Downloading now. 150 vision seems like a lot, wonder how that will affect the dox's role. I guess that could help give bots a semi-scout unit, since that's something they lack. API for system designer looks useful too! Custom planet type prefab buttons should be possible now, right?
Apologies, apparently reacting a little too harshly tonight. Been getting a little too much sarcasm/antagonism lately. And that came across as very snarky, which was apparently not the point. Apologies, Mered. Overall, I think this build is looking good, but want it to run til morning before setting it to stable. More feedback the better.
Curious, are all those metal points on lava's lava (and presumably to move/build on them, haven't actually played on a lava) intentional? Because the ability for things to move on lava is really... odd. Reminds of early beta when lavas weren't really any different than moons.
Server crash where everything froze and reconnect failed on AU server: (Connect to ec2-54-252-50-165.ap-southeast-2.compute.amazonaws.com:9000 worked) Code: [15:50:33.571] INFO holodeckUnitBeginCommand patrol [15:50:33.626] INFO holodeckUnitBeginCommand patrol [15:56:29.043] ERROR WorldAudioHandle::stop - Unexpected null handle [15:58:08.804] ERROR WorldAudioHandle::stop - Unexpected null handle [16:02:34.210] INFO Streaming state: Uninitialized [16:02:36.334] INFO Shutting down CoherentUI Where do I find the game ID in the logs? Still seeing the following on OSX 10.9.5: Code: [15:13:31.993] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs [15:13:31.993] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [15:13:31.993] INFO Failed to link shader program for technique colorvelocity [15:13:31.994] INFO Failed to link shader program: vertex shader particle_quad_color_flip.vs and pixel shader particle_soft.fs [15:13:31.994] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [15:13:31.994] INFO Failed to link shader program for technique ColorFlipbook [15:13:31.995] INFO Failed to link shader program: vertex shader particle_string.vs and pixel shader particle_soft.fs [15:13:31.995] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [15:13:31.995] INFO Failed to link shader program for technique string [15:13:32.040] INFO Failed to link shader program: vertex shader particle_quad_velocity.vs and pixel shader particle_soft.fs [15:13:32.040] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [15:13:32.040] INFO Failed to link shader program for technique velocity [15:13:32.041] INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs [15:13:32.041] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader [15:13:32.041] INFO Failed to link shader program for technique colorvelocity and the following: Code: [15:14:40.673] ERROR /pa/terrain/ice/textures/base/ice_tile_material.papa: open failed [15:14:40.673] ERROR Failed to load texture resource /pa/terrain/ice/textures/base/ice_tile_material.papa
Lava still needs to be fixed. But I'm not sure I'll hold up a build for it. As regressions go, it's unfortunate, but not game wrecking. It's just a nav bug.
It will break two maps in the Statera tourney and maybe some in the Progenitor Cup. I somehow doubt that you'll release a hotfix just for it (Although if you do that's great!).
Just noticed a small detail. There are flames coming out from the bottom of the nuke when it is not being launched. This is visible from the video link I included here. I only noticed it while in replay mode.
And a client crash on OSX 10.9.5 when trying to select stuck units: Code: abort() called *** error for object 0x600001e26440: Heap corruption detected, free list canary is damaged Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff8fd0c866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff96a4935c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff90ec0b1a abort + 125 3 libsystem_malloc.dylib 0x00007fff9174abee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff9174adb0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff9174971a nano_calloc + 76 6 libsystem_malloc.dylib 0x00007fff91747b61 malloc_zone_calloc + 79 7 libsystem_malloc.dylib 0x00007fff917482ca calloc + 49 8 com.apple.CoreFoundation 0x00007fff963f9bd2 +[__NSSetM __new:::] + 210 9 com.apple.CoreFoundation 0x00007fff9645eee9 +[NSMutableSet setWithCapacity:] + 41 10 com.apple.AppKit 0x00007fff8f370cde +[NSEvent _touchesFromSet:matchingPhase:inView:includeResting:] + 130 11 com.apple.AppKit 0x00007fff8f370c11 -[NSEvent _touchesMatchingPhase:inView:includeResting:] + 278 12 com.apple.AppKit 0x00007fff8f638442 -[NSEvent touchesMatchingPhase:inView:] + 601 13 com.apple.AppKit 0x00007fff8f8d80a6 -[NSWindow _handleTouchEvent:] + 324 14 com.apple.AppKit 0x00007fff8f366cc1 -[NSWindow sendEvent:] + 3721 15 libSDL2.dylib 0x00000001042393e9 -[SDLWindow sendEvent:] + 73 16 com.apple.AppKit 0x00007fff8f4fa5a2 -[NSApplication _handleTouchEvent:] + 324 17 com.apple.AppKit 0x00007fff8f37124c -[NSApplication _handleGestureEvent:] + 628 18 com.apple.AppKit 0x00007fff8f306f34 -[NSApplication sendEvent:] + 325 19 libSDL2.dylib 0x000000010423319c Cocoa_PumpEvents + 460 20 libSDL2.dylib 0x0000000104172e20 SDL_PumpEvents_REAL + 48 21 libSDL2.dylib 0x0000000104172eb8 SDL_WaitEventTimeout_REAL + 56 22 libSDL2.dylib 0x0000000104172e7a SDL_PollEvent_REAL + 26 23 libSDL2.dylib 0x000000010415e9b4 SDL_PollEvent + 36 24 com.uberent.pa.client 0x0000000102f6a6ac crom::SDLPlatform::dispatchEvents() + 3052 25 com.uberent.pa.client 0x0000000102f6b63f crom::SDLPlatform::runGame(crom::Game*) + 447 26 com.uberent.pa.client 0x0000000102f64198 main + 264
- Dox have been buffed enough for the AI to use them again ;^) - Biome size field visually hidden in system editor The rest of this update (beyond what @raevn mentioned) is sponsored by Galactic War. - GW: mobile artillary units no longer tied the artillary tech; e.g. bots have grendiers, etc. Many artillary buff cards affected (no longer buff mobile) - GW: artillary cost card 50%->25% cost - description incorrectly still states mobile units affected. - GW: artillary damage card reduces energy demand, - GW: weapon energy effiicency has zero chance - GW: artillary commander gains Holtkins and 25% artillary cost. - GW: superweapon cost card 50%->25%, 4x as likely to appear - GW: superweapons 3x as common - GW: SXX available by default, provided you have the requisite factories; removed from cards that used to explicitly grant - GW: many cards affected by rejiggering the way basic/adv works. Advanced cards grant the basic factory with only a basic fabricator. - GW: storage card (was 200%), desc says 300%, actually grants 400% - GW: eco bonus card 40% -> 25% - GW: water on Legonis Machina boss planet changed from ~34 to ~63 - GW: basic naval appears to have zero chance - Credits screen getting icons and colors - Replay browser changes suggest that GW games are now recorded and available for review... and in fact I'm seeing them in the list.
Don't think so. It occurs because lava is not being flagged as unpathable, so when the metal spots are placed they see the lava terrain as valid for metal spot placement. Once nav for lava gets fixed the metal spots will no longer be placed there.
@garat Great build! Thanks for all the hard work. I really appreciate all your investment into the game and the community. Biggest problem with this build is the mountains that units get stuck inside (usually they were pushed into them) and the pathing that goes along with all of that. For instance you have a dox army selected and one dox is inside a mountain and you tell them all to move some where, because the dox inside can't get a path the whole army just sits there. If you select the army minus the guy in the mountain they all move properly. Those new mountains look cool, but maybe they need thicker boundaries so things can't get inside of them. I don't believe I have seen a unit actually walk inside, only pushed inside. Also with the new vision range of the dox it seems like sim performance degrades rather quickly when there are a lot moving (more than before the range change). Most of the balance changes will need to be vetted better in stable, for the most part I think they are the right direction. Thanks for listening to all the feed back. Dox are actually really helpful to have as scouts now. And they function SUPER well as raiders. Put them with a tank army and you can see and hit things pretty well. Rushing T2 doesn't have as big as a pay off now that the sheller and vanguard got nerfed. The biggest army now will win. Ground units can't assist orbital layer, not sure when that happened but I think that is a good change. Orbital can still assist ground and reclaim, which I think is ok. Nuke still seems WAY to expensive.
After further testing, many of those whom tested with myself and vorell decided pathing is the biggest problem in this build. Playing on a moon really helped to get rid of those issues, so we tested the new dox there. They aren't OP. Just useful. But not nearly as useful late game. Also, t2 becomes a strategic decision and not a mandatory one thanks to the t2 vehicle nerfs. Max won two matches by just spamming t1 without expanding much. IMHO,the problem where expanding is costing players more than just army building may become a serious problem in the near future.
Oooh. I like the idea of that Dox vision range increase. I'm definitely going to have to try that out. Perfect fit for a raiding unit.
Sorry to bang on about it, it's only because I love the game but Uber... can you say anything about what is being done to fix the pathing issues?
The Dox feel really nice at the moment, still takes then quite a while to bring down buildings, but the vision and range allows them to be a pain in the *** quite nicely. Noticed a few units getting stuck inside the new terrain doodads. Performance and the zoom feels nice as well.
You must not have been around since alpha. Pathing started terrible, everything needed short baby steps chain-moves. Got really good. Then bad as some things were added. Then got good again. Then got bad with trees and more detailed collision. Then got decent again, at least enough to trust units to do right on orders. Recently, they made their flowfield pathing 3d, and that requires "fine tuning" all over again. That, and what they mentioned in this very thread about consistently working on pathing in many areas.
I have actually been able to play an 18 minute long 1vsAI in this build with only the usual hiccups Love the new post-game screen and the stats
Commander seem a little to OP with all that firepower now... Can his fire of rate for the missiles and torpedoes be lowered?