so good.
    I issue a land order and..... my commander plays a disappearing act and my other units are orbiting a lot lower that what they should be.

    My units and my commander ended up on the asteroid that was no longer there, in the middle of the void, trapped.


    Has anyone ran into this yet?
  2. pieman2906

    pieman2906 Well-Known Member

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    Interesting, i haven't come across anything like that yet. Be sure to submit a report to make sure Uber knows about it (even though they probably already do.)
  3. urablahblah

    urablahblah Member

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    I have some of the same problems sometimes. I first noticed when I tried to launch a nuke from one planet to another. The nuke launched from the first planet and landed at the equivalent point on the first planet that I clicked on the second. I have accidentally send all sorts of orbital units to the wrong planets by accident. I wonder if it has something to do with switching planets faster than the UI "realizes" you are switching.
  4. Tontow

    Tontow Active Member

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    I just hit this again.

    The server and client side Sims are not separating the planets out correctly. Its like it was in alpha: remember the duplicate units that showed up on the sun and moon before orbital was added?


    This is why the devs should never set date. Multi planet battles where rushed and this is the end result.


    On the positive side: Keep up the good work devs. :D Now where did I put that whip????!?!?!?!
  5. Tontow

    Tontow Active Member

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  6. Tontow

    Tontow Active Member

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    Also, I just went though and found a few other bug repots and put links to mine in them
  7. GalacticCow

    GalacticCow Active Member

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    Yeah, I've noticed some weird discrepancies where the game is confused about different planets. I find myself having trouble with placing structures on asteroids because my cursor thinks there are invisible buildings to repair on the asteroid (which are actually buildings on other planets). I've also often gotten the sound bug, hearing fighters killing bombers on the main planet when I zoom into the asteroid. It's likely just some old code from before interplanetary.
  8. Tontow

    Tontow Active Member

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    What they did was make the mistake of making the game like it was only going to have one planet and then they had to go back and add the interplanetary stuff (like those badly implemented afterthought features of some games). But interplanetary was not meant to be an afterthought. They had to redo a large part of the code to get it working; having to redo such a large part of the code was just bad planning..............

    It is almost like the devs where in a big hurry to get a single planet playable and lost track of what needed to be done in the long run.
    On the up side, they did get something out that they could test and debug the crap out of. They have really busted there asses getting the game to this state this fast, but they just need to plan things out a bit better.


    I don't want this to come across in a bad way. I just have very high expectations of the ultra dream team that has been assembled for this game.
  9. fergie

    fergie Member

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    And I feel they are still doing that, they seem to want a pre x mass release, like every company that deals with sales but they need to slow down and make it right....its to good of a game so far to push to fast

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