Current Build: 50742 Date: July 15th, 2013 Windows Versions: Windows Vista, Windows 7, Windows 8 (64 & 32 bit) Mac OX/S: 10.7 & 10.8 Linux: Ubuntu 12.04 & 13.04 (And derivatives); See here for other distro's that are working (Need alpha forum access) If you are playing on Linux or Mac at this early stage, please join us on the forums for discussion and ongoing bug fixes. These builds are still very early. If you don't wish to play through steam for them, you can download directly from http://uberent.com/launcher/padownloads - Mac and Linux only, these are full builds until we get our stand alone launcher working. Build 50742: * Planet Editor! (WIP) The first pass of the planet editor, which will in turn enable us to build out the system editor. Currently all available biomes are shown, including ones that are still in early development (such as metal and Lava). You cannot save/load planets yet. That's coming soon. * AI! (WIP) This is a rudimentary pass at AI. Most of the work done here is not visible in client yet. However, a basic AI has been enabled that builds a combination of fights and bombers and will sending out bombing runs randomly. This initial pass will allow for more iterative improvements to the AI moving forward. We recommend not playing with more than one or two AIs in a game for now, as more can result in significant server slowdown. It is a known area of optimization we're working on. * Enemy AIs now use the new Alpha commander. First new commander to be added to the game since the start of alpha testing. Appropriate one to add, we thought. * Large amount of plumbing done on the back end to support multiple planets. There is additional support needed before this can be exposed, but it is there. This, plus planet editor, are the big pieces that will start to allow multi-planet battles! * Wider range of planet size on new game now. * Audio Work: support for reverb, large number of tweaks to sound banks * Missile ships should work quite a bit better now * Scrubbing now works in the Chronocam * Ongoing pathing improvements, fixes, etc. Naval and water in general should behave much more as expected again * Anti-Air and Catapults both choose targets more carefully * New art for a number of units (nuke launcher, energy plant, a number of others) * Balance: Radar health reduction, adv bot factory no longer has a build speed advantage over veh factory, storage buffed up quite a bit, T1 energy brought down a bit, laser defense (reg and adv) now have guard radiuses, commander will attempt to fire (low priority) at air units now
Creating a radius 100 planet with 100 height range and 100 biome scale is using 6, no 7 no 7,5 7,8 8,4 8,5 GB of RAM PA doesnt respond, rising to 9GB ... PA shows a half finished planet! ... and crashed. xD Lets try this again...
There's a lot of changes, this will take a while... Size of update: 16.46 MB Other Changes Some of these are mentioned in Uber's notes, but are expanded on here. WAR SETUP renamed FORMAT, New Game UI Updated New message when clicking ready in the Lobby New strategic icons for Metal Extractor, Adv. Metal Extractor, Energy Plant, Adv. Energy Plant, Metal Storage, Adv. Metal Storage. New build icons for Tactical Missile Launcher, Nuclear Sub, Nuke Launcher, Energy Plant, Frigate Papatran.exe and Papadump.exe updated (change unknown) Defeated users now show up as ANNIHILATED in-game New projectile models for Nuclear Missile, Tactical Missile, AA Missiles, Artillery Shells New Energy Plant Model New Tactical Missile Launcher Model New Nuclear Launcher Model Land units no longer go underwater, and land structures can no longer be build on the ocean floor Balance Changes Adv. Sonar Health: 5000 => 1500 Sonar Health: 2000 => 500 Adv. Radar Health: 5000 => 1500 Radar Health: 2000 => 500 Metal Storage Storage: 500 => 1500 Energy Storage Storage: 15000 => 100000 Energy Plant Production: 700 => 600 Adv. Bot Factory Metal Cost: 2200 => 2750 Modders See PA Modding Changes for a list of changes that affect mods. Bug Fixes FS#12 - Land structure built on water FS#117 - Catapult shooting rockets FS#196 - can't slide the bar FS#237 - Info Box health bars not visible FS#287 - Unit details popup covers build menu FS#545 - Land units can move, shoot and navigate underwater FS#643 - AI Units doing nothing FS#1026 - Stingray doesn't shoot <To Do>
Now I got a planet of size 100 with 4,4GB used. ... wow that's big. EDIT: 45.7 M Tris. And I though 15M of the tree worlds was big... waaaait lets make this a tropical planet of that size.
I have 16GB, too. As I wrote: my 2nd try got through with 4.4. Maybe it was some random crash. The tropical planet just finished. It has 120M Tris.
Cue me spending the next half an hour tweaking a few sliders, clicking the build button and then going "coooooool"
No comments on the AI? Took about five or six minutes before the AI player was swarming me with tier-one bombers every 30 seconds. Seems to be all they do though, but it made setting up rather annoying. Also the AI's spawn has been updated: 12 AA towers, 6 metal/power plants, and 6 aircraft factories. Probably a bigger army too, the scout planes I sent looking for it got vaporized in short order.
Looks like I am going to need more RAM. I only have 4gbs in my system atm. I just don't want to get more RAM right before I am about to get a new mobo.
only weird thing i noticed so far is the sudden performance drops here and there and http://puu.sh/3DQ5X.png (goes away after a few seconds when generating planet), other then that, awesome update!
yeah I kind of figured that it probably is a memory leak. 9GB Ram is kinda unreal compared to what it uses on the other planets.
Looks sick!! Tried my hand at building a half size metal planet had minimal problems. Can't wait to play them! Love the games guys keep it up but don't stress working too hard the game is already so much fun in its current state!