Better System View mod exposes the able to launch planets with no engines bug. Looks like the server doesn't check that the planet is allowed to be launched and just launches it. Related bugs: http://pa.lennardf1989.com/Tracker/index.php?do=details&task_id=2598 http://pa.lennardf1989.com/Tracker/index.php?do=details&task_id=2759
If you stop a building before it is completed, it starts losing <atrophy rate> HP per second after <atrophy cooldown> seconds of not being built.
Very nice. Love the zoom and the interplanetary nukes. That really helps take out stubborn planet hoppers.
No Landing zones for all the games I have tried with new build. Game loads and shows planets, with metal spots, but no landing areas. Have verified files more than once, restarted more than once, and tried to start several games. I load a system and wait for the light to turn green and only the planets and metal spots show. No green landing areas, on any planet. EDIT: Also chat does not show up in the lobby.
Well, so far I'm enjoying the interplanetary nukes. Now, at least, when someone gets away, if you can figure out where they went and catch it in time you can just nuke the holy bejesus out of them rather than necessarily trying to crack them by landing fabricators (which may be impossible). Glad to see anti-nuke range increased too. Finally makes them useful. The new space perspective struck me as odd but does kind of make better intuitive sense.
Heres a few notes: The new bot factory is aligned differently to the vehicle factory. If you click and drag (rotate) a bot factory, the direction you move your mouse in is the direction bots come out, for vehicle factories it is the direction that vehicles do not come out. The bot factory way definitely makes more sense, but having them be different is confusing. When spawning if you go to another planet you can choose to spawn there. You actually just spawn on the starting planet, but the height your commander is spawned at seems to be decided by the height of the other planet (I started underground). All in all, liking the changes, good stuff
Looks like the bot factory might still be a bit wonky. Seems you can quite easily built it on top of/inside other buildings. On the bright side, it still makes bots!
Patch notes aren't displaying in the start screen, as the content isn't formatted as expected: http://uberent.com/GameClient/GetNews?titleid=4&count=1 self.fetchPatchNews expects the changes to be within <li> ... </li> enclosures, but there's aren't any in the latest notes.
This could make a cool model for the adv bot factory, it's more bulky. The new bot factory is awsome, you can very easily turn it into an anthropomorphic figure with eyes and arms. Also, I can't unsee this.
I played a quick game just now, and I noticed two issues I'd like to mention, both nuke related. The first is that the icon for the nuke goes awry when in interplanetary flight. (The nuke originated on the small moon next to the first planet from the sun, heading to said planet.) The second is that one of my nukes decided to circle around the targeted factory instead of detonating. It carried on circling until I blew up a second nuke nearby. Edit: Well darn, it seems I can't actually embed from my steam uploads, gimme a sec and I'll put the screenshots in. Edit2: Screens added.
question was the Halley engines visual effect fixed, does the engine fire appear when you launch a moon or asteroid? and what about the spawning location bug?
the spawning location bug is not fixed yet, it seems and the start annihilation button not responding bug is as well not fixed