If you open up a YouTube video on the main menu, when you close it you won't be able to click on anything else.
(congratulations on launching an AMAZING game ! thank you so much for making this happen) I noticed the nuclear missile flies at an altitude below the tip of a deployed catalyst, and noclips right through it without interacting on it's way to a different target, it needs to go a little higher. Some poor guy was trying to nuke my catalysts and failing, because of anti nuke though, not because of a bug, then he got kinda lasered Also advanced ground fabbers do not move towards a catalyst build spot if it's too far away, if you move them next to the spot first and then queue up a catalyst they build it just fine, must be a pathing issue because air fabbers don't have this problem. And my pet hotkey for selecting ground units does not select the AA vehicle (spinners)
We need automatic pauses on disconnecting players. Having crashes is horrible and my opponent doesn't realize, so he can't pause :S
This is not build related but about Steam frontpage, i'll post it here anyway. I don't know if it's only for french language but it's written "Beta" in the title under the picture.
The 1vs1 I've played had not noticable slowdowns. Maybe I didn't notice because I was too busy sending units around though.
Interesting bug - If you tell a group of fabbers to do a global area build command for metal extractors, any subsequent attempts to do an area build command for mexes while holding shift to queue commands fails. The preview is red, and the units refuse to move out. If you release shift (immediate rather than queued), the build preview turns white and the command succeeds. If you find the original perpetrators of the global mex area build and stop them, then you can again queue area build commands for mexes.
This build continues the problem of metal planet trenches breaking area build commands. This is one which has been around forever. You drag the selection, but once you cross a trench the circle stops expanding and when you release the command doesn't occur.
Units don't seem to be able to path to catalyst build areas. They build it fine if you manually order them nearby and queue the catalyst build to occur afterwards, but if you simply queue the build order without first moving them into range then your fabbers just sit there. This is ground vehicle fabbers. Also wasn't sure whether you can queue a build over catalyst wreckage (akin to the way MEX work). Didn't seem that was the case, but with fixed build points it feels like it should work the same way MEX do. Finally, the PAX Prime 2014 system rocks my socks. I played orbital and I... enjoyed it! Loving the game guys.
I tried out the PAX Prime 2014 system against 3 AI and here's how I took them all down: Spoiler 1) Tank rushed the first AI on my planet. 2) SXX-sniped the second AI on the moon. 3) Took control of the PAXilaser and annihilated the third and final AI on the desert world, aptly named "PAX Prime." Server performance is much, much better than the last set of builds. I was able to play almost 45 minutes without having major server lag. However, I got around 30FPS when zooming in on a tightly packed swarm of bombers. I forgot to turn FRAPS on before playing the game, so no screenshots are available yet. I will edit this post when I get a screenshot of my replay info. EDIT: Replay info posted:
Linux performance much better and more stable. Still can't get back to menu after victory screen shows. UI more smooth, I wonder is more processing being done on the client like pathfinding and stuff. At one point server was doing most of the processing it seems like.
I've expirienced some weird bug twice with the same system (own creation) it has two metal planets, both to land on, both orbiting moons to shoot with three engines and a gas giant... after couple of minutes (like 15 to 20) the moons dissapear out of the system otherwise it works smooth edit: inlobby 805xxx it was at 16 minutes same happend in game 34810xxx https://imageshack.us/i/p3OjxQcap
Loving the little UI tweaks by the way. Don't know when spawnable planet markers in the system list appeared, but it's very useful. Also the fact that toggle music now sticks, rather than being undone by every transition.
units can walk over craters, on the former surface... pretty looking bad for new players who think release means the game is finished.
Well, I would just like to say I had the best game I've ever had as I could play a 3v3 with 6 planets and it was absolutely incredible, complete with smashes and me getting way too eager with the death lazer. You guys are gods among men. Not an ounce of slow down either except for plus minus 20 seconds somewhere in the middle of the game and then slightly in the beginning. AH
If you order orbital fabbers to build something, from your planet A to a gas giant B directly (i.e : not moving then building), they may end building that stuff on your planet A, but on another level / orbital layer, far far above the normal one. Strangely enough, in below pic, the radar being built is going down progressively on the normal layer: ID : http://pastats.com/replay/12353000221096202292