Hotfix build 77725 now live

Discussion in 'Planetary Annihilation General Discussion' started by jables, January 30, 2015.

  1. Diaboy

    Diaboy Active Member

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    My guess is it doesn't account for the metal/energy you start with, I don't know if that contributes significantly t the usage.
  2. cptconundrum

    cptconundrum Post Master General

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    @Quitch and @guest1 have both looked into this issue and might have something to say on the topic. I don't know that we have ever been able to really pin down exactly what the cause is.
  3. takfloyd

    takfloyd Active Member

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    Done: https://forums.uberent.com/threads/editor-bugs-and-issues-the-thread.67628/
    Remy561, drz1 and Raevn like this.
  4. emraldis

    emraldis Post Master General

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    My suggestion for fixing sub balance. Give all subs radar stealth, and heavily reduce (but don't remove) the underwater vision of most units, perhaps not scout units. Then add sonar into the game, or allow radar that is built on water to have sonar as well (would require two different units, I think).
  5. burntcustard

    burntcustard Post Master General

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    I think it should be seen as "tweaking" the subs balance, rather than "fixing". It's not too far off right now, but it is clearly wonky enough that subs won't see much use. I don't think lowering the other units vision would really help. I would rather see the subs movement tweaked to make them more manoeuvrable, and maybe their torpedos projectile speed a tiny bit higher, and their cost reduced a bit, and maaaaaybe make them so they can't be seen on radar to add consistency with the T2 sub.
  6. emraldis

    emraldis Post Master General

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    The reduced underwater vision for all units would allow you to use subs as a stealth unit as they would be harder to detect, but wouldn't make them undetectable. It would help against just having someone patrol bombers above the naval side of their base and just taking out all subs immediately, as the bombers would have to be closer to the subs to detect them...
    EdWood likes this.
  7. knoppiks

    knoppiks New Member

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    I'm sorry but i must quote myself:
    The answer is: You can't.
    @jables No answer in PTE build discussion thread means = Working as intended?

    Even more: Why taking reclaim capability from orbital fabbers at all? With the new catapult, sheller, bluehawk anti-orbital weapons a fabber-reclaim attack is even more unlikely. Maybe adjusting the reclaim-rate of living enemy-units for orbital fabbers will help?
    cptconundrum likes this.
  8. jables

    jables Uber Employee

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    Yes, currently working as intended. As usual we'll make changes based on watching gameplay and feedback where needed :)
    pieman2906, Remy561, radongog and 2 others like this.
  9. rivii

    rivii Well-Known Member

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    Don't know if its told allready but as soon as I build an Anchor the game crashed. Upon reconnecting the game will crash (3 times a row now). Will see if I can reproduce it in other games.
  10. jables

    jables Uber Employee

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    Disable mods, should fix that. Please let me know if not.
  11. stuart98

    stuart98 Post Master General

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    Update your PA-FX, that was causing the issue.
  12. bgolus

    bgolus Uber Alumni

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    Can I get a version of PA-FX with the crash?
  13. stuart98

    stuart98 Post Master General

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  14. rivii

    rivii Well-Known Member

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    Sorry my bad.. Outdated mods were the issue sorry for the inconvenience.
    Remy561 and stuart98 like this.
  15. bgolus

    bgolus Uber Alumni

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    I'd prefer if mods weren't capable of crashing the game. ;)
  16. Dementiurge

    Dementiurge Post Master General

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    Should we make mods that deliberately crash the game to keep you busy? :p
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  17. Quitch

    Quitch Post Master General

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    What's the difference between \ and the torpedo symbol?
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  18. jtibble

    jtibble Active Member

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    Just got an issue with hovering, undying unit-cannon-shot slammers in replay 2110395858821414405:

    Remy561, Quitch, elodea and 2 others like this.
  19. MadGreyOne

    MadGreyOne Member

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    If they were just still shooting this would be a feature, not a bug!

    On a relavent note, this reminds me of a very old game where you could use your artillery to fire recon posts. The posts were just that, five small posts that granted vision and a small amount of radar until destroyed. I think that would be an awesome option for the unit cannon to have.
    killerkiwijuice likes this.
  20. Quitch

    Quitch Post Master General

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    Also, I think I saw that the Stingray was using the torpedo symbol pointed up to indicate it could shoot orbital, but isn't | the symbol for orbital-to-ground and ground-to-orbital?

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