Additional performance, stability and bug fixing Mac OS/X Ati driver rendering bug - We finally have managed to track down, and fix, the driver bug causing this by working around it in our own rendering engine. This should fix rendering for a lot of people on Mac Book Pro's from 2011, and a number of iMac's from that same era. Quite a few additional pathing fixes (There are still some unusual naval pathing issues we're investigating) Linux: Included an Ubuntu 12.04 compat version of libstdc++.so.6 ; Should fix launching with Steam WASD should now respect when you're chatting, and not try and move the camera New art for sea energy plant, sea air defense, advanced radar sat Solar Array can no longer do celestial moves; Currently, too exploitable so you always maintain a healthy chunk of energy economy with no actual risk
Hopefully long term this should be applied to all Satellites, along with the ability to select a planet to send a Satellite to. Mike
wow three patches in three days, stop spoiling us uber. Now where are we getting our raven patch notes from ? (he was going away )
The way they're planning to roll through beta is daily patching, so that as they're working on stuff, they can slowly roll it out.
Got to get into a game today, a really fun 2v2v2 and it ran really smooth, loaded up pretty fast for a 6 player match, and didn't get any lag till over 45mins into the match and by then we had two full planets with massive bases and lots of stuff going on Love how much more stable it is, game is coming around nicely Also, we won! w00t
Tried to set multiple games normal games with AI on two planets, experienced serious memory leak. E.g more than 5GB were used just for two planets (scale 2 and 4) while they normally use less than 1.5GB. UPD: Were able to start game without leaks, but only with one AI.
Can you revert the change that makes strategic icons disapear at a certain zoom level? Or make it an option? Its horrible :-/ Otherwise the AI is nice and the pathing seems a ton better. Units still randomly stop for no reason but otherwise it seems like an improvement
It was a known issue we decided to ship anyway. It's already fixed, and will be more "normal" tomorrow.
OMG thanks, this was a massive bugbear in the game I just played, I was nearly apoplectic about it. On a related note (because this made me think of it) are there any plans to make a layer toggle?; All/Land/Air/Orbital. Edit: Pathing around buildings doesn't seem any better at all /rage
Perhaps I'm just blind, but is there a place to auto-update (or just download patches) for the Linux Beta? I'm only seeing the full download thus far...
One of the benefits of the steam platform. Yes it's closed source but they're providing purchasable entertainment, not tools imho.
When Uber done optimizations of networking, check this post: https://forums.uberent.com/threads/...s-for-online-matches.52241/page-3#post-798973
I would like to be able to add units to a hotkey by holding shift+#. I would like to be able to deselect units while holding shift (by clicking portraits in the bottom left, and boxing units I want unselected). I would like to select all units of a type on screen by holding ctrl and clicking on a single unit. Thanks!
I know, but when units are moving I find it easier to just hold ctrl and click on a unit, in games that allow it. EDIT: Also, I've noticed that a unit's selectable box, meaning the areas of the unit you can click on, are just a tad small, at least on bots and vehicles. If they could be made a little bigger they would be easier to control, and not so many frustrating mis-clicks