Well they only recently completely re-worked the entire pathing system to take vertical height into account as well (which should make the whole system more capable). What you're seeing now is a better system that's not had much polish, vs the older system that had been worked on for longer. You can be sure they're pathing guys are busy working on this at the moment. I think after a big change like this we just need to be patient and give them time to iron out all the bugs the new system has introduced. Edit: and if you think back to some of the bugs in alpha- units flying off into space, or sinking into the planets (or miraculously appearing *inside the sun*) these issues aren't as bad as they first appear. Give them time, they'll get it sorted!
Have naval units had their pathing fixed yet?? I'm pretty sure they us land algorithms for some reason. Wondible, is it possible to check the mode of patching for units??
I had a similar issue with the previous PTE; if one units falls into the shallow ditch on a metal planet and you happen to select it along with 40 non-stuck units, the whole platoon will not move. I'll assume that hasn't changed yet, based on your post.
You mean modifications to pathing? Even if I wanted to try decompiling binaries, I believe all pathing handled on the server.
We always listen. What we don't do is react or over-react. We see how people are actually playing at large, not just on the forums, play a lot of games ourselves, watch streams, and make well informed decisions. It may not go quickly, but it does help to make sure when changes happen, we can feel confident they're changes for the better.
You ever get the impression that people on these forums can (very occasionally) be a little impatient?
Yay! Dox are useful again! I'm not sure about their vision or the amphibious part, but their range increase makes them much more powerful especially when paired with radar/scouts.
So, based on what I'm reading in this thread, reclaiming wrecks is now useless. If that's the case, then that sucks. Reclaiming wrecks should get a buff, not a nerf. Reclaiming wrecks is one of my favorite components of RCBM. So dang useful and adds a ton to the game.
I don't think the change actually does anything to wrecks in game as it stands. It more of a back-end thing (people just assumed that's what the change did due to it's title)...
Yeah. At first I didn't think it changed anything. But people seem to think it does. I'd love to hear from a dev or by one of the guys who knows more about that stuff like raven or wondible. That being said, I'd love it if wrecks got a buff and produced more metal. Give more validity to reclaiming. I already reclaim trees a lot, but I'd love to be able to reclaim wrecks. It'd also be awesome if combat fabbers auto reclaimed wrecks. I know they do that in RCBM.
It's not that wrecks are useless, it's that don't appear, which may help out with the current pathing issues. I don't know what the system default value is, but it looks like most base specs set wreckage. The only explicit non-zero wreckage values are now base_structure, two unused units, base_orbital_structure (which gets overridden back to zero by both orbital structures), and base_ship (amusingly, given it's probably had the most complaints)
This is also how I see it, just a question of time. - I should probably also point out that a lot of the units were getting stuck within the larger formations of ice. They even seemed to have some movement within them and could be shot and killed. I believe they could also shoot out but I didn't witness this first hand. They couldn't leave once in though. Metal re-claiming was great in TA but because it was a slower paced game I feel it was used much more than in this game and was probably more important too. I could be wrong about the latter though. But yeah, repair bots automatically sucking them up would be good. SC2 even had a building which did it which could actually be quite useful on the mods I played but there were major choke points in that game where you could almost have a constant battle front with tank wrecks piling up all the time which this game doesn't really have, so probably not necessary.
So, the UI crashed on me again. But this time, I checked RAM usage after the crash (while PA was still running). Only 2.2 of 3.9gb were being used. Either the rest of the RAM had been used by the UI and was immediatly freed or there is a different problem (I might add that I was able to load a much larger planet than the moon I tested last time and the UI loaded without issue). These are the last few lines of the console output after the crash: Code: 3941 15:52:46.141144 W | PID: 3950 | 3950 15:52:46.140086 Requesting resource read for coui://ui/mods/ui_mod_list.js with internal id 793 reported FAIL 3941 15:52:47.124778 W | PID: 3950 | 4169 15:52:47.079279 [3950:4169:WARNING:accelerated_surface_linux_coherent.cc(250)] could not update shared memory image [17:52:49.058] INFO ClientWorld::updateObservability - Updating [21966] [17:52:49.080] INFO ClientInterface::updateObservableArmySet - Updating [21966] entities [17:53:17.884] ERROR Unknown mouse button: 4 [17:53:17.884] ERROR Unknown mouse button: 4 [17:53:21.357] INFO sendLandingLocationSelected [17:53:21.512] INFO handleLaunchSuccess 3941 15:53:25.610601 W | Argument conversion failed: Wrong type - expected Integer, got Null while converting argument 0 for handler holodeck.setCommanderId [17:53:25.614] INFO processUICommand [17:53:25.626] INFO setMusic /Music/Music_Launch_Commander [17:53:25.642] INFO handleLaunchSuccess [17:53:25.642] INFO processUICommand [17:53:25.652] INFO handleAllLandingsSelected [17:53:25.654] INFO ClientInterface::updateObservableArmySet - Updating [21966] entities [17:53:53.521] ERROR Unknown mouse button: 5 [17:53:53.522] ERROR Unknown mouse button: 5 [17:54:58.489] INFO holodeckUnitBeginCommand patrol [17:54:58.508] INFO holodeckUnitBeginCommand patrol [17:54:58.508] INFO holodeckUnitBeginCommand patrol [17:54:58.508] INFO holodeckUnitBeginCommand patrol 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 82134 error_code 10 request_code 130 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.) [17:57:33.613] ERROR Unknown mouse button: 4 [17:57:33.663] ERROR Unknown mouse button: 4 Edit: Just tried again on a system consisting of 3 moons. Everything loaded fine and RAM usage was about 3.2 -3.5gb of 3.9gb available. Then the UI crashed again (game itself was running smoothly before and after that point) and RAM usage dropped to 2.0gb. Again, the last console output: Code: 4600 16:05:54.795137 W | PID: 4609 | 4629 16:05:54.762096 Could not recognize the mime type of coui://ui/main/_i18n/locales/dev/shared.json 4600 16:05:54.839726 W | PID: 4609 | 4609 16:05:54.839358 Requesting resource read for coui://ui/mods/ui_mod_list.js with internal id 841 reported FAIL 4600 16:05:55.470894 W | PID: 4609 | 4813 16:05:55.442596 [4609:4813:WARNING:accelerated_surface_linux_coherent.cc(250)] could not update shared memory image [18:06:22.281] INFO sendLandingLocationSelected [18:06:22.448] INFO handleLaunchSuccess 4600 16:06:26.539835 W | Argument conversion failed: Wrong type - expected Integer, got Null while converting argument 0 for handler holodeck.setCommanderId [18:06:26.539] INFO processUICommand [18:06:26.540] INFO setMusic /Music/Music_Launch_Commander [18:06:26.541] INFO handleLaunchSuccess [18:06:26.541] INFO processUICommand [18:06:26.541] INFO handleAllLandingsSelected [18:06:26.541] INFO ClientInterface::updateObservableArmySet - Updating [28433] entities [18:06:31.583] ERROR cameraLookAt malformed message. [18:07:11.761] INFO holodeckUnitBeginCommand patrol [18:07:11.761] INFO holodeckUnitBeginCommand patrol [18:07:11.761] INFO holodeckUnitBeginCommand patrol [18:07:11.762] INFO holodeckUnitBeginCommand patrol [18:07:53.946] ERROR Unknown mouse button: 4 [18:07:53.946] ERROR Unknown mouse button: 4 [18:09:17.310] ERROR Unknown mouse button: 5 [18:09:17.310] ERROR Unknown mouse button: 5 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 97039 error_code 10 request_code 130 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.) [18:11:22.347] INFO Shutting down CoherentUI Anything that can be done about this ? I understand that it is not possible to play on large systems with 4gb of RAM but to me it seems like it would be very well possible to run the game on small systems at least if there was a way to prevent the UI from crashing. I didn't have this problem until a few builds ago I was playing mostly in Windows before, though, so it might be a problem that's more apparent on Linux (can't test Windows right now).
Not at moment. Though UI crashes is unrelated to RAM so it's doesn't meter if you have 4GB or 32GB. PS: If you want you can participate task on bug tracker: PA#2392 I tried quite a lot of things, but failed to find working workaround...
Please add AA back to bots. I am also skeptical of nerfing the sheller. It could use some changes maybe. I'm ok with lowering splash and damage and increasing attack speed for example. But right now it's a weird unit where it's either ridiculously strong or ridiculously useless. Specialization is great but that's not what I mean. It's just how they attack, and all of the related variables.. it isn't the best to control ingame, and having them be "tighter" even if doing so nerfs them would make them a lot more satisfying to use and even fight against.
I feel like they're trying to tackle the issues of wreckage the wrong way. There can be some issues especially with naval. But nerfing it isn't the right answer like you said. Hell buff them. Buff the reclaim speed if not the amount. That will encourage players to use reclaiming, which is a fun feature that adds more to do, while alleviating some of the issues. They can also make them degrade faster. Not what I'd want but better than nerfing them in general (well that is a nerf but you dig). To be honest I think how long it can take to reclaim is one of the biggest issues with them. People don't want to do it because it's effort for small gain and at the cost of a worker. I really think increasing reclaim speed would help a lot. I'd go as far as saying reclaiming should increase unit speed for them to zip around, that's a big issue too (or reason to use air fabbers depending how you look) but unfortunately that would be too obviously exploitable to move units around faster. But I think that perspective can shed some light on the problems with wreckage.