This build includes: - Significant changes to sim/server threading on the server. I'd love to see some 10 player games going on this build to really hammer it out. - A bunch of inprogress combat balance changes. These are in no way done, but they're fun to mess around with. - Host of changes, updates and bug fixes. This is not a candidate for stable. Just a good test build, with some fun things to mess around with.
10 player games? Well twist my arm. What about system sizes? Are you wanting to really push the limits and have 10 player planets on decent sized systems?
System size won't have a huge impact, other than number of units.. Any typical 10 player map (that's not intended to take 5 hours to finish) should do a good job of putting it through the paces. No need to go crazy, but no real harm if you decide to push it hard either.
My first test on it was promising. I'm not getting the same UI lag that has been making PA unplayable since the GW update. It could just be a one-time thing though so I'll need to keep testing. Can anyone else help confrm this?
Looks like there's an issue with the area patrol. I set up an area patrol out of a factory and they fly back and forth in a line rather than covering the entire area. Like this:
Got some more bugs for ya. Fired up a large match (10 way ffa with 9 AI) and jacked up the economy modifier to 99 for kicks and kept the AI at 1. The economy never was that massive. When I was building my first building I only had 20+ metal. And currently my economy bar is frozen, not going up or down. And more importantly, my cursor is hijacked. I'm stuck in an area build of adv power plants and can't deselect. I can't click on anything, I can't do anything, the esc key isn't even working. The simulation is still running though. The fabricators that I did have on a queue are still running around building and planets are still orbiting. I can't even middle click to rotate the camera view. I restarted PA and everything started working fine.
Oy. At this point I should stop posting and write it all up at once. Set up a large match. 10 players (9 of them AI), 4 planets. 1 1,000 ish planet, 2 800ish size planets, and a 300 size moon. It's really slow. My client FPS is a solid 30 fps, but sim is less than 5 fps. And I'm only 18ish minutes into the match.
Yeah. I keep on giving fabricators build orders and the fabbers just stand there next to the thing they're supposed to build. Seems to happen the most with large buildings.
There is some cool stuff added! Might be I didn't noticed it in previous PTE because I was too busy with Ctrl+C and Ctrl+V, but it's looks like lame green dots buildings previews are gone now! Before only first batch of buildings was visible as wire frames and now everything planned visible that way. No more lame green dots and false-positive feedback for firs tbuilding (PA#2802)!
Yes. They can no longer assist, but cost zero energy to run. Other highlights from the code diff: build bar styling (mod warning) aa bot -> tactical missile bot bomber roles switched, basic is area, adv has tactical missiles "bolo" -> "aventail" advanced assult bots amphibious, complete with torpedoes alerts moved to sub-scene common.js changed - beware shadow mods. key pan style removed from settings, each direction is separate keyboard item; new engine call set_camera_key_map ESC behavior changed "modal back"
Thats great but the tactical missile bot is not showing up in the Bot factory. Unless it was moved to the Avd.
Sounds interesting but it will need a counter. My suggestion is to make flak towers able to hit tax missiles?