PTE build 79270-pte now up

Discussion in 'Planetary Annihilation General Discussion' started by jables, February 16, 2015.

  1. theseeker2

    theseeker2 Well-Known Member

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    multiple solar systems confirmed
  2. jables

    jables Uber Employee

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    update to OP:

    Build 78679-pte - 2/25/15
    Save/Load:
    - Very first pass on Save/Load now in game
    -- Save/Load now works with local AI Free For All skirmish
    --- Currently it will not remember alliances
    -- Save/Load currently does not function for Galactic War
    -- Save/Load currently does not work on PlayFab games
    -- Spectating won’t work after you lose a loaded game
    -- The sim will freeze while saving. This could take shorter or longer depending on amount of stuff being saved
    -- After loading a game, Surrender does not work, you will need to delete your commander to quit the game back to main menu.
    -- You can also view save files as a replay
    --- In the future this will allow you to pick a spot in chronocam and load the game there, though it is not yet functioning
    - Next passes will be adding some of the missing functionality from above

    Balance:
    Orbital Fabricator
    - Can now only assist items that it can build.

    Grenadier
    - Max Firing Velocity increased to 68 from 58
    - Min Firing Velocity increased to 65 from 55
    - Range increased to 115 from 105


    Fighter (Hummingbird)
    - Health decreased to 150 from 200
    - Death Weapon set to air ammo instead of ground ammo

    Bomber (Bumblebee)
    - Death Weapon set to air ammo instead of ground ammo

    Interplanetary Fighter (Phoenix)
    - Health decreased to 200 from 300
    - Ammo Lifetime decreased to 2 from 5

    Battleship (Leviathan)
    - Ammo Lifetime decreased to 4 from 10

    Anti-Nuke
    - Ammo Lifetime decreased to 5 from Infinite
    - Velocity increased to 500 from 400

    Defense Satellite (Anchor)
    - Metal Cost increased to 2200 from 1800


    Bugfix/Polish:
    - Improvement for dark side of the planet with shadows turned off
    - Upgrade to Coherent 2.5.4
    - Change Gamma display name from Delta to Gamma
    - Improvements to AI threat handling
    - Improvements to sim performance with large numbers of units
    - Added Submarine influence for the AI
    - AI will scout smarter depending on difficulty
    - Factory build task improvements
    Zaphys, trialq, pieman2906 and 12 others like this.
  3. websterx01

    websterx01 Post Master General

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    Does the save/load PTE include all previous balance changes then?
  4. cdrkf

    cdrkf Post Master General

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    I would assume so, yes....
  5. websterx01

    websterx01 Post Master General

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    As do I, but it's worth checking. It was mentioned that they weren't sure if they would go in with this build, if I'm not mistaken.
  6. jables

    jables Uber Employee

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    the original post shows all things currently in PTE.
    websterx01, ArchieBuld and cdrkf like this.
  7. Remy561

    Remy561 Post Master General

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    - Improvements to sim performance with large numbers of units

    Hmmm interesting!!

    And I will definitely try the save/load ;)
  8. zihuatanejo

    zihuatanejo Well-Known Member

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    WOO! Excellent news. I shall test this as soon as I have some free time, might well try and host a custom server FFA (20 players?) tonight, unless I'm sleepy :p Just started a new book too, so that's a thing :D

    Let me know if you are interested, and if someone else wants to host the game that's fine, I can spin the server up and someone else can take charge.
  9. DeathByDenim

    DeathByDenim Post Master General

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    [BUGS]
    Well, here's your first bug report. :)
    • After reloading a game, previously scouted locations are invisible again. With that I mean, you don't see previously discovered buildings in the fog of war anymore. Actually, it's funny. If you use the Chronocam to return to a time before your safe, the scouted buildings will appear again in the fog of war, but as the Chronocam moves past the point of save, the scouted buildings disappear.
    • The planets current positions do not seem to be saved. This is most evident when you are watching the Chronocam before the point of save. As the Chronocam moves through the point of save, the Sun jumps to a new position.
  10. Quitch

    Quitch Post Master General

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    forest asked if you could put save issues in this thread.
    DeathByDenim likes this.
  11. vasonsenmic

    vasonsenmic New Member

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    I've been seeing many changes in Ammo related things in the past many updates, but I can't seem to wrap my head around what exactly they do.

    For example: Battleship (Leviathan)
    - Ammo Lifetime decreased to 4 from 10
    Anti-Nuke
    - Ammo Lifetime decreased to 5 from Infinite <- do these make the shells/missiles disappear quicker?

    Bomber (Bumblebee)
    - Death Weapon set to air ammo instead of ground ammo <- Does this mean the explosion only hits air?

    - Orbital Laser Platform (SSX)
    -- Ammo Capacity reduced from 40,000 to 6,000
    -- Ammo Demand reduced from 20,000 to 3,000
    -- Ammo Per Shot reduced from 40,000 to 6,000 <- Is all of this its reload speed?
  12. Quitch

    Quitch Post Master General

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    Battleship - shots won't fly into space

    Anti-nuke - misses won't circle forever

    Orbital laser - Lower energy costs to reload I think
  13. skypheonix20

    skypheonix20 Member

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    Just update to the newest PTE and now im not able to use Dev mode, i can enable the AIs vison but im not able to spawn in units or take control of AIs units,
    this worked perfectly fine in the last PTE.

    my screen shots wont show my cursor but as i hover my mouse over my commander and click there is yellow rings,
    1.jpg
    as i do this for the AI i get no build/command menu for control,
    2.jpg
  14. exterminans

    exterminans Post Master General

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    Save game feature has been added, and internals have been rewritten. All the cheat mods aren't properly ported to the new system yet.
  15. skypheonix20

    skypheonix20 Member

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    I can just hope thay get around to fixing them soon then as its the only thing i really do when i play PA other than watching replays as im not any good at playing.
  16. EdWood

    EdWood Active Member

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    Well, I played, no dots at all... not for me or for my buddies. We tested the new radar settings excessively.
    Nukes were not shown as well.
    Planktum likes this.
  17. Planktum

    Planktum Post Master General

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    What about air fabricators? They are currently able to assist orbital fabricators. It only makes sense that if orbital fabs can't assist ground, then air fabs shouldn't be able to assist orbital.
    EdWood likes this.
  18. Planktum

    Planktum Post Master General

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    So it's even easier to Laser snipe?
    EdWood likes this.
  19. Planktum

    Planktum Post Master General

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    A lot of the things they mention can often be cryptic to us layman. It would be awesome if they could explain things to us in more layman terms.
  20. thetrophysystem

    thetrophysystem Post Master General

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    Orbital fabs assist only their own work is currently already a hook in the game they can use, one given to the combat fabber.

    If air fabbers had the same, t1 wouldn't be able to assist t2...
    Think about it, if it's already firing then it's already built, and it comes with full ammo not consuming energy. Really, this only affects it's longterm firing, which nobody ever uses anyway. It wouldn't affect a snipe one way or another.

    It encourages it being used regularly instead of just for a mass snipe, because now shooting factories with an SXX won't crash your energy.

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