Not the Orbital Factory I actually like building that... Look fraking awesome!!! But yeah only able to build Anchor and Teleporter from Orbital Fabber does suck, Put the Orbital Factory back and add the Solar Array back to the Fabber then all will be all good
Scout description fixed. It no longer has a weapon. It also doesn't have an attack command cap, so it should no longer try and default to attack. It has assist, and should still have a range ring. We're getting the orbital factory merged over. Somehow Perforce missed the file when we merged. We're tracking down a few other bugs as well! Thanks guys, the early eyes on this has been very helpful!
Got Weird effect when pressing shift. Which I could tell you more about the conditions. First noticed when I was going to shift click several air factories
I still have the metal spot and unit icons bug without any mods. I can see spawns and N S letters so cinematic mode is off. I attached my dxdiag, it may help, i dunno. Disable all the mods and try to recreate the bug.
Fairly certain the 4800 has drivers newer than April 2013? The Open GL support in those are going to be a bit out of date.
Seems the orbital factory is missing in the latest pte build as others have pointed out. Note that some of these are from older PTE builds. I have been out of it for a while. Other comments: wow a lot of things are getting their models tweaked The SXX is huge and viable again Sniper bots look different. A good different Aircraft engine effects add a lot to the look of the game. Orbital factory looks awesome ( when it was actually there /poking fun ) Orbital launcher's rocket now has two engines and a nose cone The Anchor is a great offensive platform and is very good at maintaining control of an area. I don't know if this is a bug but I have seen it target and shoot down aircraft more than once. Personally I think it should only be able to shoot at the ground. Grenadiers seem like they are good way to crack defenses, although they seem to lack the range they need. T2 feels like it is now in it's proper place. Mex feel a little weak but it may just be something to get used to. Map control is now very important. (like it should be) T1 bombers are now viable passed the early game. AI does not know how to defend against decent sized attacks now that turrets are weak. (I am sure that this will change soon) Hurray! AI knows how to pull back units and commander. Orbital is starting to feel like it should. Turrets feel a little on the weak side but they are closer than they were before. Graphics quality is overall better. Reclaiming trees is a good way to boost your eco early game. metal storage is rather huge when in comparison to energy storage. sadly a lot of path finding bugs. On a more personal note: To me teleporters seem even more out of place now that they are cheaper and can be built within a second. As I have said before I believe that orbital mass transports should be the ones that establish a beachhead and preform the initial invasion of a planet. Then t2 engineers make the teleporter which should take about as much time as making a nuke launcher or two. However as a temporary fix until we get those said transports it is good to have a way to invade. That's all I have to say on the current PTE build. I love these dev builds they are a great way to test what is coming.
Well, they were moved to the orbital factory which is produced by a fabber which is produced by the orbital launcher. One can say launcher is t1 and factory is t2. Either way, no, I meant the solar array, laser satellite, and whatever else the orbital factory produced. I like that thing too, thought we were going somewhere with it... Anyway, simple fix is "add orbital factory blueprints to current orbital fabber", or same thing "give orbital fabber old blueprints back".
New drivers got released a week ago. I had a constant bug with the previous ones and this update was perfect. *tears of joy*
Glad to know the drivers are better. Sorry the bug is still there. We've seen this on only a few machines, Varrak knows about it, but for now, if you have HDR enabled, I'd suggest turning it off.
@garat are we going to be able to limit the number of players on a planet in the system editor to make multi planet starts balanced? I have not seen a way to yet in the PTE build...
If you want specifically seperate planet spawns, discuss it in the game lobby to agree on spawns to seperate planets. More detailed limits, would be nice to come later.
yeah that is just it, we need a viable way to force players to be in balanced numbers on separate planets. Some players don't honor chat rules/decisions. Some players don't even chat... Without an established system of doing this multi planet starts will always run the high risk of being unbalanced.