PTE Stream: 67053-main

Discussion in 'Support!' started by garat, June 6, 2014.

  1. wondible

    wondible Post Master General

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    tactical missile bot will stop approaching just outside it's firing range.

    Server mod, cheat-vision: flags are improperly synced with checkboxes. Clicking once will give vision, but the checkbox doesn't change, and clicking it again doesn't turn vision off.
  2. Sorian

    Sorian Official PA

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    Combat fabbers can still assist, but they can only assist on items they can actually build.
  3. ArchieBuld

    ArchieBuld Active Member

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    So you mean they can assist only on mines, and the avanced ones on mines and teleporters?
  4. Quitch

    Quitch Post Master General

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    The eco modifier in live is capped at 5, I assume it hasn't changed in PTE. You should see when you launch that the 99 changes to 5.
  5. wondible

    wondible Post Master General

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    True. I overlooked that because I so rarely need the things they build, which in general are near-instant anyway. Zero-energy teleporters are kind of cool, except for the price tag on the adv combat fab.
  6. wondible

    wondible Post Master General

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    Played a game (badly) against 9 x0.5 AI on a medium planet. I noticed it running slow around 18 min and checked perf, sim was running slow. It felt like slow-mo, but I didn't see the jerkiness I remember from before.
  7. FSN1977

    FSN1977 Active Member

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    Sometimes bombers dont drop there payload. And if I want to exit the game after a battle it bugs out. The fps seems better, can't say the same for the Server sim
  8. proeleert

    proeleert Post Master General

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    Finally ! I can haz Azerty !
  9. shootall

    shootall Active Member

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    The see-where-your-opponent-is bug by using area commands to build mex is back in. (you see where you can't build and thus there is your opponent.)
  10. zweistein000

    zweistein000 Post Master General

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    I just did a one hour play against the AI testing out new stuff:
    -Mods are broken, but you guys already know that.
    -Nuke area command works pretty well, but it does need some polishing.
    -I'm guessing the T2 bot artillery is a test (kinda what grenadier was) and the we will be getting T1 bot AA back. Not sure this was needed as we already have the tank artillery and snipers, but I will leave this decision to uber.
    - I like the removal of T2 fighters. I hope we will see the mode return as another useful input (maybe an aerospace craft that can attack all targets).
    - Bombers are interesting, I like the differentiation (one is artillery, one is a gunship and one is a carped bomber), but I fear that T1 bomber may be OP now. - Top 10 players need to test this, to confrim.
    - bomb bots are pretty scary if oyu can sneak them into base. They are useless for attack against units.
    - I have witnessed the fall of the dictatorship that is the combat fabber.
    - Is it me or was running cost for T2 reduced?
    - Performance was the game is pretty good. I didn't get lag for quite some time. UI lag is gone, it seems.
    - Area commands sometimes don't execute. Not sure when or why. Seems random and not actually connected to lag.
    - There are still some patching issues, nothing serious though.
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  11. cola_colin

    cola_colin Moderator Alumni

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    Either I am simply stupid or the PTE doesnt even allow to change the eco modifier. So no cheats at all for tests and the AI attacks me all the time :/
    Last edited: June 6, 2014
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  12. mot9001

    mot9001 Well-Known Member

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    Selecting a fabricator or commander and a combat fabricator together is letting the combat fabricator build whatever the fabricator is building at 60m/0e. Is it a bug or intentional?
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  13. wondible

    wondible Post Master General

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    Confirmed. The flag was specifically named can_only_assist_with_buildable_items, but I really don't see one particular selection method being allowed, especially with the energy reduction.
  14. wondible

    wondible Post Master General

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    Air factories more efficient, but basic air is more expensive. Adv. Bot/Tank factories build slower, but many (didn't want to count them) advanced units had notable cost reductions.
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  15. popededi

    popededi Well-Known Member

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    Here's one:

    First run of PTE, open up settings, change camera controls to WASD, save settings, language turned into Czeh.
  16. wondible

    wondible Post Master General

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    Ditto. Also, controls totally weirded out; didn't work, settings reopened multiple times, eventually sorted itself out.
  17. proeleert

    proeleert Post Master General

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    I like the new language features :)
    [​IMG]
    Hooray for double dutch ! and big language error :)
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  18. garat

    garat Cat Herder Uber Alumni

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    BTW.. for anyone testing, in PTE or Stable - 9 AIs will run slowly. In a lot of ways, an AI is going to be more expensive than a human player, because they use CPU just to exist, as well as all the normal CPU usage that any player uses from units, etc.

    I'd be shocked if 9 AIs didn't run slowly, since you're only getting one virtual core to run your server processes on. It's a beefy core, but still. That's a LOT of CPU usage, especially spread out on multiple planets.

    Not so much a bug, but currently expected behavior. :)
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  19. thelordofthenoobs

    thelordofthenoobs Well-Known Member

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    I think I even managed to crash the server by trying to run 10 AIs (I was going to spectate them as I wanted to both test performance with many units and the AI improvements) :p

    When the planets showed up after loading, they didn't fully load (patches of trees and stuff were missing) and the AIs didn't show up. When i restarted the game, I wasn't notified of still being part of a game.
  20. Sorian

    Sorian Official PA

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    Fixed locally. Thanks.
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