PA Alpha Build: 49499

Discussion in 'Support!' started by garat, June 14, 2013.

  1. Gorbles

    Gorbles Post Master General

    Messages:
    1,832
    Likes Received:
    1,421
    Never. I still have them all installed!

    Though I have to admit it's surprising how often I'm recognised on a new site, due to DoW 2 community experience.

    (/derail)
  2. stonesand

    stonesand New Member

    Messages:
    26
    Likes Received:
    4
    Aw, the units sinking into the ground was my favorite bug. :) :lol:
  3. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    no units floating off into space is way better imho
  4. felipec

    felipec Active Member

    Messages:
    465
    Likes Received:
    190
    This is the most fun bug atm =)
  5. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I want changelogs for 49525 :p
  6. nickste88

    nickste88 Member

    Messages:
    49
    Likes Received:
    11
    Same :D
  7. nschar

    nschar New Member

    Messages:
    13
    Likes Received:
    0
    Curious about it too, no tinkerers that has already found it out for themselves?
  8. garat

    garat Cat Herder Uber Alumni

    Messages:
    3,344
    Likes Received:
    5,376
    There probably won't be a specific one (I'll check in a bit, still doing other things). This build was pushed for one reason - it has our first viable Mac build.

    Now we just need a way to get the build to people. :)

    Announcement coming about mac soon. It will probably be limited to Steam for now, because our own launcher is proving to take a bit of work to get it ready.
  9. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    There is one change I like: I can target radar blips now. Maybe it was 49499 that made it possible, but I like it alot.
  10. ramcat

    ramcat New Member

    Messages:
    26
    Likes Received:
    5
    Actually I hope this never comes, or is a switch in game setup!!!! It's great the way it is!
  11. garat

    garat Cat Herder Uber Alumni

    Messages:
    3,344
    Likes Received:
    5,376
    This will absolutely go away. You cannot balance an RTS like this with unlimited metal. :) I'm sure someone will end up making a no build limits mod though!
  12. xedi

    xedi Active Member

    Messages:
    135
    Likes Received:
    31
    Well, it won't even completely go away, because of metal planets, right?
    Or are there plans to modify how the system works on metal planets? I have no strong feelings one way or the other, but I'm always up for experimentation to see what works.
  13. ramcat

    ramcat New Member

    Messages:
    26
    Likes Received:
    5
    An interesting point, balance. Isn't it already balanced? Both sides have equal access to both supplies and units? I don't see how unequal metal distibution (through metal points not being exactly the same distance from each starting player) balances anything.
  14. garat

    garat Cat Herder Uber Alumni

    Messages:
    3,344
    Likes Received:
    5,376
    Unequal distribution of metal points is a solved problem that we can deal with. No limit on metal production means.. well, frankly, it's kind of boring and doesn't encourage the core gameplay of base expansion.
  15. aeonsim

    aeonsim Active Member

    Messages:
    195
    Likes Received:
    42
    Well it does require a player to expand beyond there base if they want to easily increase metal production. Makes territory significantly more valuable.

    Certainly improves the "balance" between turtling and more aggressive game play.
  16. monkeyulize

    monkeyulize Active Member

    Messages:
    539
    Likes Received:
    99
    *facepalm*

    Sure it's "balanced", but it is no fun at all. Might as well not have resources at all, and just give you a ton of units at the start to play with.
  17. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I think I said it before and I will say it again: Adding in mexspots is my most awaited gameplay improvement.
  18. monkeyulize

    monkeyulize Active Member

    Messages:
    539
    Likes Received:
    99
    It is mine as well, although it's about equal with fixing the building inside of other buildings.
  19. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    I can't wait till we stop box selecting things through the planet.
  20. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Yeah, as I said mexes are a gameplay-improvement. Stuff like selection has nothing to do with gameplay.
    But yeah, UI wise I really want a better control about what is selected and what gets selected, too. It happens far too often that I randomly select stuff without realisiing and send it off somewhere.

Share This Page