I got another bug to report: - If commander detects naval units are within range of torpedoes, the comm fires torpedoes even if it is on land. The torps hit the ground and never reach the naval units.
I known this. I assume he fires regular gun too? If not, the best fix for that, may be to let him fire both against naval. That way, he has a land-naval option, even if he fires torpedoes onto land uselessly his gun will do backup. Only difference it makes is commander in close quarters with ships with do more damage since both guns attacking ship, but that is situationally a good proper naval buff for commander.
Still have the Engineer Assist bug, very annoying Also got a odd "crash" where the screen went black, but I could still see the eco bar, but I was abel to exit the game Zooming in and out with the mouse wheel seems to get slower and slower as the game progress.
PIP - I was getting a lot of flickering with this switched on. I then pressed CTR-P and the performance information appeared within the PIP rather than my main window - this was with the mirrored feature enabled. I tried to screenshot this but I was getting black screenshots.
I had quite decent performance on a battle across a planet and its two moons that were each more or less full of buildings (and I had like 1100 mobile units as well !) But I have a little request for those of us who only have 4gb of RAM. From my experience that is not enough to prevent paging, and I don't think there is anything you can really do about that. But I think for the user experience it would be quite helpful if loading appeared to be a bit "smoother" despite those circumstances. Because right now, the game shows the loading screen and then fades to black and probably supposed to show the solar system afterwards. But if you don't have enough RAM, you simply hear the harddrive doing its work and then you slowly see the planets materializing and everything is slow and buggy till stuff is ready to play. So, if there was a way for you to detect when this process is done, it would help if you maybe just displayed the loading screen for a bit longer, so players only get to see the solar system once everything is fine and dandy, which will make everything feel a lot more polished and less buggy (although it's not a bug...). Afterwards the game runs mostly fine and at good performance except for some situations when stuff apparently needs to be loaded during the game, which results in more paging and the game locking up for some time (happened to me with the new nuke explosions a few PTEs ago...didn't test it in the newest one yet...locked up the first time the explosion was supposed to appear but in the chronocam it was running smoothly..so I guess it wasn't loaded, yet). Just some things I would like till I am ready to replace my mainboard+cpu+ram from 2009...
replay id 16564473703428273278. p.s. How is joe user supposed to report these if they are hidden on the replay list? Killed a commander in water with tac missiles, so that is fixed. These air factories wrecks, however, were a little, er, loopy Post-game review had NaN total army metal Still NaN when I loaded the replay.
UI feedback when placing buildings/blueprints right next to each other seems better this build, but maybe I'm imagining it ^^ Er most of my GW planet spawns have had like 1 metal spot >.>
PTE build: 69515 Bugs found so far: - Com death explosion looks weird. (ATI specific issue: confirmed by @garat) - Black artifacts on planet visible - Spectator mode bugg still present (No units or buildings visible) - Slow mouse zooming in game (Also confirmed by @FSN1977) Takes about 5-6 sec to fully zoom in on units Will be updating this post, when i found new bugs in this build. Also i will try to post screenshots of specific bugs that i may encounter in game.
Server's fine in that shot.> Sim is a little more concerning. About how big was the game? Roughly how many units on how many planets?
Yeah i am running on AMD MSI R9 270 I will try to upload some screenshots when i create another match.
Nuke / Comm explosions are a known issue on AMD/ATI cards. Something going on with the shader. Ben's made progress, but it's a pretty inexplicable shader issue so far. Either ATI is not allowing something they should, or Nvidia is being REALLY lax about allowing things it shouldn't
I could try run on the latest ATI beta driver: 14.7 RC. Don't know if that will fix the problem somehow. Currently running with ATI catalyst 14.4 on W8.1 64bit
It's all ATI, not just you. It's a shader compiler error, ATI and Nvidia are doing something very different. We have enough data here, we just need to figure out where it's broken, and why.
So, were naval versions of building models permanently cut then? I kinda liked them, it was a nice touch.