Only played one game vs. the AI for this build, but 1 question: > does the AI keep building econ/factories after 6 air? if it does then pathfinding is our friend right now, since on reviewing the game it appears that the commander got stuck on one of the factories. When I artilleried that sumbitch, the commander moved again and started making a powergen. He didn't get far, since he'd moved closer to the artillery tho! EDIT: also, lots of dead bombers = pathing problems after a while, if you don't reclaim them, which I havn't gotten used to doing yet because they never stayed above ground before. LOL :lol:
Reclaim or as you're moving units from one point to another, fire on a wreckage at the furthest point from you. Blast a path through them.
good patch. I think the biggest issue with actually playing right now is performance, so I hope the optimizations are really significant. Running a 3770k@ 4.6 ghz and gtx 680 feels like commodore 64 in 3v3 on a decent size planet.
The truth is that too much optimisation during this 'build stage' isn't often done, there's an old quote that "Premature optimisation is the root of all evil.' Lots of things have to change around multiplanet mechanics, orbital stuff etc so I'd imagine most of the optimisation will be around the fringes until it all hangs together properly. Unless the architecture is really proving itself as ingenious to the devs, and they know certain things won't need to be rethought extensively. I'll welcome any performance improvements however
I wanted to make a random biome/planet type generator/, but I need documentation/the api/give me da source/a job
Remember people, get air cover if you don't want your commander get sniped. Also don't play on scale 6 planets. (Nice snipes btw. cmdandy, well done.) Also, the massive explosion totally froze my game at this frame, I couldn't continue afterwards. :mrgreen:
I just had a try with the AI and a longer game. Wreckages became a serious problem there, constantly units got stuck somewhere and my nukes detonated right on start because there were wreckages ontop of the buildings. The enemy base was covered in hundreds and hundreds of plane wreckages, which was actually a good defense agains my ground troops. I think they should stay as they are though, but please give engineers the power to reclaim automatically when on patrol (and repair^^), and maybe even if they move and get stuck in one. ground troops could attack them automatically too if they are blocking the way.
The steam forum doesn't yet have these build notes listed (although I've posted a link to the notes in General Discussion).
Heheh.... I got so used to the alpha logo NOT doing anything it actually made me jump when it did this time...... :shock:
Things get better each day that passes. In a way, I can't wait for December to come. On the other hand, I'm glad i'm along for the ride to see the evolution of the game, and that it will last a few months (at least).
I have noticed that when you have accumulated a significant amount metallic dandelions in your yard, ground units seem to want to hug your base structures rather than drive through the flowers to the desired destination. I have had some frustrating issues were my ground air defense units try to literally drive through my AA guns to get out of my base instead of pathing through the field of bombers. Often to the point of practically climbing on top of each other to touch it like ants on a candy bar. As the flower power grows units seem to move almost magnetically from structure to structure and attempts to have construction units mow the lawn, results in them looking at the debris in question while comfortably huddled under the AA guns. The one benefit I have found with this issue is that when I want to have construction units repair my AA's I need only send units in every direction and I will find them clinging to the AA guns and structures like a child on there first trip to the deep end of the pool with mom or dad. On a related note. I think it would be a great innovation and fit well within the premise of PA's 'they have been fighting so long no one remembers why they started' if construction units had a Free fire, Hold fire, Don't Fire option for reclaiming similar to what normal units have for shooting. Free Reclaim mode allows the unit to travel say 100yrds from position to reclaim and then return but if a 'corpse' is outside that range it will ignore it. Hold Reclaim...well you get the rest. I just feel that it fits with the natural evolution of the game, you've created weapons to blow up planets but a construction unit just sits there when a piece of garbage lands next to it, at some point someone would have said "hey, lets make it clean that up so we can use it to help build the counter attack." There is the fear that while on free roam my adv. con. bot decides to clean up the body of an enemy in the middle of an attacking force, but this is my fault for not setting it on hold position or thinking it would pull a hobbit and just duck while the enemy force ran right past him. -Variki
What does "Simulation terminated, returning to main menu" mean? Does it mean the game crashed? What happened?