We think you'll love the new features. Our single-player component, Galactic War, has seen notable enhancements, including bigger map sizes. Resource-rich gas giants have been added as well, giving you more reasons to race to the stars quicker than ever before. If total obliteration is more your speed, the game-ending celestial weapon of doom, the Annihilaser, does the job nicely. Years ago, we started making our take on a next-generation RTS with massive scale and incredible tools. Without your generous help and support throughout development, this game wouldn't have been possible. The entire Uber Entertainment team thanks you. <3 Patch Notes: Server memory usage improvements. This should help mitigate many of the lag concerns that have been popping up in some circumstances. AI: Improve the AI's handling of Gas Giants. AI: Minor AI balance changes. AI: Will build radar sooner; also will build teleporters on new planets sooner and send fabbers sooner to uncontested planets. Annihilazer: the metal planet can now target planets with active thrusters. Balance: Improve nuke interplanetary performance Bug: Fix for crash when a unit is on the final leg of a celestial move to a planet that gets smashed. Chat: Disabled the keyboard capture stack handling in live game. Chat: Breaks due to capturing more than it releases due to being inside of the computed without current capture state tracking Engine: Lighting engine work on planet smash. Galactic War: Anti-nuke working again Galactic War: Adjust boss battle difficulty on Normal Galactic War: Sub Commanders should appear again, though still rare. Gameplay: Fix for being unalbe to set an orbital factory or orbital launcher rally point on a gas giant. Gameplay: Fix for tactical missile bot not working when moving away from targets. Gameplay: Fix for weapons and projectiles damaging your own units even with splash_damages_allies set to false. Gameplay: Updated the firing tolerance for the metal planet weapon. Fixes a situation where the planet appears to be on target but does not fire. Gameplay: Advanced Assault Bot can fire on land again Gameplay: Attack move with non-combat units (Combat fabbers or other units without weapon) work again as expected Gameplay: Added the PAX Prime system to the default systems. Gameplay: Fix patrolling units from stopping after attacking an enemy unit. Linux: Coherent hotfix for BadAccess problem. Lobby: Maximum length limit for the lobby name. Replays: Replay browser now allows replay playback from direct lobby IDs pasted into search box, even if those lobby IDs aren't in the displayed replay list. UI: fixed a bug with planetary weapon control alert logic. UI: you can now join an army after leaving a shared army (since the selectedCommander function will now always return a well formed object). also fixes the preferred commander logic. UI: shared armies will only use a single color. players (except the first player in an army) will give up their color when they join a shared army. UI: Alerts and hover details: alert styling fix to center text properly in alert, and fix title text spacing in hover detail Balance: Gunship: Health: 240 -> 300 Commander: AA Weapon: RoF: 2 -> 1, no AoE. Nukes: Cost: 60000 -> 50000 Booms Damage: 250 -> 700 SXX can now shoot at and hit air units. (Like commanders in Pelicans) Commander death no longer damages orbital units. Orbital Factory - Health: 30000 -> 15000 Jig: - Health: 7500 -> 500 ; - Metal Cost: 6000 -> 3000 Teleporters: Increase the build length: 60 -> 75 Bot/Vehicle/Naval Fabricators Build Range: 20 -> 30 Sniper Bot: Sight Radius: 100 -> 180 ; Now does beam instead of shell. ; Range: 140 -> 220 ; Turret Yaw Rate: 90 -> 45 Advanced Assault Bots: Torpedo Range: 200 -> 160 Adv Torpedo Launcher: RoF: 2 -> 3, Damage: 300 -> 235 Metal Planet Turn Rate: 5 -> 10
Oh Launch trailer is now opening movie for game nice Only thing is i can see my mouse while watching it Edit: Is @ZaphodX old streams meant to be part of launch trailers? Still haven't hit main menu yet.
If you click around on the movie, it currently will trigger movies in the movie panel, and play em. So you can end up hearing other videos.
Looks like that intro video broke the main menu UI for me Watched it entirely (didn't skip it), and when the X in the corner showed up, I used it to close the video. UI showed up, music started playing, but menu is completely unresponsive. Not even hover effects are working, as if the overlay was still active and blocking all inputs. Running the game in window mode on Windows 8.1 x64 from Launcher. EDIT: Restarted PA, this time the video didn't play and the UI didn't froze.
YES you added the PAX system! Everyone should go play some 3v3 or larger games on this system now - it's so awesome.
I can't select the metal extractors or the storage in the contruction panel while a secondary window is opened as they overlap. The click seems to go the secondary window instead of the contruction panel. And the message "connexion to server lost" is gone. The game just quit to the main menu. And the message is back again. I guess it was just a glicht.
Is this the release performance we should have expected? I just tried a game on the pax prime system and its still laggy as hell, server fps was at 1fps and units were warping around and you could not do ****. The unit count was as low as maybe 5k. There are only few games early in the morning in europe, but still the servers are overloaded... However there is something good, it runs smooth on my machine...
Other Changes [Teleporter] UNITTYPE_Recon removed (and duplicate UNITTYPE_FabBuild) [UI] Backer names added to Kickstarter dialog box on the main screen. [System] PAX Prime 2014 system added [Galactic War] Credits added for soundtrack recording & orchestra [UI] Trailer plays on first run Edit: Fancy that. 3,000th post
Just played a full game of galactic war on Linux with no crashes. It went rather sluggish at one point, but it cleared up. Pleasing to see.
Server runs at 1fps, its sim you need to look at. If it is below 9.5-10, you'll notice the lag (slowdown; time dilation). Choppy unit movement is primarily caused by network lag. Likely, your internet was being silly, or the number of users of your ISP increased.
71729 - GW: subcommander chance increased - GW: size of small, medium, and large systems increased by six. - Credits: new section for soundtrack performers - Start page sidebar updated - Kickstarter names listed in kickstarter credits message - Two additional system templates (and PAX prime in system loader, as mentioned) Modding: - Teleporter is no longer Recon - GW: additional ai adjustments for scouting and boss economy - GW: neural data mod flipped for lower difficulty - GW: intro video handling changed - Automatic tutorial video removed (moved to main) - Main scene updated to include a video player overlay - new file: ui/main/signal_finish_video.html
What happened to the UI? Was it not planned to have adjustable waypoints, not just in the way you could move planned buildings around (as in Supreme Commander) but also be able to cancel waypoints like in Total Annihilation? Whilst it may not be a major issue, on a game this size having a very easy to use (and easy to correct) interface is vital for multi-battlefield strategy!
Have this bug long time now, sometimes I loose the possibility to move the screen when moving the mouse cursor on the screen borders and I have to use the mouse wheel to move around.