[Radeon HD 6870] Looks like 2:13.300-0ubuntu0.0.1 (latest on the release I'm running) I've been using --software-ui. I keep seeing output like this, with this problem: 1140 02:14:33.966443 Requesting resource read for coui://ui/main/game/live_game/img/status_bar/icon_status_energy.png with internal id 604 reported FAIL The program 'CoherentUI_Host' received an X Window System error. This probably reflects a bug in the program. The error was 'BadAccess (attempt to access private resource denied)'. (Details: serial 6649 error_code 10 request_code 146 minor_code 1) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) [22:15:30.506] INFO Shutting down CoherentUI
And when I clicked the thing in the upper left hand corner, to go to the enemy's commander, it never worked. Even when I found him manually, and was looking at him walking around (with orbital lasers).
I hate Catalyst for that. Can you translate this into some proper version name? If you're actually using Catalyst 13.12 or something it's good idea upgrade to 14.4 or 14.6 Beta.
the ai can NEVER be wrong. It must never be too early to build a teleporter. Teleporter OP, new competitive builds Tele first mex second.
Forgot to mention: I found another property of the "can't build" state. I'm usually holding shift when I build. If I press and release shift, the build bar highlight disappears, and then I can press shift again and begin placing things.
On engineers getting "stuck" in the middle of their queues, it seems to me it always happens when they're trying to build something in an area that needs a carcass/tree reclaimed out of the way (just barely - on the edge of where they're trying to build). For some reason they don't auto-reclaim, and just sit next to where they're supposed to be building.
Yup, especially annoying when you want to build mex's on a destroyed base. I kind of took the habit to area reclaim before giving build orders as a workaround. Been like that since a few builds now
Investigated further. Problem is input.capture in buildItemFromList, which captures all mouse input until a keyup, which I got from the shift key above. This was introduced in 66863 when the hotkeys kind of got worse all over the place; so far my experiments removing the entire call and all of it's contents have been good.
13.125 (between the "2:" and the "-0ubuntu0.0.1"). I know upgrading is highly recommended. Good to have some specific version numbers to look for, thanks. I wouldn't have mentioned it if it didn't seem like a new problem in this version of PA.
I'm having all kinds of problems. Selecting a factory or fabber is often not giving me its build menu. Building multiple buildings is often not working - metal extractors in an area, or energy in a line - they're poofing like I'm not allowed to build it there or something. Trying to use keyboard shortcuts to manage build queues for factories is terrible. I click a factory and type something like lzsdg, to loop, select that I want to build stuff, and then build vehicles s, d, and g, and it'll get one or two of the vehicles selected. I basically can't use keyboard shortcuts to select vehicles to build. Are these really things that could be related to needing to update graphics drivers?
Performance has gone backwards in this PTE from the mainline build for me. It is giving the appearance of chugging like the framerate is low at the start of the game, when this usually occurs in very large games with many planets late game in the mainline build. My client FPS is showing 60 fps during that time as well. I also noticed that Infernos have to be manually moved closer to their targets as their default distance is beyone their attack range. The animation gives the appearance of them attacking the building, but no damage is being done unless they are literally adjacent to it. I think this has already been said a couple of times so far, but when starting a new game, my commander appears, the explosion SFX plays and THEN the explosion occurs after. Shouldn't it be the animation ->explosion SFX -> commander appears? I am sure this is not working as intended.