i think metal placement and spawn locations are wrong for desert planets saved this map then loaded a 1v1 AI with me as spec
I believe it came out with or near the Galactic update. At least that's when I implemented the Gross Economy version. Oh, and it's been a few builds since I checked it, but watch out for PA#3694
I just found another one that has probably been in the game for a while and most likely you don't really care about. Select a unit. Press ctrl+u to disable UI. Press delete key to self-destruct. Everything gets stuck and you can't even escape or f5. The only way to recover is either through the console or by restarting PA. Simple fix for this I guess is just don't do that, but I thought I would let you know.
I feel like I could get better results by changing only certain numbers in the seed instead of all the numbers. I may be wrong on this. I just felt like it was possible, such as when I found a total-water planet at water-height-60.
Pathing looks a lot better indeed. Well, I think the flocking algorithm has still too much weight (causing joint forces not to evade obstacles properly but rather sticking together until it's too late), but at least no more getting stuck or moving in strange ways.
I'm not sure if i was alone on a PTE server, but damned, seems like the simulation is able to handle up to twice more kbots simultaneously
First game on PTE 73532 my landing spot is in water and I build an air factory. This is my commander stuck under the air factory
great improvements, thanks alot am i wrong or do i still see FS#4149 - overlapping metal spots And a request, is it possible to add a metalspots count in the editor? I feel like we're not able to mod that in ourselves?
Well one of the big drags on sim time was pathfinding. Not sure about how much better the orbital lag is but it sounds like this pathfinding update should really help with the server side bot lag.
Well i was not expecting these path finding improvements. Love to see some technical descriptions on how it was done.
I agree, would be great if they wrote a short article or something about it. I am a bit curious. But yea great Job! Keep it up!
Played a quick game and noticed a few issues: I couldn't give planet wide patrol area commands. Units would just not move... very large patrol area commands covering half the planet worked fine. Fabbers were getting stuck a lot on buildings, particularly advanced factories. Units weren't even trying to path around the large crack/river on planets, they just pathed directly into it and become stuck.
Just played a game, had a couple bot engineers getting stuck on buildings. Edit: Just want to say that the sim speed have improved Thx Uber