Ok.. it worked.. but when i choose none again it doesnt switch back to public when I launch the game. :s
if you want pte, keep the option in pte, if you want the main version just switch the option. (restart steam if doesn't work)
Still getting the bug where the commander banner screen pops up before a match, and then never progresses (you get permanently stuck there, only way to get out of the screen is to quit the game).
I can't wait to SEE what's next. I hope you're planning to support this game well after release, and I hope there's a market justification for that as well!
Okay, I finished a match on this build, and here's my report: - I tested this match with one earth planet and I lagged when zooming in on where the commander spawned. - I still stare at the system when I start a match. - Default commander in game lobby is Theta (my default commander in the background is Invictus). - Display name (Steam name) and Uber username keep alternating in main menu. (Uber Launcher only) - I got random black flashing (parts of the screen) when all settings are on max. It goes away when I leave some settings below max. (AO, Headlights, Shadows, etc.) - Inferno's flamethrower doesn't burn down trees. (Neither does artillery) - AI is not really expanding much. It just builds a few metal extractors/generators and that is it. (Econ level: 0.5) - Some stuttering occurred after I blew up the enemy commander. - Planets made in the system editor randomly renamed themselves (in both SE and in-game).
Just been trying out the current build, I don't know if it's me or not but I'm having difficulty in setting up a patrol on a gas planet. I've found that I had to be at a certain zoom before I could tell my Avenger\s to do a patrol and then telling an orbital launcher\orbital factory to do a patrol on 1 doesn't work - no matter how far I zoomed in or out of the gas planet. I can do the above easily on any of the other planets other than a gas planet for some reason. I done the above with no mods enabled.
Is something wrong with the servers? Tried two games and they both had moments where they froze everyone for a minute or so before carrying on, even near the beginning when there wasn't that many units. In the first game i ended up loosing the connection at the end of a long freeze and in the 2nd one i quit after a super long freeze which wasn't going to resolve itself i think. There were a fair few units in that game, though only one planet. In fact the sim suffered a lot and made the game too slow to really enjoy in the 2nd game. Somewhere I saw Garat was quoted saying a server has 8 cores and deals with 8 games? So one core per game? Or two if there is hyper-threading? If that is right, isn't that quite low power-wise? So one game running on a modern i7 should run a lot faster right? (thinking of when we can run our own games)
Whoooooo congratulations uber! I still find it hard to believe that you guys built all of this from scratch with relatively limited time and funding (at least from the beginning, not sure how many additional copies it sold after).
Congratulations with getting this game releases in such a short time with this much awesomenes in it!! Devs, you rock!! It was a blast following this project from the start. I've even learned a lot of new things about software development by reading your posts!! Thanks Uber!! Now only some bugs to squash before the official release and I very much look forward for what is coming next!!!
Woot! Middle click to move the camera is fixed. Now I need to reconfigure all of my keyboard shortcuts...
For those who haven't been keeping up with the PTE builds, here is the list of changes since last stable build. It includes the following PTE builds: 70560-main 70739-main 71378 71400 (bugfixes only) 71444 71453 71459 (bugfixes only) 70560-main [Unit] Calyx Commander included [Unit] Dox guard_radius reduced (90 -> 80) [Unit] Dox weapon velocity reduced (150 -> 130) [Unit] Dox weapon range decreased (80 -> 75) [Unit] Slammer torpedo weapon range no longer shown [Unit] Slammer torpedo weapon damage increased (90 -> 100) [Unit] Slammer torpedo weapon range decreased (240 -> 200) [Unit] Slammer torpedo weapon rate of fire decreased (0.35 -> 0.25) [Unit] Orca torpedo weapon range no longer shown [Unit] Commander AA & torpedo weapon ranges no longer shown [Nav] Additional attributes around pathable areas (Ceiling, step height, water depth) [UI] Redeem button in the Armory changed; presumed fixes the existing bug [UI] Build number shown in Settings page [UI] Unit popup now shows "TRANSPORT" when applicable [UI] Game over stats screen now correctly shows actions per minute (previously it showed actions per second) [Art] Large Moon icon updated to be a larger size [Art] Art assets (icons) for Gas giants added [Keybinding] Break key now trappable for keyup/keydown [Keybinding] Pause now mappable [AI] Max advanced fabbers: 10 -> 8 [AI] Max basic fabbers: 10 -> 5 [AI] Min basic fabbers: 5 -> 2 [AI] Land attack neural net regenerated [Modding] A weapon tool can now specify different ammo blueprints for different layers [Modding] Death weapon spec moved to a new attribute in the unit blueprint [Credits] Matt Reynolds added, credited as Artist [Credits] Kickstarter area refactored, names to come. [Credits] "Filter Talent" added under "Special Thanks" [Credits] Ellis Marjorie Gaffney added as "Production Baby" 70739-main [Unit] Air added to Base Bot Weapon target priorities [Unit] Bluehawk guard radius increased (120 -> 180) [Unit] Bluehawk guard layer changed to Anysurface (was Air) [Unit] Bluehawk muzzle bone changed [Unit] Bluehawk firing arcs changed; can now fire without facing target. [Unit] Selection sound added to Fabrication bot [Unit] Umbrella's weapon range increase (260 -> 280) [Features] Base metal value of features increase (15 -> 25) [Art] Planet images slightly resized [UI] Build information now shown in the bottom right on the start screen, removed in most scenes [UI] System editor now shows "!" instead of "experimental" for planet radius > 1300 and water height > 60. [UI] Credits dialog contents centered. [UI] Icon added to planet list for planets with available starting locations. [UI] Command confirmations added [Systems] Players attribute added to included systems [GW] Default game name changed to "My Conquest" [GW] Scoreboard added to Game Over Screen [GW] Game over title changed from PA GAME OVER to GW GAME OVER [API] api.camera.setZoom changed: api.camera.setZoom(zoom, smooth) [Audio] Audio alert added for Asteroid incoming event [Audio] Audio alert removed for economy metal full and economy power full events. 71378 [NEW UNIT] Catalyst Analysis: Controls things. Big things. Metal Cost: 40000 Max Health: 20000 Must be built on the 5 control points on a metal planet Animates on finish to open up (looks very cool!) [NEW UNIT] Jig Gas mining and metal creation satellite. Only works above gas giant planets. Metal Cost: 6000 Production: 36 Metal, 9000 Energy Storage: 10000 Metal, 50000 Energy Only buildable on gas giants Spinner Missile turn rate reduced (3600 -> 360 deg/s) Galata Turret Missile velocity reduced (240 -> 200 m/s) Missile turn rate reduced (3600 -> 360 deg/s) Anti-nuke Launcher Build rate increased (38 -> 45 metal) Ammo metal cost increased (6720 -> 6750) Ripper -> Bolo Fabrication Bot Selection audio cue changed Combat Fabrication Bot Now amphibious Adv. Fabrication Bot Push class increased (100 -> 101) Adv. Combat Fabrication Bot Now amphibious Now also builds Single laser defense turret Galata turret Torpedo launcher Wall Adv. Fabrication Vehicle Push class increased (100 -> 101) Land Mine Now buildable on water Nuclear Launcher Ammo metal cost decreased (86400 -> 60000) Influence radius increased (1200 -> 3200) Leveler Splash removed from weapon Radar Area build info added: Sphere, 100 separation. Adv. Radar Area build info added: Sphere, 200 separation. Halley Audio cues can now be heard off-planet Metal cost increased (39000 -> 40000) Health increased (12250 -> 20000) Recon set to always visible Added build restriction: "Thrustable" Battleship Muzzle flashes added Destroyer Muzzle flashes added Frigate Muzzle flashes added AA missiles velocity decreased (250 -> 200) AA missiles turn_rate decreased (3600 -> 360) Missile Ship Muzzle flashes added Sun Fish Muzzle flashes added [GENERAL] Build nanolathe and wireframes are team coloured Unit death explosion sizes adjusted New explosion for Boom, Land Mine Wreckage removed from Ships Collision box tweaks to ships Time dilation - if the sim performance drops, the server will slow down to ensure a smoother client experience [UI] "AI Skirmish" option added to Single Player on main menu Updates tab removed from start screen Alpha disclaimer removed References to Ubernet changed to PlayFab Additional Localisations in many screens Game over "REPLAY" button now titled "CHRONOCAM" PING command moved to bottom bar "Activate Planetary Laser" option appears in the planet list when a metal planet that can fire is selected. [MODDING] UNITTYPE_Important added to the following units: Anti-nuke Launcher Holkins Bot Factory Advanced Bot Factory Nuke Launcher Tactical Missile Launcher Vehicle Factory Advanced Vehicle Factory Deep Space Radar Halley Orbital Factory SXX-1304 Laser Platform Orbital Launcher Naval Factory Advanced Naval Factory UNITTYPE_PlanetEngine added to the Halley New UNITTYPES for modders: UNITTYPE_Custom1 UNITTYPE_Custom2 UNITTYPE_Custom3 UNITTYPE_Custom4 Weapons in the tools section can have a fired_event specified. Weapons in the tools section can have a record_index specified (purpose?). Additional events: asteroid_imminent asteroid_impact [API CHANGES] api.game.getRandomPlanetName() added api.audio.playSound(cue) api.net added: api.net.uberId() api.net.startReplay(region, mode, replayId) api.net.startGame(region, mode) api.net.joinGame(params) api.net.connect(params) api.net.removePlayerFromGame() api.net.getReplays(sortOrder, uberIdFilter) 71444 New Credits screen Missile Ship: removed carpet_fire Watch type added: "allied_death" Event Types added: weapon_control_established allied_commander_destroyed 71453
Just played a game with my friend against 6 AIs (2vs2vs2vs2) Had a blue-ish screen when clicking on a notification which required a client restart. Sim performance got worse and worse as the game went on until it was at around 0.5 to 2.5 fps. Game came to a standstill for a minute or so when engaging the moon: The metal planet we tried to shoot was on an elliptical orbit. One of the reasons for the bad performance may have been this most of the time not working teleporter that the AI tried to use: I think one of the AIs was destroyed between pic 1 and 2 so this may have helped too. After that the performance was really good which was really an improvement compared to the older builds. The crater on the metal planet was just cosmetical: At the end a nuke was flinging and the controller for the chronocam was located in the middle instead of the end. Had a crash because of a double free when using chronocam: *** Error in `/opt/Planetary Annihilation/stable/PA': double free or corruption (!prev): 0x00007fe5986f7610 *** Reconnect after this crash worked. I then quit PA and restarted it a few minutes later. It still showed me the reconnect option, however the client froze when I tried to reconnect again. Still fails to load my own replays.
Yeah, not sure, but no it wasn't the servers. Same exact people providing same exact servers, its the same service, but technically they became sovereign from Uber Ent a while ago. Seems Uber is a very enterprising place, building all these cool things and releasing them into the wild for mass use in and of itself. For instance, Loadout uses Playfab, been doing so since it has been Uberent from what I know. Not sure why sim would change, it should be getting better, but there are always quirks, perhaps another game was acting up on same machine hosting yours and that caused it, although 3 times in a row is a heck a coincidence.
Somewhat bad sim FPS. It got as low as 2.9, but I didn't snap a shot of that. The pictures show ~1/3 of the total units in game--not very many.
When I was playing stable a couple hours ago the nuke ammo still displayed the old cost. Not sure if it's just a display error though.
i have to report decreased performance, although it seemed better on PTE. Dunno what happened here. maybe its the servers...