Linux (Steam) bugs, graphics card Intel HD2500 IvyBridge: Game doesn't start: Code: steam-runtime/amd64/usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.17' not found As always with lib issues this can be workarounded and I think this is steam-runtime issue, not yours IvyBridge detected as SandyBridge (INFO Intel Sandybridge detected. Disabling gamma-correct pipeline.) Failed to compile shaders: ERROR Error compiling shader /shaders/sun.fs: Code: 0:449(31): error: Could not implicitly convert operands to arithmetic operator 0:0(0): error: no matching function for call to `clamp(error, float, float)' 0:0(0): error: candidates are: vec4 clamp(vec4, float, float) 0:0(0): error: float clamp(float, float, float) 0:0(0): error: float clamp(float, float, float) 0:0(0): error: vec2 clamp(vec2, vec2, vec2) 0:0(0): error: vec3 clamp(vec3, vec3, vec3) 0:0(0): error: vec4 clamp(vec4, vec4, vec4) 0:0(0): error: vec2 clamp(vec2, float, float) 0:0(0): error: vec3 clamp(vec3, float, float) 0:0(0): error: vec4 clamp(vec4, float, float) ERROR Error compiling shader /shaders/prelight_material_batch.vs: Code: 0:0(0): error: no matching function for call to `texelFetch(sampler2D, ivec2, int)' 0:25(71): error: type mismatch 0:25(10): error: cannot construct `int' from a non-numeric data type 0:0(0): error: no matching function for call to `texelFetch(sampler2D, ivec2, int)' 0:26(9): error: cannot construct `mat4' from a non-numeric data type 0:30(46): error: `return' with wrong type error, in function `getBatchTransform' returning mat4 ERROR Error compiling shader /shaders/prelight_normal_batch.vs Code: 0:1(12): error: extension `GL_EXT_gpu_shader4' unsupported in vertex shader ERROR Error compiling shader /shaders/prelight_normal_batch_index.vs: Code: 0:0(0): error: no matching function for call to `texelFetch(sampler2D, ivec2, int)' 0:25(71): error: type mismatch 0:25(10): error: cannot construct `int' from a non-numeric data type 0:0(0): error: no matching function for call to `texelFetch(sampler2D, ivec2, int)' 0:26(9): error: cannot construct `mat4' from a non-numeric data type 0:30(46): error: `return' with wrong type error, in function `getBatchTransform' returning mat ERROR Error compiling shader /shaders/prelight_flat_batch.vs: Code: 0:1(12): error: extension `GL_EXT_gpu_shader4' unsupported in vertex shader And few more, should we list them here? Shader linking errors: Code: ERROR Error linking /shaders/prelight_flat_batch_index.vs+/shaders/prelight_solid.fs ERROR : error: all shaders must use same shading language version So far so good
It is especially slow since there is this moment where you have to scroll a bit for it to do anything at all. I'd much rather just seemlessly zoom out further and further
Nice one, didn't know about that. I would still like that tray to be visible so I don't have to cycle through all of the planets (my current system has 4).
Either unit hp has been increased or damage has been dropped. A.A turrets are not very useful now if you don't spam them. Possibly t2 A.A coming soon?
Pretty disappointing turrets got buffed even harder. For just 4.5 tanks you get a very powerful turret that now outranges tanks and outclasses levellers.
Bug1: nanospray getting in false direction sometimes Bug2 : wasn't able to select any unit by direct clicking, only be holding mouse and getting box to select multiple units.
Did something change a few minutes ago? I reconnected from a game where the "settings change makes some units disappear" glitch happened, and PA now crashes on startup at a black screen. Tried reboot, re-install, and verify. Was playing earlier too... edit: dxdiag. Pa.exe has stopped working. Only thing that shows up is the blue cursor and a black screen before the crash.
I tried them, and they could be weaker, but between where they were and are. Bombers could do a little more damage, I would have liked them taking just an extra shot more but in retrospect I like them taking a lot more shots, just not as many as they do now. Overall, things can be adjusted. Meanwhile, you do know artillery could still peck a turret right? Making the cost not matter because whatever the cost was it's worthless when its dead. Besides that, you can still bulk build an army faster with that very efficient factory pumping them out opposed to clunkier structure building. Overall, turrets do have pros and cons besides their basic balance. They lose outright when they can be attacked and not attack back, and the more dense they are the more likely they are to all become losses to the same attack that the turret couldn't return fire on. Not to mention the turret's range could be less, but once your army gets in range they can kill one and immediately switch fire to the next one so the losses due to turret range are only really suffered once not multiply.
What?? They cost less than 5 tanks and take far far more than that to take one out. Their dps and hp has been buffed in line with the metal cost except they also have more range so they really aren't weaker than before. You do realise it takes 35 seconds to kill a single turret with a pelter right? You aren't actually suggesting that's a good counter? Even if you have a lot of production to build units fast enough I can spend a fraction of the metal cost to completely crush your tanks several times over?
How do i get the orbital lander to pick things up? silly question i know, but it just sits there in orbit not doing anything..
BUG: When a unit has a build queue with a "complete building that" order in the middle of it, they will sometimes skip over the thing to finish building edit: SIM terminated. when? Just now. why? probably 7 planets....... or the fact that a build was released.