PA Alpha Build: 49731

Discussion in 'Support!' started by garat, June 19, 2013.

  1. LegionDarrath

    LegionDarrath Member

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    Subs (once they work properly) will be below the surface of the water (duh) and can only be spotted by sonar so you could send a group of subs and they wouldn't get spotted unless the enemy has sonar coverage. At least that's what I'm thinking.
  2. ticklemeelmo

    ticklemeelmo Member

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    I understand that. I am asking what are you going to do with this feature that is useful? What strategy do you envision having this ability gives you? All water structures are visible on the the surface.
  3. iampetard

    iampetard Active Member

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    Simulation terminated in every battle so far with this build (after about 20 minutes)
  4. LegionDarrath

    LegionDarrath Member

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    Perhaps they will add submerged buildings as well, too early to tell.
  5. KNight

    KNight Post Master General

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    HARMS Yes please!

    Mike
  6. cola_colin

    cola_colin Moderator Alumni

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    I've only played a testgame or two, but one of them contained roughly 30 t1 bot factories making so many bots that the PA client used nearly 2GB of ram and run at below 5fps with massive lags. But it was stable all the time.
    What did you do? :eek:
  7. soghog

    soghog Member

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    The sub is no longer built in T2 factories.
  8. iampetard

    iampetard Active Member

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    Dunno, crashed in every single game with termination, looks a lot like the same thing that happened in the beginning of the alpha
  9. dacite

    dacite Member

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    Oh God not them again. My seraphim T3 subs never stood a chance.
  10. Clopse

    Clopse Post Master General

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    Yeah, I have gotten this 3/4 games I played in today.
  11. greendiamond

    greendiamond Active Member

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    secretly putting jellyfish mines all up in their water ways
  12. ace63

    ace63 Post Master General

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    With the newest patch the game gets kinda laggy once a certain number of units is reached (this was announced):

    Will this improve in the future?
    It is not unresponsive, but the units stutter while moving.
  13. bgolus

    bgolus Uber Alumni

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    That's the bandwidth throttling in action.

    On the specific question of "Will this improve in the future?", this answer will always be "yes". This is alpha, everything is early.
  14. ace63

    ace63 Post Master General

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    I suspected this. But it is still awesome to know the simulation continues at full speed and is not slowing down, just my connection catching up.
  15. thedbp

    thedbp Member

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    it might not be your connection though, bandwidth throttling pretty much means that uber can't afford to throw infinite bandwidth at the users and they therefore have to put a limit on how much they can send as max per user.

    correct me if I'm wrong.

    EDIT:
    as a reference, I have monster lag after some minutes
    [​IMG]
  16. cola_colin

    cola_colin Moderator Alumni

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    It's definitely a limitation of the server, this will hopefully improve by better servers and a more efficient netcode with the later being more important, since currently it might be problematic for people with weaker internet.
  17. bgolus

    bgolus Uber Alumni

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    We have the cap set where it is so we can try to get the behavior on low-bandwidth better rather than just ignore the issue. The cap is still fairly high, but it's there so when we're running the game locally we're still seeing the cap that exists when actually running over a network so we're not surprised when we try a live game.
  18. Vernam7

    Vernam7 Member

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    when the v49789 post will be live and evailable in the tracker?

    i need to report this problems!
    no textures on the planet at all! and i see the start locations also to the moons.

    [​IMG]
    [​IMG]

    thanks

    p.s thanks for the update and the new moon textures :)

    p.s sorry for the huge resolution :p
  19. nanolathe

    nanolathe Post Master General

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    The "comma" key has never initiated such a silly command

    Attached Files:

  20. Raevn

    Raevn Moderator Alumni

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    Until an official post:

    Build 49789:
    • MOOONNNSSS.. You'll see what we mean
    • Fixes for a couple different simulation terminated issues
    • Fix hover details on radar blips (no more cheating!)
    • Added new water decals for multiple biomes
    • Nuke explosion now oriented properly
    • Aircraft speed overall increase
    • Artillery boosted a bit

    Air Scout:
    Acceleration: 350 => 1100
    Brake Rate: 35 => 1100
    Max Speed: 70 => 110

    Bomber:
    Acceleration: 6 => 8
    Brake Rate: 6 => 8
    Max Speed: 60 => 75

    Adv. Bomber:
    Acceleration: 6 => 8
    Brake Rate: 6 => 8
    Max Speed: 60 => 75
    Turn Speed: 45 => 30

    Fighter:
    Acceleration: 30 => 90
    Brake Rate: 30 => 90
    Max Speed: 60 => 90

    Adv. Fighter:
    Acceleration: 30 => 90
    Brake Rate: 30 => 90
    Max Speed: 60 => 90

    Artillery:
    Range: 150 => 250
    Damage: 120 => 175
    Splash Damage: 120 => 175

    Tank:
    Weapon Pitch range: 20 => 40

    Adv. Tank:
    Weapon Pitch range: 15 => 40

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