Had a game today where, for sure, my Umbrella was not automatically firing. I had orbital deep space radar and it was set to fire at will (was default -- I had not changed it), but it didn't shoot. I manually targeted the two things hovering near it and THEN it shot and killed them. So they were visible and in range but it only fired when ordered to. (edit: I don't recall if I had energy enough for the deep space radar to be working right but the fact that I could manually target and kill stuff made me go hmmm. A later game, it worked correctly (automatically))
I had a game earlier where my Holkins were refusing to fire on targets towards the far end of their range. They just ignored the targets if I told them to attack specific units near they outer range, one of which was an enemy Holkins which appeared to have the same problem, as there was no Holkins shots coming back from it to my base, but any units I sent towards it were quickly slaughtered by it.
Awesome build guys. I decided that when I found out that you can actually walk into the craters on moons now. That's really nice. But telling your fabbers to assist your commander doesn't work sometimes. They'll just walk right behind it and not assist. And do you guys mind telling us a bit more on what sandbox mode is?
Brilliant, thanks for the detailed reply! I noticed though that the one with 4 legs is missing from this list, will that be available to everyone?(I googled them all and found the wiki page)
Just played a very fierce battle against the AI. And lost. Again. It uses nukes quite effectively, I must say. Dooooooooh!
Replay is broken in this build. You see Fabbers in the wrong place building nothing and all sorts of weirdness.
Oh I'm forgetting all about the energy efficient requirement of radars, I suppose that's why my Orbital Radar appears to do nothing. Is that energy efficient Raevn mentioned above a percentage? 0.9 = 90%? Does that mean I need to have at least 90 Energy coming in for every 100 going out (as in I have a 10% deficit)? I better pay attention to this when complaining Basic Orbital Radar isn't working for me so I'll check again. In the meantime however, what's the purpose of this mechanic? Energy for all other factors in the game works (I guess?) as a resource that you have in the bank and gets withdrawn when needed. Why add efficiency restrictions on top of this?
Radar and some units require power to operate, they will function until a 10% deficit however they are going to not work fully after neutral energy (e.g 100 energy in for every 100 out) Part of this is for balance, air takes power to recharge, but is far faster, and part is to give power a place in the game rather then just another resource for building, which you can build anywhere.
Hmmm, I hope in that case there's going to be some sort of UI helpers for when Radars are deactivating due to energy deficit. The worst part of this is that unless it's explained nobody is ever going to know and it's really unintuitive to anybody new to the game yet maybe fully versed in RTS, including TA/SupCom. I know UI improvements are on the cards, but I'd just like to say this feature really lives and dies for me with good explanation.
replay has always been broken. I have captured multiple videos of fabbers doing that. The worst candidate is the AI fabbers, but my fabbers do it as well.
I don't understand why they're implementing such a complex model for radar usage. Maybe it's for engine reasons, but simply slapping -10 energy use on it, and when there's no energy turning it off, would seem like a far simpler way of handling things. Then it becomes a simple case of knowing you need to maintain positive energy, rather than having to break out the calculator to figure out whether you'll have any radar coverage at all and how much production you need to cease to get it back.
I don't think it's so bad. Perhaps it would be a little more intuitive if the radar just flickers depending on how badly you are energy stalling.
Just putting this out there, to see if it's a common thing with the current build. I played a game against the AI today, and something weird happened. It looked like it gave up the fight. I was expanding reasonably well, keeping to my turtly ways of developing small artillery bases, we had the planet split 50/50 more-or-less, with a neutral zone maintained by my catapults and 1 holkins, and I also had an umbrella and an anti-nuke covering the important bits of my base. After a bit of harassment and the usual stuff, the AI gave up on attacking completely, but it did build a nuke launcher and an orbital launcher, but it wasn't actually producing units anymore. At all. It had tons of factories, all idle. I went in with some T2 bombers and levellers to knock out it's nuke, thinking it was a suicide mission, but it just sent it's commander straight into my tanks and got killed. Apart from the fixed guns it built it offered no other challenge. This was about 1hr in, most of the game it was aggressive, harassing my mexes, but it mainly tried to destroy a little fire base I snuck behind him, with varying success. Also, the AI still seems to love air fabbers.
Best bug ever: I don't understand what happened, but i started a game, and instead of taking me to the game, it took me to my system manager menu.